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| ==General Feats==
| | <noinclude>{{also|[[Feat/List|List of all feats]]}}</noinclude> |
| | | <noinclude>[[Category:Incomplete]][[Category:Dr GM pls]]{{pls|Feat explanation here (?)}}</noinclude> |
| <div class="toccolours mw-collapsible" style="width:400px; overflow:auto;"> | | ==Theme Feats== |
| This text is collapsible. ANALANLADFG ADFG ADFG DFAG ADFG ADFG ADFG ADFG ADFG ADF GAFDG ADFG ADFG ADFG ADFG
| | {{:Theme/Theme_Feats}} |
| dafg ADFG DAFG
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| adf GADF GADFG
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| adfg ADFG ADFG AD
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| </div>
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| ====Ability Power====
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| ''Prerequisites: 7th level.''
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| * Increase an ability score by 1, to a maximum of 16.
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| * To a maximum of 18 after you reach 11th level.
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| * To a maximum of 20 after you reach 17th level.
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| You can select this feat multiple times.
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| ====Skilled====
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| You gain proficiency in any combination of five skills, tools, performance, language or others of your choice. No chosen proficiency may go beyond the skilled (+4) proficiency level, such that it gains expert, master or legend (+6, +8, +10).
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| ==Ability Feats==
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| ===Dexterity===
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| ====Escape Artist====
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| * Whenever you succeed on a Dexterity saving throw, you can use your reaction to move up to half your movement.
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| * 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.
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| * 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.
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| * You gain advantage on Intelligence (Investigation) checks to gain and gather information about structures and buildings and their possible backdoors, getaways and escape routes.
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| ===Perception===
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| ===Strength===
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| ====Arnold====
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| ''Your training and focus on bodybuilding allows you to perform feats that most others can’t:''
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| * You count as one size larger when determining whether you can push, drag, grapple or lift an object or creature.
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| * 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.
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| * 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.
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| * You can climb on horizontal surfaces, such as ceilings, as if they were vertical surfaces.
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| * You gain advantage in all Strength or Dexterity checks to resist being shoved or moved against your will.
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| ===Constitution===
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| ===Intelligence===
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| ===Wisdom===
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| ===Charisma===
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| ===Luck===
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| ==Skill Feats==
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| ===Acrobatics===
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| Acrobat
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| When you are prone, standing up uses only 5 feet of your movement.
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| If you are pushed prone, you can use your reaction to move 5 feet without provoking an attack of opportunity. You fall prone after this movement.
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| You can make a running long jump or a running high jump after moving 5 feet less than normal.
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| You may choose whether the jump uses your Strength or Dexterity score for determining height or distance.
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| Aerial Agility
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| You gain the ability to move in flying leaps with incredible speed, precision, and power. Few obstacles can prevent you from reaching your destination.
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| When you move, you can instead take two short jumps of straight movements by flying. Each movement is at half your speed, and you must end each one on a creature, solid object, or ground. If you do not, you fall and your movement ends. You can only gain at maximum a vertical height equal to 3 + your Proficiency bonus + your Dexterity modifier feet.
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| Whenever you end your flying movement and you are within 5 feet of a climbable surface you may grab onto that surface as though you were climbing upon it.
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| You have resistance to falling damage.
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| ===Alchemy===
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| Magical Infusions
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| You have discovered new ways to modify the alchemical brewing process, infusing your potions and alchemical inventions with your own magic.
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| When you finish a short or long rest and have an empty vial on your person, you may choose to infuse a spell into it by casting it. When you cast the spell in this way, the spell does not take effect immediately, but is infused into the potion.
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| If the spell grants an effect or restores health, the effect of the spell is gained when the potion is consumed. A vial infused with a spell that has damaging effect or an area of effect, releases the effect when the vial is broken, with the effect centered on where the vial breaks.
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| A spell lasts its normal duration, unless if the spell requires concentration, then its duration is shortened to a number of rounds equal to your alchemy proficiency bonus, but does not require concentration to maintain.
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| An infused vial or potion loses its potency if it is not used by the end of your next long rest.
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| Potent Brews
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| Alchemical Injections
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| ===Animal Handling===
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| Mounted Training
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| You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits:
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| You add double your proficiency bonus to Animal Handling checks involving your steed and similar tamed creatures.
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| You can force an attack targeted at your mount to target you instead.
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| If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
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| Mounted Mastery
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| Your mastery as a rider becomes apparent.
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| You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you're not incapacitated.
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| Mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.
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| Your mount's speed increases by 1/3rd of its base speed while you are mounted upon it. Your mount also has advantage on Strength (Athletics) checks when jumping or running.
