< Feat
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==Ability Feats== | ==Ability Feats== | ||
<tab name="Dexterity" collapsed>{{:List | <tab name="Dexterity" collapsed>{{:Feat/List/Dexterity}}</tab> | ||
<tab name="Perception" collapsed>{{:List | <tab name="Perception" collapsed>{{:Feat/List/Perception}}</tab> | ||
<tab name="Strength" collapsed>{{:List | <tab name="Strength" collapsed>{{:Feat/List/Strength}}</tab> | ||
<tab name="Constitution" collapsed>{{:List | <tab name="Constitution" collapsed>{{:Feat/List/Constitution}}</tab> | ||
<tab name="Intelligence" collapsed>{{:List | <tab name="Intelligence" collapsed>{{:Feat/List/Intelligence}}</tab> | ||
<tab name="Wisdom" collapsed>{{:List | <tab name="Wisdom" collapsed>{{:Feat/List/Ability/Wisdom}}</tab> | ||
<tab name="Charisma" collapsed>{{:List | <tab name="Charisma" collapsed>{{:Feat/List/Ability/Charisma}}</tab> | ||
<tab name="Luck" collapsed>{{:List | <tab name="Luck" collapsed>{{:Feat/List/Ability/Luck}}</tab> | ||
{{Feat_Category| | {{Feat_Category| |
Revision as of 14:45, 16 March 2023
General Feats
Ability Feats
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.