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New Feats for 5th plus a Healer and Charger redo

Here are a few feats I'm putting up for critique:

Tactical Leader
You are an expert at leading your allies to victory, directing their strikes against the most powerful enemies you face, and making sure they get into position swiftly. You gain the following benefits:​


  • [*=left]You gain + 1 to your Charisma Score to a maximum of 20.
    [*=left]If you take the Attack action on your turn and successfully deal damage to a creature with a melee attack, you can use the Help action as a bonus action on the same turn. The creature you Help must be adjacent to the creature you struck, and be able to see and hear you to receive this benefit.
    [*=left]You can use a bonus action on your turn to grant a creature the ability to move up to half its speed as a reaction. The creature must be able to see and hear you to move this way.

Aegis

Prerequisite: Protection Fighting style
You have honed your ability to protect nearby allies. You gain the following benefits while you are using a shield:


  • [*=left]· When you activate your protection fighting style, all attacks directed at the target protected by you are at disadvantage until the start of your next turn.
    [*=left]· You may activate your protection fighting style once per round without expending your reaction. You can still only protect one target per round.

Expert Bowman

Prerequisite: Proficiency in at least one of the Short bow or Longbow
You are an expert archer and fletcher and are capable of firing rapidly with your bow. You gain the following benefits:​


  • [*=left]· Whenever you take the Attack action with a long bow or shortbow and reduce a creature to zero hit points, or score a critical hit with such a weapon, you may make an additional ranged weapon attack with that weapon as a bonus action.
    [*=left]· You gain proficiency in bowyer and fletching tools.

Combat Reflexes

Your reactions are honed to quickly take advantage when your foes let their guard down. You gain the following benefits:​


  • [*=left]· You gain an extra reaction each round. This reaction can only be used to make an opportunity attack.
    [*=left]· You have advantage on attack rolls when making opportunity attacks.

Brutal Thug

Prerequisite: Proficiency in intimidate, Strength 13 or greater
You are a vicious and terrifying opponent. You gain the following benefits:


  • [*=left]· You may perform a sneak attack with any weapon, not just ranged and finesse weapons.
    [*=left]· You may use your Strength score instead of your Charisma score when making intimidate checks
    [*=left]· When you score a critical hit with a melee weapon, you can attempt to frighten the creature struck as a bonus action on the same turn. The creature struck must make a Wisdom save (DC 8 + Your Strength or Charisma modifier + your proficiency bonus) or be frightened of you for 1 minute. The creature can attempt a new saving throw at the start of each of tis turns to remove the frightened condition. A creature that makes a successful save against this ability can’t be affected by it again for 24 hours.

Elemental Adept

You have a natural gift for a particular element, making you resistant to its damage, and able to call on its power easily. You gain the following benefits:


  • [*=left]· You learn the firebolt cantrip, and can cast it at will as an action.
    [*=left]· Choose on element out of cold, fire, lightning, thunder and acid. Whenever you cast a spell or use a class feature that deals damage of one of those types it instead deals damage of the type you chose when you selected this ability.
    [*=left]· You have resistance to damage caused by the element you choose, and advantage on saving throws against attacks involving that element.

Agile duellist

Prerequisite: Dexterity 13 or greater
You have learnt to take advantage of your great agility in combat where other people cannot. You gain the following benefits as long as you are in light armour or no armour:


  • You gain +1 to your AC when you are using a single finesse weapon in one hand and have your other hand free.
  • You may treat all melee weapons that do not have the two handed quality as if they had the finesse quality as long as you wield them.

Weapon Specialisation
Prerequisite: Fighter level 8 or greater
You have mastered the use of a single weapon. You gain the following benefits whenever you wield your chosen weapon:


  • [*=left]You gain +1 to hit with weapons of the type chosen.
    [*=left]You deal +1d6 damage with weapons of the type chosen.
    [*=left]You have advantage on (strength) athletics checks against attempts to disarm you of your weapon.
You may spend 1 month of downtime to change the weapon you have chosen to specialise in to a different weapon. During this month, you lose the benefit of this feat.


Acrobatic Dodge

Prerequisite: Dexterity 13 or greater, proficient in Acrobatics
You can nimbly leap out of the path of incoming attacks. You gain the following benefits as long as you are in light armour or no armour:



  • [*=left]· As a reaction, you can attempt to dodge out of the way of a single attack that targets either your AC or your Dexterity saving throw. A single attack against your AC is made at disadvantage, or you may make a single dexterity saving throw at advantage. You must be aware of the attack to attempt to dodge it. You can use this ability a number of times per short rest equal to your dexterity modifier.

