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Epic Feats for PrC's to put in here please

Kae'Yoss

First Post
The "Standard" PrC's (the ones from DMG) have the advantage that they are fully supported in the ELH: they get their epic progression and, more important, special Epic Feats that improve their class abilities. Other PrC's, like the ones in the Campaign Settings or other Supplements, don't get that advantage (although many of them are supplied with epic progressions in form of web enhancements). Therefore I think to gather all suggestions for Epic Feats for PrC's here. Usually these are feats that further improve class features of the PrC (like the Improved Death Arrow Feat for Arcane Archers) but they can also include totally new stuff that fit the PrC
 

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Crothian

First Post
Because I can

Here are a few I created for the Epic Oozemaster

*All Oozy Touch (Epic)
Prerequisite: One with Ooze class ability
Benefit: Now the Oozemaster has all the Minor and Major Oozy touch options at his disposal

*Burn Immunity (Epic)
Prerequisite: Oozy Glob class ability, Str 17+, Destroy Objects, Alchemy 24 Ranks
Benefit: Each time you attack a target with resistance to your Oozy Glob attack (Ranged or melee) you permanently reduce the resistance by 2.
Special: This feat can be taken multiple times. Each time the amount of resistance is lowered by an additional 2.

*Command Ooze (Epic)
Prerequisite: One with the Ooze Class ability
Benefit: The character can command oozes as a cleric turns undead of a level equal to his Oozemaster level.
Special: This stacks with the ability of the Slime Domain.

*Destroy Objects (General)
Prerequisite: Oozy Touch class ability, Str 17+
Benefit: When using your any oozy ability against an object you ignore its hardness.

*Engulf (Epic)
Prerequisite: One with the Ooze Class ability, Improved Glob, Improved Malleability, Lingering Glob, Con 23+
Benefit: As a full round action you may try to engulf any creature your size or smaller. They get an AoO before you do it, but if they take the attack they give up their reflex save. If they choose to make the save the DC is 10 +1/2 your Oozemaster level+ Con modifier. If they fail you have engulfed them and they are affected by your entire minor and major Oozy touches.

*Flux Slime (Epic)
Prerequisite: Greater Slime Wave , Caster Level 20, Wis 21+, Slime Wave Class Ability, Knowledge Nature 30 ranks, Spellcraft 30 ranks
Benefit: This is just like Slime wave except the effect is that of Flux Slime instead of normal green slime.

*Great Oozy Attack (General)
Prerequisite: Dex 17+, Oozy Glob class ability
Benefit: Your range category with the Oozy glob attack is increased by 10ft.
Special: This feat can be taken multiple times. Its effects stack.

*Greater Slime Wave (Epic)
Prerequisite: Caster Level 20, Wis 21+, Slime Wave Class Ability, Knowledge Nature 24 ranks, Spellcraft 24 ranks
Benefit: The caster level of the Slime Wave ability is now equal to your Oozemaster Class level. The DC of the ability is increase by four. It can now be done 3/day.

*Improved Burn Immunity (Epic)
Prerequisite: Oozy Glob class ability, Str 17+, Burn Immunity, Destroy Objects, Alchemy 30 Ranks
Benefit: When you attack a creature with immunity to your attack they get a Fort save DC 10 +1/2 Oozemaster Level + Con Bonus +2 for each time you’ve taken Burn Immunity. If they fail the save the Immunity turns into resistance 30.

*Improved Glob (General)
Prerequisite: Alchemy 15 ranks, Oozy Glob class ability
Benefit: All the DCs of your Oozy Globs are increased by +2. This feat may be taken multiple times.

*Improved Malleability (Epic)
Prerequisite: Malleability class feature, Con 21+
Benefit: The Oozemaster and all his equipment can fit through any space that is the slightest bit open.

*Improved Oozy Glob (General)
Prerequisite: Improved Oozy Touch, BAB 11+, Oozy Glob class ability, Str 15+, Dex 15+
Benefit: You may use a full attack action to attack twice in one round with the Oozy glob ability. The first attack is at the normal BAB, the second is at –5. Each counts against how many Oozy Globs you can do in a day.

*Improved Oozy Touch (General)
Prerequisite: Oozy Touch class ability, BAB 11+, Str 15+
Benefit: You may use a full attack action to attack twice in one round with the Oozy touch ability. The first attack is at the normal BAB, the second is at –5.

