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Revision as of 16:41, 16 March 2023

General Feats

Ability Power

→ Ability Power
Prerequisite: 4th level


  • You gain 5 ability points to increase your ability scores with, following the same rules as with race character creation. You can increase a score up to the maximum of 16.
  • To a maximum of 18 after you reach 8th level.
  • To a maximum of 20 after you reach 12th level.

You can select this feat multiple times.


Skilled

→ Skilled

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).


Ability Feats

→ Dexterity Feats

Escape Artist

→ 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

→ 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.


→ Perception Feats

Alert

→ 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

→ 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.

→ Strength Feats

Arnold

→ 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.

→ Constitution Feats

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

→ 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.

→ Intelligence Feats

Eclectic Knowledge

→ 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

→ 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.

→ Wisdom Feats

Hole In The Ground

→ 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

→ 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.

→ Charisma Feats

Divine Purpose

→ Divine Purpose

You uncover your internal drive and its divine purpose granting you abilities, and the following benefits:


Inspiring Leader

→ 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 to your 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 Feats

Luck of the Roll

→ 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.

Skill Feats

Acrobat

→ Acrobat

  • You can add your Acrobatics skill proficiency bonus to your Reflex contested checks.
  • When you are prone, standing up uses only 5 meters of your movement.
  • If you are pushed prone, you can use your reaction to instead move 5 meters without provoking an Opportunity Attack or be knocked prone.
  • You can make a running long jump or a running high jump after moving 5 meter less than normal.

Tumbler

→ Tumbler

  • As a bonus action, you can use the Tumble Combat Action.
  • When you take the Dodge action and you are subjected to an effect that allows you to make a Reflex contested check to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
  • Whenever you succeed on a Reflex contested check or avoid an attack, you may move 3 meters away from the source. This feature may only be used once per initiative turn.

Magical Infusions

→ Magical Infusions

You have discovered new ways to modify the alchemical brewing process, infusing your potions and alchemical inventions with your own magic.

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.

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.

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.

An infused vial or potion loses its potency if it is not used by the end of your next long rest.


Mounted Mastery

→ Mounted Mastery

Your mastery as a rider becomes apparent.

  • 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.
  • Mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.
  • 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.

Mounted Training

→ Mounted Training

You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits:

  • You add double your proficiency bonus to Animal Handling checks involving your steed and similar tamed creatures.
  • You can force an attack targeted at your mount to target you instead.
  • 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.

Arcane Initiate

→ Arcane Initiate
Prerequisite: Intelligence 13 or highter


You uncover magical abilities, and gain the following benefits:


Mobile

→ Mobile

You are exceptionally speedy and agile. You gain the following benefits:

  • Your base speed increases by 10 feet.
  • As a bonus action, you can make difficult terrain not cost you any extra movement on that turn.

Parkour Artist

→ Parkour Artist
Prerequisite: Acrobatics proficiency


  • 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.
  • 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.
  • Urban difficult terrain costs you no extra movement.

Remarkable Athlete

→ Remarkable Athlete

You have undergone extensive physical training to gain the following benefits:

  • You can add your Athletics skill proficiency bonus to your Reflex contested checks.
  • You gain a base climbing and swimming speed equal to half your base walking speed (up from 1/4th).
  • In addition, you gain proficiency in Athletics twice.

The Prince

→ The Prince

You have studied the principles of cunning and strategy, and know how to manipulate people and situations to your advantage.

  • You gain proficiency in the Insight and Deception skills.
  • You know the principles of negotiation and political maneuvering, and can use them to your advantage in social situations. When you make a Coercion check against a creature, you may treat a roll of 7 or lower as an 8.

Whack Thy Wench

→ Whack Thy Wench

  • You gain +4 on a Coercion check, if you slap the target. On a fail, the outcome become as if you had rolled with a -4 modifier instead.
  • When you perform an unarmed attack with a free hand, you may do a slap instead, adding your Coercion to the roll. The creature must succeed with a Will save against your unarmed attack, or suffer your unarmed damage and become frightened of you for 1 minute.
    • This feature may only be used once per creature every turn, and the creature may only suffer frightened once during a single combat encounter due to this feature.

