Created page with "<tabs> <tab name="Dexterity" collapsed>{{:Feat/List/Ability/Dexterity}}</tab> <tab name="Perception" collapsed>{{:Feat/List/Ability/Perception}}</tab> <tab name="Strength" collapsed>{{:Feat/List/Ability/Strength}}</tab> <tab name="Constitution" collapsed>{{:Feat/List/Ability/Constitution}}</tab> <tab name="Intelligence" collapsed>{{:Feat/List/Ability/Intelligence}}</tab> <tab name="Wisdom" collapsed>{{:Feat/List/Ability/Wisdom}}</tab> <tab name="Charisma" collapsed>{{:Fe..." Tag: wikieditor |
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<noinclude>{{ScuffedMenu|offset=3.4em|[[Feat/List/Ability/Dexterity|Dexterity]] {{!}} [[Feat/List/Ability/Perception|Perception]] {{!}} [[Feat/List/Ability/Strength|Strength]] {{!}} [[Feat/List/Ability/Constitution|Constitution]] {{!}} [[Feat/List/Ability/Intelligence|Intelligence]] {{!}} [[Feat/List/Ability/Wisdom|Wisdom]] {{!}} [[Feat/List/Ability/Charisma|Charisma]] {{!}} [[Feat/List/Ability/Luck|Luck]]}}</noinclude> | |||
<tabs> | <tabs> | ||
<tab name="Dexterity" collapsed>{{:Feat/List/Ability/Dexterity}}</tab> | <tab name="Dexterity" collapsed>[[Feat/List/Ability/Dexterity|→ Dexterity Feats]]<hr>{{:Feat/List/Ability/Dexterity}}</tab> | ||
<tab name="Perception" collapsed>{{:Feat/List/Ability/Perception}}</tab> | <tab name="Perception" collapsed>[[Feat/List/Ability/Perception|→ Perception Feats]]<hr>{{:Feat/List/Ability/Perception}}</tab> | ||
<tab name="Strength" collapsed>{{:Feat/List/Ability/Strength}}</tab> | <tab name="Strength" collapsed>[[Feat/List/Ability/Strength|→ Strength Feats]]<hr>{{:Feat/List/Ability/Strength}}</tab> | ||
<tab name="Constitution" collapsed>{{:Feat/List/Ability/Constitution}}</tab> | <tab name="Constitution" collapsed>[[Feat/List/Ability/Constitution|→ Constitution Feats]]<hr>{{:Feat/List/Ability/Constitution}}</tab> | ||
<tab name="Intelligence" collapsed>{{:Feat/List/Ability/Intelligence}}</tab> | <tab name="Intelligence" collapsed>[[Feat/List/Ability/Intelligence|→ Intelligence Feats]]<hr>{{:Feat/List/Ability/Intelligence}}</tab> | ||
<tab name="Wisdom" collapsed>{{:Feat/List/Ability/Wisdom}}</tab> | <tab name="Wisdom" collapsed>[[Feat/List/Ability/Wisdom|→ Wisdom Feats]]<hr>{{:Feat/List/Ability/Wisdom}}</tab> | ||
<tab name="Charisma" collapsed>{{:Feat/List/Ability/Charisma}}</tab> | <tab name="Charisma" collapsed>[[Feat/List/Ability/Charisma|→ Charisma Feats]]<hr>{{:Feat/List/Ability/Charisma}}</tab> | ||
<tab name="Luck" collapsed>{{:Feat/List/Ability/Luck}}</tab> | <tab name="Luck" collapsed>[[Feat/List/Ability/Luck|→ Luck Feats]]<hr>{{:Feat/List/Ability/Luck}}</tab> | ||
</tabs> | </tabs> |
Latest revision as of 23:31, 17 April 2024
Escape Artist
- Whenever you succeed on a Dexterity saving throw, you can use your Reaction to move up to half your movement.
- On your turn, you can forego all of your movement to automatically escape from nonmagical restraints such as manacles or a creature that has you grappled.