*Lingering Glob (Epic)
Prerequisite: Alchemy 24 Ranks, Oozy Glob class ability
Benefit: Any time you deal damage with your Oozy Globs, the target takes the same damage the next round.

*Morphic Face (Epic)
Prerequisite: Slithery Face class ability, Disguise 24 Ranks
Benefit: Add double your Oozemaster class level to all disguise checks.

*Ooze Familiar (Epic)
Prerequisite: One with the Ooze
Benefit: You gain One Ooze familiar from the list.

*Ooze Form (Epic)
Prerequisite: One with the Ooze Class ability, Wis 21+, Int 17+, Alchemy 30 ranks
Benefit: You can wildshape into any type of ooze that has equal or less HD then you. You can do this 3/day. You can make the ooze small, medium, large, or Huge sized. This gives you all the powers and abilities of the ooze.
Special: You qualify for the following Epic Feats: Diminutive Wildshape and Gargantuan Wildshape. If you have Diminutive Wildshape, you can get Fine Wildshape, if you have Gargantuan Wildshape you can get Colossal Wildshape. However, these feats only apply to your ability to change into an Ooze unless you also have the normal prerequisites.

*Oozy Bump (Epic)
Prerequisites: One with the Ooze Class Ability, Alchemy 30 ranks, Con 25+, Epic Skill focus Alchemy
Benefit: Your body is now covered in large bumps, not unlike big pimples. Whenever you are hit with a physical attack your opponent must make a Reflex save (DC 10 +1/2 your Oozemaster level + Con bonus) or they are effected by one of your oozy touches. Randomly determine which oozy touch they are effected by.

*Quicken Oozy Glob (Epic)
Prerequisite: Improved Oozy Glob, Improved Oozy Touch, Str 15+, Dex 21+, Oozy Glob class ability
Benefit: You can throw an Oozy glob as a free action once per round. This counts as your quickened spell that round.

*Spit Acid (General)
Prerequisite: Oozy Glob class ability, Con 19+, Dex 15+
Benefit: You can spit acid as a free action once a round. The acid has a range of 15ft and requires a ranged touch attack. This counts as your quickened spell that round. The acid does 1d4 + ½ your Oozemaster level.
 

Kae'Yoss

First Post
Epic Spellsinger Feats

The following feats can all be taken as a bonus feat for the epic bladesinger prestige class


Greater Song of Celerity [Epic]

Prerequisites: Int 19+, Quicken Spell, Song of Celerity class feature
Benefit: You can cast one additional bladesinger spell as a free action when using song of celerity.
Special: You can gain this feat multiple times. It’s effects stack.


This is a logical step. It's like Multispell for bladesingers, just like SoC is like Quicken Spell for bladesingers.


Song of Alacrity [Epic]

You enter a combat prowess-enhancing trance

Prerequisites: Int 13+, Expertise, Dex 21+, Dodge, Mobility, base attack bonus +15 or higher, Spring Attack, Whirlwind Attack, Perform 10+ ranks, Song of Fury class feature.
Benefit: Once per day, you can enter a trance-like state. In this state, you gain +4 to strength and +4 to dexterity, your base speed increases by 10 feet, and you have free use of uncanny dodge (as a 5th-level barbarian). The trance lasts a number of rounds equal to 3+ your (newly improved) dexterity modifier. After that you are fatigued (-2 to strength and dexterity, cannot charge or run) for the duration of the encounter.
Entering the trance takes no time itself, but you can only do so during you turn.
Special: You can gain this feat multiple times. Every time you take this feat, you can use the Song of Alacrity one additional time.


This is an example for a new ability, and has a bit of history, too: before ELH was out and we didn't know the rules on how classes are advanced epically, we enhanced the Bladesinger PrC by 5 levels. It got an extended spell progression (including 5th-level spells) and a couple of new class abilities, Song of Alacrity being amongst it. After we learned how PrC's officially advance after 10th, we wanted to adopt the original rule but we didn't want to have made all that work on the Epic Bladesinger in vain, so we turned it into a Epic Feat. It's inspired by a Shohei's Ki Frenzy.


