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PHB Feats taken - RESULTS
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<blockquote data-quote="Frankie1969" data-source="post: 7229409" data-attributes="member: 61252"><p>Leaving out the issue of armor, here's some small bump ups for the less loved feats:</p><p></p><p>Healer: You gain Medicine skill proficiency.</p><p></p><p>Inspiring Leader: You can use the Help action to grant a creature who can hear you advantage on their saving throw to end an ongoing effect next turn.</p><p></p><p>Mage Slayer: You gain Arcana skill proficiency.</p><p></p><p>Observant: You gain advantage on active Perception checks.</p><p></p><p>Spell Sniper: You do not have disadvantage on ranged attack rolls while prone.</p><p></p><p>*****</p><p></p><p>Actor: You gain proficiency with either Perform skill or disguise kit.</p><p></p><p>Athlete: You gain Athletics skill proficiency, or Acrobatics if you already have Athletics.</p><p></p><p>Charger: While you do this, creatures have disadvantage on opportunity attacks against you.</p><p></p><p>Defensive Duelist: Increase your Dexterity score by 1, to a maximum of 20.</p><p></p><p>Dungeon Delver: You gain proficiency with either Survival skill or thieves tools.</p><p></p><p>Durable: When you gain a level, you have advantage on the Hit Die roll to increase your hit point maximum.</p><p></p><p>Grappler and Tavern Brawler: (combine into a single feat named Brawler)</p><p></p><p>Linguist: You gain proficiency with either History skill or forgery kit.</p><p></p><p>Martial Adept: If you get superiority dice from another source, you gain one more; otherwise, you have three superiority dice, which are d6. (change singulars to plurals in rest of paragraph)</p><p></p><p>Medium Armor Master: Increase your Strength score by 1, to a maximum of 20.</p><p></p><p>Mounted Combatant: You gain Animal Handling skill proficiency.</p><p></p><p>Ritual Caster: You gain proficiency with either Arcana skill or herbalism kit.</p><p></p><p>Savage Attacker: Increase your Strength score by 1, to a maximum of 20.</p><p></p><p>Sklled: You gain proficiency in any combination of four skills or tools of your choice.</p><p></p><p>Weapon Master: You gain proficiency with simple and martial weapons.</p></blockquote><p></p>
[QUOTE="Frankie1969, post: 7229409, member: 61252"] Leaving out the issue of armor, here's some small bump ups for the less loved feats: Healer: You gain Medicine skill proficiency. Inspiring Leader: You can use the Help action to grant a creature who can hear you advantage on their saving throw to end an ongoing effect next turn. Mage Slayer: You gain Arcana skill proficiency. Observant: You gain advantage on active Perception checks. Spell Sniper: You do not have disadvantage on ranged attack rolls while prone. ***** Actor: You gain proficiency with either Perform skill or disguise kit. Athlete: You gain Athletics skill proficiency, or Acrobatics if you already have Athletics. Charger: While you do this, creatures have disadvantage on opportunity attacks against you. Defensive Duelist: Increase your Dexterity score by 1, to a maximum of 20. Dungeon Delver: You gain proficiency with either Survival skill or thieves tools. Durable: When you gain a level, you have advantage on the Hit Die roll to increase your hit point maximum. Grappler and Tavern Brawler: (combine into a single feat named Brawler) Linguist: You gain proficiency with either History skill or forgery kit. Martial Adept: If you get superiority dice from another source, you gain one more; otherwise, you have three superiority dice, which are d6. (change singulars to plurals in rest of paragraph) Medium Armor Master: Increase your Strength score by 1, to a maximum of 20. Mounted Combatant: You gain Animal Handling skill proficiency. Ritual Caster: You gain proficiency with either Arcana skill or herbalism kit. Savage Attacker: Increase your Strength score by 1, to a maximum of 20. Sklled: You gain proficiency in any combination of four skills or tools of your choice. Weapon Master: You gain proficiency with simple and martial weapons. [/QUOTE]
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