Feats: Difference between revisions

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When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class's spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class's spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.
If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.
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==== Skulker (Dexterity Score of 13 or higher) ====
You are expert at slinking through shadows. You gain the following benefits:
*You can try to hide when you are lightly obscured from the creature from which you are hiding.
*When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.
*Dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight.
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==== Spell Sniper (The ability to cast a spell) ====
You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:
*When you cast a spell that requires you to make an attack roll, the spell’s range is doubled.
*Your ranged spell attacks ignore half cover and three-quarters cover.
*You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
==== War Caster (The ability to cast a spell) ====
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
*You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
*You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
*When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
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=== Half feats ===
=== Half feats ===