Greater Song of Fury [Epic]

Prerequisites: Str 23+, Power Attack, Cleave, base attack bonus +23 or higher, Great Cleave, Int 13+, Expertise, Dex 13+, Dodge, Mobility, Spring attack, Whirlwind Attack, Epic Weapon Focus (longsword), Tumble 15+ ranks, Song of Fury class feature.
Benefit: When wielding a longsword in one hand (and nothing in the other), you can make two attacks with one attack action, but all the attacks made that round suffer a –2 penalty. You can use this feat once per round. You cannot use Song of Fury and Greater song of Fury in the same round.


Also adapted from a OA concept (One strike, two cuts; Iaijutsu Master 8
 

trimeulose

First Post
Epic weapon master:

11th level: Bonus Feat
12th level: Bonus Feat
13th level:
14th level: Bonus Feat
15th level: Bonus Feat
16th level:
17th level: Bonus Feat
18th level: Bonus Feat
19th level:
20th level: Bonus Feat

Bonus feat: At first and second level and every three levels after a feat is gained thereafter, a Weapon Master may pick a feat from the fighter list or the weapon master list (following). These feats may only be used with the weapon masters favored weapon (if applicable).

Feat Name (pre-reqs): description

Total Ki damage (wep mas 11): if you weapon deals additional damage (such as in a Bane or a Flaming weapon) this damage is maximized when used with Ki damage.

Know your weapon (wep mas 11): You know exactly where your weapon (or other weapons that are your favored type) is and can find it in the dark or if it is invisible, ethreal, or otherwise hidden if it is within 10 feet of you. You may take this feat multiple times each time it extends the range 10 feet.

Frightful Weapon (weapon master 11): You gain a +1 to intimidate for every level of wep mas you have as long as you openly show your weapon.

Knowledge of Weapons (wep mas 11, knowledge (weapons) 5 ranks): you gain a +1 per wep mas level to knowledge (weapons).

Perfect sunder (knowledge of weapons, knowledge (weapons wep mast 12, power attack, sunder): you may inflict critical hits on objects. (if you have the improved sunder feat then your critical multiplier is increased by 1)

Know weaknesses (sense motive 15 ranks, knowledge of weapons, Knowledge (weapons) 5 ranks, wep mast 12): You gain a +1 for every +10 in knowledge (weapons) for attacks based on disarm. You also gain the same bonus as a dodge bonus to AC. You only get this bonus against opponents with non natural weapons, and only if you fight with your favored weapon.

Throw and retreive (wep mast 12): you gain the throw anything feat for free (though it only applies to your weapon). If you already have the feat the range increment increases by 5 ft. If you move into a square next to your weapon during the turn that you hurled it you may pick it up as a free action.

Leave it behind (wep mas 12): If you have fought for more than three rounds you may make leave an aura to make your weapon seem more powerfull than it really is. The effect lasts for 1 minutes/level of weapon master. The total enhancement bonus can not exceed +1/two levels of wep mas. For instance A 16th level weapon master could leave behind his MW weapon but make it seem as a +8 equivalent (a +5 keen flaming burst in this case) for 16 minutes.

Epic Power Critical (power critical wep mas 12): you get an additional Critical Threat per day.

Throwing Opportunity (dodge, Throw and retrieve, wep mast 14): If the creature you have declared as your dodge bonus provokes an attack of opportunity and you can hit them you may throw your weapon at them as an attack of opportunity. If you move into the square next to the weapon in the next round you may retreive your weapon as a free action.

Improved Ki Critical (wep master level 14): When you use your ki to increase the critical multiplier on your weapon it increases by 2.

Total ambidexterity (ambidexterity, wep mas 14): You deal full damage with your off hand. If you duel wield, both weapons deal your full str modifier. If you use your weapon two handed, you deal x2 damage. Weapons that are not light are not given any penalty for being in your off hand (you have no off hand)

Infuse weapon (wep 14): when you use Ki Damage you're weapon gains an enhancement bonuse equal to your Weapon Master level. If a 20th level weapon master (longsword) picks up a +1 flaming longsword and uses his Ki Damage ability with it, then for that attack it would be a +20 flaming longsword.