- When you escape a creature's grapple on your turn, you can immediately use your bonus action to Dash, without provoking opportunity attacks from the grappling creature.
- You gain advantage on Intelligence (Investigation) checks to gain and gather information about structures and buildings and their possible backdoors, getaways and escape routes.
Reflex Momentum
- When you succeed with a Reflex save or avoid an attack, you may as a reaction, move 5 meters. If you succeed with any additional Reflex save while using this feature, you may move an additional 5 meters for each success.
- During the movement, you add your Reflex to your AL, and any additional save or avoidance doubles the AL gained.
This feature may be used once per turn.
Alert
Always on the lookout for danger, you gain the following benefits:
- You have advantage on initiative rolls.
- You can't be surprised while you are conscious.
- You have advantage on saving throws made to avoid or resist traps.
- Traveling at a fast pace doesn't impose the normal -5 penalty on your passive Perception.
Observant
Quick to notice details of your environment, you gain the following benefits:
- If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
- You gain proficiency in Investigation twice.
- You have a +5 bonus to your Intuition score.
Arnold
Your training and focus on bodybuilding allows you to perform feats that most others can’t:
- You count as one size larger when determining whether you can Shove, drag, Grapple or Lift an object or creature.
- You gain advantage on all Strength (Athletics) checks when attempting to Shove a creature. Additionally, when shoving a creature, you can push the target an additional 5 feet away.
- Any effect that would move you 10 feet or more against your will only moves you half the distance. You do not move if the action would move you 5 feet.
- You can climb on horizontal surfaces, such as ceilings, as if they were vertical surfaces.
- You gain advantage in all Strength or Dexterity checks to resist being shoved or moved against your will.
Durable
→ Durable
Prerequisite: Tough I
Hardy and resilient, you gain the following benefits:
- When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).
- You have advantage on checks and saving throws made to resist Exhaustion.
- Additionally, you can as a minor action roll one of your recover hitpoints equal to one hit die + your constitution modifier.
Tough I
Hearty and healthy, you gain the following benefits:
- Your hit point maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional hit point.
Tough II
→ Tough II
Prerequisite: Tough I
- Your hit point maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional hit point.
Tough III
→ Tough III
Prerequisite: Tough II
- Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by two.
Eclectic Knowledge
You have learned a smattering of information about a wide variety of topics and you have dabbled in many different crafts. You gain the following benefits:
- You can add your proficiency bonus, rounded down, to any Intelligence check you make that doesn’t already include a proficiency bonus.
Keen Mind
You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits:
- You always know which way is north.
- You always know the number of hours left before the next sunrise or sunset.
- You can accurately recall anything you have seen or heard within the past month.
Hole In The Ground
- When you fail a Wisdom skill check which you are proficient with, follow-up attempts may add your Wisdom modifier again, for every failure.
- The number of times the Wisdom modifier may be added may not exceed your proficieny bonus.
- The time to perform the follow-up attempt is halved with every failure.
Tree By A River
- As a reaction, you may use the Help action when a creature performs a skill check you are proficient with.
- The creature must be within range of you.
- You may perform the Help action if you are helping someone with a skill check involving a Wisdom roll, even if you are not proficient with said skill. You use your Wisdom modifier for the roll or proficieny with the skill, whichever is highest.
Divine Purpose
You uncover your internal drive and its divine purpose granting you abilities, and the following benefits:
- You learn two cantrips of your choice from any Divine domain. Your spellcasting ability for these spells are Charisma.
- You gain access to the Divine theme feats. Your spellcasting ability for these feats are Charisma.
Inspiring Leader
You can spend time inspiring your companions, shoring up their resolve to fight.
- Choose any friendly creatures (which can include yourself) within 60 feet of you who can see or hear you and who can understand you.
After 10 minutes each creature can gain temporary hit points equal toyour level + (2 × your Charisma modifier)
.- A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.
- You gain advantage on Coercion(Charisma) rolls.
Luck of the Roll
- When you use a Luck point, you may regain the spent point by succeeding with a
DL 13
Luck roll.- Points regained by this feature cannot be used until the start of your next turn.