Charger (errata)

You can use your momentum to deal devastating attacks. You gain the following benefit:



  • [*=left]· If you use your action to Dash, you can make a melee weapon attack or a Shove attack as a bonus action at the conclusion of your movement. If you move at least 10’ in a straight line before making this attack, you deal an extra 2d6 weapon damage on a hit. Increase this damage by 1d6 for every extra attack you have from the extra attack class feature. If you instead choose to shove your opponent and are successful with the shove attempt, your opponent is pushed back 10’ and is knocked prone.

Hell knight

Prerequisite: Proficient in heavy armor, acceptance into a hellknight order.


  • · You gain +1 to either your Charisma or Strength score to a maximum of 20
  • · While wearing heavy armor, you gain resistance to fire, advantage on saving throws to resist being charmed or frightened and darkvision out to 60’
  • · While wearing heavy armor you have advantage on intimidate checks made against chaotic creatures and known criminals, and advantage on charisma (persuasion) checks against lawful fiends

Healer (errata)

Prerequisite: Proficiency in medicine


  • [*=left]· When you use a healers kit to stabilise a dying creature, it regains 1 hit point
    [*=left]· As an action you can expend one use of a healer’s kit to grant an adjacent creature a new saving throw against a poison or disease they are currently suffering from (at the same DC as the initial effect). Once you do so, you must wait until the creature has taken a long rest before attempting on that creature again.
    [*=left]· As an action you can expend 1 use from a healers kit and restore a number of hit points to a wounded creature equal to (your wisdom modifier plus your proficiency bonus) plus 1 extra point for every hit dice the creature has. Once you do so, you must wait until after a short rest before attempting again.

Powerful build

Prerequisite: Strength 13 or higher


  • · You gain +1 to your Strength score to a maximum of 20
  • · You can use the two handed damage dice of versatile weapons when you use them one handed.
  • · You have advantage on strength (athletics) checks to grapple or shove any opponent your size or smaller

Pistolero

Prerequisite: Proficient in firearms


  • · Being within 5’ of a hostile creature doesn’t impose disadvantage on your ranged attack rolls
  • · When you use the attack action and attack with a one handed firearm, you can attack with a one handed firearm or a melee weapon that you wield in your off hand as a bonus action
  • · When a foe provokes an opportunity attack from you, you can make your opportunity attack with any loaded one handed firearm you are holding.

Gunslinger


  • · You gain proficiency in firearms and gunsmithing tools
  • · On your turn, if you spend a bonus action to aim, your first ranged attack with a firearm this turn has advantage. You cannot move before or after this attack to gain this benefit.
  • · You obtain a battered firearm; either a musket or a pistol. If you ever roll a natural 1, 2, 3 or 4 on an attack roll when firing this weapon, it misfires requiring an action to clear. You can spend 1 week of downtime and gp equal to half the price of the weapon to remove this last property from the firearm.

Powerful Critical


Your critical hits are particularly deadly. You gain the following benefits:


  • · When you score a critical hit, you double your static damage modifiers as well as rolling all damage dice twice.
  • · When you score a critical hit on a creature no more than one size larger than you, you can attempt to knock the creature struck prone as a bonus action on the same turn. The creature struck must make a Strength save (DC 8 + Your ability modifier + your proficiency bonus) or be knocked prone. The ability modifier that you use to set the DC to knock your opponent prone must match the ability score you used to make the attack.

Skill focus

You have exceptional skill in a particular area. Select one skill or tool proficiency you are proficient in. You gain the following benefits:


  • · You double your proficiency bonus with that skill or tool proficiency
  • · You add 1 to the statistic that governs that skill or tool, to a maximum of 20.

Chaneller

Prerequisite: Ability to cast spells


  • · You gain +1 to your Charisma, Wisdom or Intelligence score to a maximum of 20
  • · Whenever you are required to expend a third level or lower spell slot, you can choose not to expend the spell slot. If you choose not to expend the slot, you instead gain one level of exhaustion. You cannot use this ability if you currently have three or more levels of exhaustion.

Metamagician

Prerequisite: Ability to cast spells


  • · You have one sorcery point. You may add this sorcery point to any sorcery points you already have. You recover spent sorcery points on a long rest.
  • · You know one metamagic option of your choice (aside from heighten spell) taken from the list available to sorcerers on page 102 of the PHB. You can spend your sorcery point on this or any other metamagic option you know.
  • · As a bonus action on your turn, you can expend any one spell slot and gain extra sorcery points equal to the level of the spell slot expended.
 
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