Larger than Life (monkey Grip, wep mas 15): You may use your weapon of choice at any size and still gain the benefits of the class with that weapon so long as you can weild it at all. With this feat a wep mas 15 (longsword) could weild a large longsword at a -2 penalty (from its size) one handed and still get the benefits of the class. (he could weild it two handed with no penalty). Or he could conceal a tiny or small longsword and use it to assasinate someone.

Heavier than piss (Str 14, Exotic wep prof (heavy weapon), wep mas 17): you may use heavy weapons and retain the class abilities so long as the weapon is of your favorite type.

Total Penetration (weapon master 17): For one attack per day you may ignore the DR of the creature you attack. You must declare this attack before you attack and therefore if you miss the targets AC, then it is wasted. You may take this feat more than once, each time you gain an additional attempt per day.

Improved Ki Criticals (wep mas 18): you may use ki damage on a critical hit. For instance, a greataxe wielding 20th level weapon master could do 36 points of damage on a critical but would only have 19 more Ki damage attempts that day.

Perfect Ki Damage (wep mas 20, Improved Ki Criticals): you may use your ki damage and ki crit together (though both are spent).
 

Merior

First Post
Well, I was fiddling around and came up with the following feats for the Soulknife PrC. I might tidy them up and dig out the Epic progression that I was playing with for the Soulknife in the next couple of days....



Adapting Blade [Epic][Psionic]
You can reshape your mind-blade to take advantage of your skills.
Prerequisites: Imaginary Edge, Improved Disarm, Improved Trip.
Benefits: You may choose to manifest your mind-blade with the characteristics of a light flail (including that weapons bonus to disarming attempts and its ability to make trip attacks), causing it to inflict 1d8 bludgeoning damage.


Empower Mind-blade [Epic][Psionic]
Your mind-blades crackle with barely contained psionic energy.
Prerequisites: Psionic Weapon, Mind-blade enhancement bonus of +5 or greater.
Benefits: Any mind-blade you create is treated as a charged weapon (it deals +1d4 points of bonus damage on a successful hit).


Imaginary Edge [Epic][Psionic]
Your imagination provides the form of your mind-blade.
Prerequisites: Craft (weaponsmithing) 12 ranks, Psicraft 24 ranks, Mind-blade class ability.
Benefits:You may manifest your mind-blade so that the damage that it inflicts is bludgeoning, piercing, slashing, or a combination of two of those types. You may shift which type of damage your mind-blade inflicts as a free action.


Nightmare Cutter [Epic][Psionic]
Your mind-blade is a force of destruction pulled from your darkest nightmares.
Prerequisites: Imaginary Edge, Improved Critical (mind-blade), Weapon Focus (mind-blade).
Benefits:The critical range of your mind-blade increase by one, before multiplying for the Improved Critical feat, and it's critical multiplier also increases by one.
Special: You may purchase this feat twice, it's effects stacking together.


Psionic Weapon Flare [Epic][Psionic]
The charge you put on your mind-blades can flare to devastating effect.
Prerequisites: Empower Mind-blade, Epic Weapon Focus (mind-blade), Mind-blade enhancement bonus +6 or greater.
Benefits: When you use the Psionic Weapon feat on your mind-blade, treat your mind-blade as though it were a Psychokinetic Burst weapon (dealing +1d10 bonus damage on a successful critical hit. If the mind-blade's critical multiplier is x3, add +2d10 bonus damage instead, and if the multiplier is x4, add +3d10 bonus damage).


Quickened Imbed Power [Epic][Psionic]
Prerequisites: Quicken Power, Imbed Psionic Attack class ability.
Benefits: As a free action, you may embed a psionic attack mode into your mind-blade by expending a number of power points equal to its standard cost. Once the power is embedded, it functions as though placed there through use of the Imbed Psionic Attack ability.

You may only use this feat once per round.


Slay the Soul [Epic][Psionic]
Prerequisites: Knife to the Soul class ability, Mind-blade enhancement bonus +8 or greater, reserve power points 34+.
Benefits: All ability damage done by psionic attacks embedded in your mind-blade is permanent.


Unreal Weapon [Epic][Psionic]
Your mind-blade can flow and warp deceptively.
Prerequisites: Bluff 20 ranks, Imaginary Edge, Weapon Finesse (mind-blade).
Benefits: You may feign using your mind-blade as a move-equivalent action and are entitled to apply a competence bonus to any such attempt equal to the enhancement bonus of your mind-blade.
 