Actor

→ Actor

Skilled at mimicry and dramatics, you gain the following benefits:

  • You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
  • 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.

Economist

→ Economist

You have a deep understanding of economics and finance, and can use this knowledge to your advantage.

  • You know how to make wise investments and turn a profit. You have advantage on any ability check made to appraise the value of goods, including negotiating the sale price of an item.
  • You are skilled at reading the financial markets and can use this knowledge to make profitable trades. You have advantage on any ability check made to identify investment opportunities.

You have a deep understanding of market trends and the value of goods, and can use this knowledge to your advantage. When you make an Intelligence (Investigation) check related to commerce or trade, you may treat a roll of 7 or lower as an 8. You can easily assess the value of a item, and can determine if it's overpriced or undervalued. You can haggle with merchants to buy or sell items at a more favorable price. When making a Wisdom (Insight) check to determine the price of an item, you may treat a roll of 7 or lower as an 8.

You have a natural talent for commerce and trade, and are able to secure profitable deals with ease.

Increase your Charisma score by 1, to a maximum of 20. You gain proficiency in the Insight and Persuasion skills. If you are already proficient in these skills, your proficiency bonus is doubled for any ability check you make that uses either of these proficiencies. You have a keen eye for valuable goods, and can assess the worth of an item with a glance. When making an Intelligence (Investigation) check to determine the value of an item, you may treat a roll of 7 or lower as an 8. You have a knack for negotiating and haggling with merchants, and can secure better prices for the goods you acquire. When making a Charisma (Persuasion) check to negotiate the price of an item, you may treat a roll of 7 or lower as an 8.


Toymaker

→ Toymaker

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:

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.
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.
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.
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.
Calculator This device makes doing sums easy.
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.
Timekeeper This pocket watch keeps accurate time.
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.

Cartographer

→ Cartographer

You have studied in the methods and techniques of mapmaking. You gain the following benefits:

  • You gain proficiency in the Geography skill (and in Cartographer's Tools).
  • You can easily and accurately understand maps, even those written in a language you can't read.
  • Even when you are drawing a map while traveling, you remain alert to danger.
  • 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.
  • You cannot become lost except by magical means, and always know which way is north.

Navigator Expert

→ Navigator Expert

You have developed the skills necessary to assist navigation at land and sea. You gain the following benefits:

  • You gain proficiency in the Geography skill (and in Navigator's Tools).
  • You can add a bonus equal to your Wisdom modifier to any checks made while using Navigator's Tools.
  • If you can see the stars or sun, you know which way is north.
  • You can tell which way the weather, including wind and temperature, is going to turn in the next 24 hours.

Hollockmessher

→ Hollockmessher

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 have advantage on Intelligence (Investigation) checks made to detect the presence of secrets.
  • You have a +5 bonus to your passive Intelligence (Investigation) score.

Healer

→ Healer

You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:


Survivor

→ Survivor

You are well-versed in surviving in hostile environments, even thriving where others are sure to perish. You gain the following benefits:

  • You require only half of the food and water normally required for a creature of your size.
  • 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.

Pact Magic

→ Pact Magic
Prerequisite: Intelligence 13 or higher; or Charisma 13 or higher


You uncover occult powers, and gain the following benefits:


Witch Hunter

→ Witch Hunter
Prerequisite: Mage Slayer


You have honed your skills against occult spellcasters. You gain the following benefits:

  • Whenever a hostile creature targets you with a spell that forces an Intelligence, Wisdom or Charisma contested check, the creature must make a concentration check or lose the spell.
  • You can instantly identify a creature that has cast a spell within the last 24 hours.
  • You have advantage on contested checks against being cursed.
  • 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.

Acolyte

→ Acolyte

Religious experiences uncover your divine abilities, and gain the following benefits:


Fast Loader

→ Fast Loader

Thanks to extensive practice with the crossbow, you gain the following benefits:

  • You halve the loading quality of weapons with which you are proficient.

Pickpocketer

→ Pickpocketer

With quick thinking and unethical practice, you achieve expertise in taken what's not yours.

