Feats: Difference between revisions

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You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:
You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:
*When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point.
*When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point.
*As an action, you can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.
*As an action, you can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a long rest.
 
==== Lucky ====
You have inexplicable luck that seems to kick in at just the right moment.
*You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
*You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.
*You regain your expended luck points when you finish a long rest.
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==== Mage Slayer ====
You have practiced techniques useful in melee combat against spellcasters, gaining the following benefits:
*When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
*When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
*You have advantage on saving throws against spells cast by creatures within 5 feet of you.
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==== Magic Inititate ====
Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list.
In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again using this feat.
Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
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==== Martial Adept ====
You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:
You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
You gain a number of superiority dice equal to your proficiency bonus, which is a d8 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it.
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=== Half Feats ===
=== Half Feats ===