Crothian

First Post
trimeulose said:
Epic weapon master:

11th level: Bonus Feat
12th level: Bonus Feat
13th level:
14th level: Bonus Feat
15th level: Bonus Feat
16th level:
17th level: Bonus Feat
18th level: Bonus Feat
19th level:
20th level: Bonus Feat


That should really be bonus feat every third level. The Weapon Master does get some other abilities, and no class should get more feats then the Fighter.
 

The Iron Mark

First Post
I made these feats because I didn't like that a Perfected one couldn't use monk weapons with three of his abilities. I'm not that good at making feats, so point out any holes in them. As always suggestions to improve and balance them are welcome. If you're wondering, the Perfected One Prc is from Dragon 297.

Greater Battle Trance[Epic]
Your mind and body now work in even greater force.
Prerequisite: Wis 21+, Dex 21+, battle trance class feature.
Benefit: When you are in a battle trance, you gain a +6 bonus to Dexterity and Wisdom and a +3 morale bonus to Fortitude saves. (These bonuses replace the normal battle trance bonuses.)

Armed Insight[Epic]
You have trained your mind to guide specific weapons as if they were part of your body.
Prerequisite: Wis 21+, combat insight class feature.
Benefit: The perfected one may now apply Combat Insight to any monk weapon he uses.

Expanded Clarity of Battle[Epic]
Through training, the perfected can now incorporate certain weapons in his clarity of battle.
Prerequisite: Wis 23+, Epic Prowess, clarity of battle class feature.
Benefit: The perfected one's monk weapons now gain the same bonus as his unarmed attacks when he using Clarity of battle.

These are on the Perfected One bonus feat list.

Here's four Shadar Sentinel feats.

Multisight[Epic]
Your aurasight can detect more auras at once.
Prerequiste: Infusion of Balance, aurasight class feature
Benefit: When you use Aurasight, you can use detect chaos, detect evil, detect good, detect law, and detect magic all at once.

Quicksight[Epic]
You can see auras like a normal person can see colors.
Prerequiste: Multisight
Benefit: Your Aurasight is always active. If you want to deactivate it, you may do so as a free action. Activating it is also a free action.
Special: You do not have to deactivate all parts of your Aurasight. You may instead deactivate individual parts of it. Deactivating and activating indivdual parts is still a free action.

Additional Insight[Epic]
You have gained additional insight from the Shadar Pool.
Prerequiste: shadar insight class feature(2-4 times, not quite sure)
Benefit: You gain another Sudden Insight, as the class feature. You may use it as you see fit, within the limits of the Shadar Insight ability.
Special: You may take this feat multiple times, each time gaining another Shadar Insight.

Extraordinary Insight[Epic]
Your sudden insights reveal more than usual.
Prerequiste: sudden insight class feature(3-5 times, not quite sure)
Benefit: Whenever you use Sudden Insight, the bonus is increased by +5.
Special: You may take this feat multiple times, each time increasing the bonus from Sudden Insight by +5.

The above feats are on the Shadar Sentinel bonus feat list. So what do you guys think? I was thinking about putting a Wis prereq. Good idea or no? If it is a good idea, how much do you think the Wis prereq would have tp be for each feat?
 

(from EHB web supplement)
EPIC MASTER SAMURAI
From Sword and Fist
At rest, the epic master samurai is the calm within the
storm. But in battle, he becomes the storm itself.
The epic master samurai should balance pure power—
symbolized by such feats as Epic Weapon Focus and
Overwhelming Critical—with cunning, using such
choices as Blinding Speed and Superior Initiative.
The epic master samurai values Strength above all, but
Dexterity and Charisma are also important.
Other Options: To build an army, the epic master
samurai is likely to need Epic Leadership and Legendary
Commander. Taking Epic Reputation can’t hurt, either.

Hit Die: d10(i changed this to reflect the Erratum of the Master Samurai in S&F)

Skill Points at Each Additional Level: 2 + Int modifier

Ki Strength: The epic master samurai may use this
ability one additional time per day for every two levels
gained above 9th.

Ki Attack: The epic master samurai may use this ability
one additional time per day for every two levels
gained above 10th.