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| Pet Trainer
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| ===Arcana===
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| Arcane Initiate
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| Prerequisites: Intelligence 13 or higher
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| You uncover magical abilities, and gain the following benefits:
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| You learn two cantrips of your choice from the Arcane spell list. Your spellcasting ability for these spells is Intelligence.
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| You gain access to the Arcane Feats. Your spellcasting ability for your Arcane Feats is Intelligence.
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| Arcane Tingle
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| ===Athletics===
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| Remarkable Athlete
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| You have undergone extensive physical training to gain the following benefits:
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| You gain a base climbing and swimming speed equal to half your base walking speed (up from 1/4th).
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| In addition, you gain proficiency in athletics twice.
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| Mobile
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| You are exceptionally speedy and agile. You gain the following benefits:
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| Your base speed increases by 10 feet.
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| When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
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| Parkour Artist
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| Prerequisite: Acrobatics proficiency
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| When you take the Dash action, if you are wearing light or no armor, you can run on vertical surfaces, along the edges of thin barriers, or hop from one outcropping to another as if you were travelling along normal terrain. If you stop moving while running across a wall, you begin to fall.
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| When determining fall damage that would be dealt to you, treat any fall as if it were from 20 feet less than the actual height, to a minimum of 0 feet.
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| Urban difficult terrain costs you no extra movement.
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| ===Brawn===
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| ===Coercion===
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| Political Maneuvering
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| When any of your allies commit a social blunder, you know what to say to cover for them. You may step in and attempt to correct a political or social blunder on the behalf of an ally. You gain the following benefits:
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| You gain advantage on all Coercion skill checks when attempting to correct an ally’s social blunder or when attempting to maneuver another into committing a social blunder.
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| You gain advantage on all Insight skill checks when involved in negotiations or when determining when and if someone is attempting to draw you into committing a social blunder.
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| The Prince
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| machiavelli
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| ===Deception===
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| Actor
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| Skilled at mimicry and dramatics, you gain the following benefits:
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| You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
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| You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) or Charisma (Performance) check allows a listener to determine that the effect is faked.
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| ===Economics===
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| ===Engineering===
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| Toymaker
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| Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options:
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| Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
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| Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
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| Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed.
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| Alarm. This device senses when a creature moves to within 15 feet of it without speaking aloud a password chosen when you create it. One round after a creature moves into range, the alarm makes a shrill ringing that lasts for 1 minute and can be heard from up to 300 feet away.
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| Calculator. This device makes doing sums easy.
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| Lifter. This device can be used as a block and tackle, allowing its user to hoist five times the weight the user can normally lift.
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| Timekeeper. This pocket watch keeps accurate time.
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| Weather Sensor. When used as an action, this device predicts weather conditions in a 1-mile radius over the next 4 hours, showing one symbol (clouds, sun/moon, rain, or snow) for each hour.
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| ===Geography=== | |
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| Cartographer
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| You have studied in the methods and techniques of mapmaking. You gain the following benefits:
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| You can easily and accurately understand maps, even those written in a language you can't read.
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| Even when you are drawing a map while traveling, you remain alert to danger.
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| Maps that you draw can be easily understood by any creature that shares a language with you, and a creature possessing such a map cannot become lost within the area the map displays if it can understand it. You must have cartographer's tools to use this benefit.
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| You cannot become lost except by magical means, and always know which way is north.
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| Navigator Expert
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| You have developed the skills necessary to assist navigation at land and sea. You gain the following benefits:
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| You can add a bonus equal to your Wisdom modifier to any checks made while navigator's tools.
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| If you can see the stars or sun, you know which way is north.
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| You can tell which way the weather, including wind and temperature, is going to turn in the next 24 hours.
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| ===History===
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| ===Insight===
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| ===Investigation===
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| ===Medicine===
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| Healer
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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:
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| When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point.
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| 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.
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| ===Nature===
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| Survivor
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| You are well-versed in surviving in hostile environments, even thriving where others are sure to perish. You gain the following benefits:
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| You require only half of the food and water normally required for a creature of your size.
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| You can withstand extreme temperatures indefinitely, and you automatically pass saving throws made against extreme heat and cold equal to your Constitution or Wisdom modifier, whichever is lower. After this time, you must make saving throws as normal until you long rest in a comfortable temperature.
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| ===Occultism===
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| Pact Magic
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| Prerequisites: Intelligence 13 or higher; or Charisma 13 or higher.
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| You uncover occult powers, and gain the following benefits:
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| You learn two cantrips of your choice from the Occult spell list. Your spellcasting ability for these spells is either Intelligence or Charisma de
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| You gain access to the Occult Feats. Your spellcasting ability for your Occult Feats is Intelligence or Charisma.
