Szatany
First Post
How, in your mind, should such feats look? Give some examples.
My idea:
(those two are based on some of original feats presented as the ambusher speciality). Unless otherwise noted, all benefits stack.
Ambusher
Prerequisites: Dex 11+
* You gain a +2 bonus to initiative checks.
* When you strike someone you are hidden from, you have advantage on the attack.
* Your attacks deal an extra 1d6 damage against enemies that have lower initiative count than you.
Master Ambusher
Prerequisites: Ambusher feat, Dex 13+, Level 8+
* You gain a +2 bonus to initiative checks.
* If you hit someone on your turn, you may move away and hide from them as a part of the same action. Any movement you takes counts from your total movement allowed for this turn.
* On your first turn of combat, you get advantage and +10 bonus to damage on all attacks.
(deconstructed survivor speciality)
Survivor
Prerequisites: Con 11+
* Whenever a die roll determines how many HP you regain, you instead regain HP as if maximum number was rolled.
* You gain 1 extra Hit Point per level.
* You have advantage on saves against weather, disease, poison, fatigue and starvation.
* You gain Survive in Wilderness skill.
Everlasting
Prerequisites: Survivor feat, Con 13+, level 8+
* You have resistance to damage from poisons and disease.
* You suffer no penalties for being at 0 or negative HP.
* You gain advantage on all Survive in Wilderness checks.
* At the beginning of your turn, if you're at half HP or less, you regain 1 HP.
My idea:
(those two are based on some of original feats presented as the ambusher speciality). Unless otherwise noted, all benefits stack.
Ambusher
Prerequisites: Dex 11+
* You gain a +2 bonus to initiative checks.
* When you strike someone you are hidden from, you have advantage on the attack.
* Your attacks deal an extra 1d6 damage against enemies that have lower initiative count than you.
Master Ambusher
Prerequisites: Ambusher feat, Dex 13+, Level 8+
* You gain a +2 bonus to initiative checks.
* If you hit someone on your turn, you may move away and hide from them as a part of the same action. Any movement you takes counts from your total movement allowed for this turn.
* On your first turn of combat, you get advantage and +10 bonus to damage on all attacks.
(deconstructed survivor speciality)
Survivor
Prerequisites: Con 11+
* Whenever a die roll determines how many HP you regain, you instead regain HP as if maximum number was rolled.
* You gain 1 extra Hit Point per level.
* You have advantage on saves against weather, disease, poison, fatigue and starvation.
* You gain Survive in Wilderness skill.
Everlasting
Prerequisites: Survivor feat, Con 13+, level 8+
* You have resistance to damage from poisons and disease.
* You suffer no penalties for being at 0 or negative HP.
* You gain advantage on all Survive in Wilderness checks.
* At the beginning of your turn, if you're at half HP or less, you regain 1 HP.
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