  • You gain advantage on Sleight of Hand checks when acting upon or gathering information on a pickpocketing target.
  • Other creatures have disadvantage on Perception, Intelligence and Wisdom checks to notice an object you palmed in your hands.
  • 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.

Stealthy

→ Stealthy

You are at home in the shadows. You gain the following benefits:

  • While you are in a lightly or heavily obscured area, you have advantage on your Hide action checks.
  • 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.
  • When you are hidden from a creature and miss it with a ranged attack, making the attack doesn't reveal your position.

Beast Slayer

→ Beast Slayer

You've been trained to fight against all manner of dangerous beasts and survive.

  • You gain a +1 to attacks made against beasts and a +1 bonus to AL against their attacks.
  • You gain a bonus equal to your proficiency bonus on all Survival checks to track beasts.
  • Your critical threat range against beasts increases by +1.

Demon Slayer

→ Demon Slayer

You've been trained to fight creatures of the lower planes and survive.

  • You gain a +1 bonus to attacks made against demons or devils and a +1 bonus to your AL against their attacks.
  • 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.
  • Your critical threat range against demons and devils increases by +1.

Dragon Slayer

→ Dragon Slayer

You've been trained to fight dragonkind and survive.

  • You gain a +1 to attacks made against dragons and a +1 bonus to AL against their attacks.
  • You add a bonus equal to your proficiency bonus on all contested checks against dragons.
  • Your critical threat range against dragons increases by 1.

Giant Slayer

→ Giant Slayer

You've been trained to fight creatures much larger than yourself and survive.

  • You gain advantage on all attacks made against creatures at least two size categories larger than you.
  • You gain a +2 bonus to AL 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 AL.
  • Your critical threat range against giants increases by +1.

Mage Slayer

→ Mage Slayer

You have mastered techniques useful in 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 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 contested checks against spells cast by creatures that you can sense.

Undead Slayer

→ Undead Slayer

You've been trained to fight the living dead and survive.

  • You gain a +1 bonus to attacks made against undead and a +1 bonus to your AL against their attacks.
  • You may reroll a failed save against an undead creatureäs ability. You may only use this ability once per short rest.
  • Your critical threat range against undead increases by +1.

Tool Feats

Beautician

Beauty Guru

→ Beauty Guru

You are an expert in the art of makeup and hair styling, able to transform yourself and others with ease. Your attention to detail and artistic flair allow you to create beautiful and flawless looks for your clients. You gain the following benefits:


→ Brewer

Brewmaster

→ Brewmaster

You have studied the craft of brewing intensely, and have learned to craft fine artisanal brews. You gain the following benefits:

  • You have advantage on saving throws against the effects of alcohol and can accurately identify any alcoholic beverage by taste, provided you have tasted it at least once before.
  • You can drink a specialty brew as an action, instead of the usual 1 minute required.

→ Cook

Traveling Cook

→ Traveling Cook

Bonus: If you, or a helping hand, is proficient in Herbalist's Tools.


→ Smith

Locksmith

→ Locksmith

You have a talent for working with locks and other mechanisms that restrict access. You gain the following benefits:

  • You gain proficiency in the Thieves' Tools.
  • You can pick locks with ease. You have advantage on any checks you make to pick locks.
  • You can create locks with simple materials. You can spend a short rest to create a basic lock that requires a Dexterity (Thieves' Tools) check to pick or disarm. The DL of the check is equal to 8 + your Smith's Tools proficiency bonus + your Intelligence modifier.
  • You can also spend a short rest to repair any broken locks you come across.

Vehicles & Siege Engines Feats

Feat/List/Vehicles & Siege Engines

Language Feats

(Language Feats)

Performance Feats

(Performance Feats)

Game Set Feats

(Game Set Feats)


Weapon Feats

(Weapon Feats)

Armor Feats

(Armor Feats)


Martial Theme Feats

(Martial Theme Feats)

Arcane Theme Feats

(Arcane Theme Feats)

Divine Theme Feats

(Divine Theme Feats)

Primal Theme Feats

(Primal Theme Feats)

Innate Theme Feats

(Innate Theme Feats)

Occult Theme Feats

(Occult Theme Feats)

Cunning Theme Feats

(Cunning Theme Feats)