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| Witch Hunter
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| Prerequisite: Mage Slayer feat.
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| You have honed your skills against occult spellcasters. You gain the following benefits:
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| Whenever a hostile creature targets you with a spell that forces a Intelligence, Wisdom or Charisma contested check, the creature must make a concentration check or lose the spell.
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| You can instantly identify a creature that has cast a spell within the last 24 hours.
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| You have advantage on contested checks against being cursed.
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| Whenever you try to identify a curse, jinx or charm over a creature, object or locations, you can add double your proficiency bonus to the check.
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| ===Perception===
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| ===Primal===
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| ===Psionics (Innate)===
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| ===Religion===
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| Acolye
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| Religious experiences uncover your divine abilities, and gain the following benefits:
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| You learn two cantrips of your choice from the Divine spell list. Your spellcasting ability for these spells is Wisdom.
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| You gain access to the Divine Feats. Your spellcasting ability for your Divine Feats is Wisdom.
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| ===Society===
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| ===Sleight of Hand===
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| Fast Loader
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| Thanks to extensive practice with the crossbow, you gain the following benefits:
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| You halve the loading quality of weapons with which you are proficient.
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| Pickpocketer
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| With quick thinking and unethical practice, you achieve expertise in taken what's not yours.
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| You gain advantage on Sleight of Hand checks when acting upon or gathering information on a pickpocketing target.
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| Other creatures have disadvantage on Perception, Intelligence and Wisdom checks to notice an object you palmed in your hands.
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| If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn if the creature has a purse, wallet, pouch, or other similar object that contains at least 1 gp worth of valuables.
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| You gain advantage on Dexterity (Sleight of Hand) checks that involve stealing an object from other creatures' person.
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| ===Stealth===
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| Stealthy
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| You are at home in the shadows. You gain the following benefits:
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| While you are in a lightly or heavily obscured area, you have advantage on your Hide action checks.
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| You no long suffer disadvantage on Perception checks when you are in a lightly obscured area. • While you are hidden, after you make a ranged attack, as a bonus action you can make a Hide action check with disadvantage to remain hidden.
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| When you are hidden from a creature and miss it with a ranged attack, making the attack doesn't reveal your position.
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| ===Warfare===
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| Beast Slayer
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| You’ve been trained to fight against all manner of dangerous beasts and survive.
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| You gain a +1 to attacks made against beasts and a +1 bonus to AC against their attacks.
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| You gain a bonus equal to your proficiency bonus on all Survival checks to track beasts. 4
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| Your critical threat range against beasts increases by +1.
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| Demon Slayer
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| You’ve been trained to fight creatures of the lower planes and survive.
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| You gain a +1 bonus to attacks made against demons or devils and a +1 bonus to your AC against their attacks.
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| You may reroll a failed save against a devilish or demonic creature’s special ability. You may only use this ability once per short rest.
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| Your critical threat range against demons and devils increases by +1.
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| Dragon Slayer
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| You’ve been trained to fight dragonkind and survive.
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| You gain a +1 to attacks made against dragons and a +1 bonus to AC against their attacks.
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| You add a bonus equal to your proficiency bonus on all contested checks against dragons.
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| Your critical threat range against dragons increases by 1.
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| Giant Slayer
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| You’ve been trained to fight creatures much larger than yourself and survive.
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| You gain advantage on all attacks made against creatures at least two size categories larger than you.
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| You gain a +2 bonus to AC when fighting creatures at least two sizes larger than you. If the creature is only one size larger, you only gain a +1 bonus to AC.
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| Your critical threat range against giants increases by +1.
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| Undead Slayer
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| You’ve been trained to fight the living dead and survive.
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| You gain a +1 bonus to attacks made against undead and a +1 bonus to your AC against their attacks.
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| You may reroll a failed save against an undead creature’s ability. You may only use this ability once per short rest.
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| Your critical threat range against undead increases by +1.
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| Mage Slayer
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| You have mastered techniques useful in combat against spellcasters, gaining the following benefits:
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| When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee attack against that creature.
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| 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.
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| You have advantage on contested checks against spells cast by creatures that you can sense.
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| The Art of War
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| ==Tool Feats==
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| ==Vehicles & Siege Engines Feats==
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| ==Language Feats==
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| ==Performance Feats==
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| ==Game Set Feats==
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| ==Weapon Feats==
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| ==Armor Feats==
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| ----
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| ----
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| =Martial Theme Feats=
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| =Arcane Theme Feats=
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| =Divine Theme Feats=
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| =Primal Theme Feats=
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| =Innate Theme Feats=
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| =Occult Theme Feats=
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| =Cunning Theme Feats=
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