Bonus Feats: The epic master samurai gains a bonus
feat (selected from the list of epic master samurai feats)
every three levels after 10th.

Epic Master Samurai Bonus Feat List: Armor Skin, Blinding
Speed, Devastating Critical, Epic Leadership, Epic
Prowess, Epic Reputation, Epic Toughness, Epic
Weapon Focus (bastard sword), Legendary Commander,
Overwhelming Critical, Superior Initiative.

Master Samurai
Level Special
11..... Ki strength 4/day
12..... Ki attack 4/day
13..... Ki strength 5/day, bonus feat
14..... Ki attack 5/day
15..... Ki strength 6/day
16..... Ki attack 6/day, bonus feat
17..... Ki strength 7/day
18..... Ki attack 7/day
19..... Ki strength 8/day, bonus feat
20..... Ki attack 8/day

Now for the New Feats;
Step of the Heavens
Pre-requisites; Supreme Cleave, Dex 23+ Epic Speed
Benefit: You may now supreme cleave one more time a round. Example: If you have targets A, B, C, and D in a line and you kill A supreme cleave would allow you to take a 5ft step. If you also killed B without this feat your stuck in the square you currently were in. With this feat you may take one more 5ft step to C. If you had this feat a second time you could take a third 5ft step, ect
Normal: with Supreme Cleave you normally only get one 5ft step
(This feat was made in responce to a sage advise that stated Supreme Cleave could only be done once in a round, and the fact that the classes that had this feature after S&F noted you could only use it once a day)

Blades of Master
Pre-requisite: Blades of Fury, Blades of Death
Benefit: When the Epic Samurai delays his action till after his opponent has attacked him he can take advantage of the openings the opponent leaves. Any time you inflict damage with a Blades of Fury, that target suffers damage equal to your attack damage on your next turn as well (so if you normally rolled 1d10+17 for Blades of Fury damage the opponent would take that again next round for each time your attacks land)

Strengthen The Ki
Pre-requisite: Ki Strength, Wis 21+
Benefit: The strength bonus for using Ki strength is improved by +1.
Special: You may take this feat more than one. Each time you add +1 more to the strength gained by Ki Strength.

Reavering Ki strikes
Pre-requisite: Ki Attack, Wis 23+, Str 23+
Benefit: By using a standard action your attacks for one round are resolved as a touch attack. Yu may use this once a day
Special: You may gain this feat more than once, but only once every 3 levels.
 

Epic Contemplative

(Bolded parts are new content)

Level Special
11....
12.... Third Prestige Domain
13.... Bonus Feat
14....
15....
16.... Bonus Feat
17....
18.... Fourth Prestige Domain
19.... Bonus Feat
20....

Bonus Feats: The Epic Contemplative chooses bonus feats from the following list; Automatic Quicken spell, Automatic Silence Spell, Automatic Still Spell, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Ignore Material Component, Improved Alignment Based-casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Multispell, Perminant Emanation, Spontaneous Domain access, Bonus Domain, Improved Spell Resistance, Extended Life Span, Flow of Essence, Deep Truths, Deeper Union, Improved Divine Wholeness

Spells: The contemplative continues gaining spells at a rate of +1 level of existing class.


Flow of Essence
Pre-requisite: Divine Wholeness, Capable of casting 3rd level spells
Benefit: You may now use your Divine Wholeness ability on other beings

Improved Divine Wholeness
Pre-requisite: Divine Wholeness
Benefit: You may now cure upto three times your level in hit points each day. You may spread these out through out the day
Special: you may take this feat more than once. Each time raises the multiplier by 1. So taking it 3 times allows you to cure upto 5 times your level in Hit points a day

Deep Truths
The truths you learned that granted your body lasting vigor has now allowed you to tap into your vigor from your younger days
Pre-requisite: Extended Life Span, Eternal Body
Benefit: You are considered to be one age catagory younger now. This removes the physical aging penalties
Special: You may only gain this feat more than once if you were old or Venerable aged. If you were old aged you may gain it 2 times. If you were venerable aged you may gain it 3 times

Deeper Union
The union with you deity or princible becomes even deeper affording you more protection than before
Pre-requisite: Mystic Union
Benefit: You DR increases by +5/+1
Special: You may gain this ability multiple times. Each time it raises you DR by +5/+1
 
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