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New Feats, what are some you have made ?
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<blockquote data-quote="Amatiel" data-source="post: 7010777" data-attributes="member: 6791461"><p>Some new feats (and some tweaks) I recently introduced into my new campaign</p><p></p><p><strong>Arcanist</strong></p><p><em>Your understanding of magical items is unmatched.</em></p><p>• Increase your Intelligence or Wisdom score by 1, to a maximum of 20.</p><p>• You can gain attunement to two additional magical items.</p><p>• Magical items with which you have attunement endow you with supernatural resilience. You gain a +1 bonus to all saving throws for every two magical items with which you have attunement.</p><p></p><p><strong>Battlemage</strong></p><p><em>You are a master of the arts of arcane combat:</em></p><p>• You gain a +3 bonus to damage rolls with spells that target a single creature.</p><p>• The saving throw DC of your spells increases by +1.</p><p>• Once per turn when you roll damage for a spell, you can reroll the spells damage dice and use either total.</p><p></p><p><strong>Diehard</strong></p><p><em>It’s never quite your time. You refuse to die.</em></p><p>• Increase your Constitution score by 1, to a maximum of 20.</p><p>• A +1 bonus on Death saving throws.</p><p>• lf you drop to 0 hit points and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a long rest, the DC resets to 10.</p><p></p><p><strong>Focus Mastery</strong></p><p><em>You are an adept at the use of magical spellcasting foci.</em></p><p>• When using a spellcasting focus to cast a spell, you gain a +1 bonus on the attack roll.</p><p>• You can make attacks of opportunity as a reaction using a cantrip whilst wielding your focus.</p><p>• If your focus is a magical item and has charges, the first charge used does not cost a charge. This ability cannot be used again until you have had a long rest.</p><p></p><p><strong>Great Weapon Master</strong></p><p><em>You’ve learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:</em></p><p>• On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.</p><p>• You gain a +3 bonus to damage rolls with a heavy weapon.</p><p></p><p><strong>Intuitive</strong></p><p><em>You have an intuitive understanding of the events and possibilities that surround your actions.</em></p><p>• Increase your Intelligence or Wisdom score by 1, to a maximum of 20.</p><p>• You may add your proficiency modifier to your initiative.</p><p>• You gain a +1 bonus to your Intelligence and Wisdom saving throws.</p><p></p><p><strong>Savage Attacker</strong></p><p><em>Your savagery in combat is unmatched. You are a killing machine.</em></p><p>• Increase your Strength score by 1, to a maximum of 20.</p><p>• Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.</p><p>• When you score a critical hit with a melee weapon attack you gain one additional damage dice.</p><p></p><p><strong>Sharpshooter</strong></p><p><em>You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:</em></p><p>• Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.</p><p>• Your ranged weapon attacks ignore up to half cover and three-quarters cover.</p><p>• You gain a +3 bonus to damage rolls with a ranged weapon.</p><p></p><p><strong>Skilled</strong></p><p>• You gain proficiency in any combination of three skills or tools of your choice.</p><p>• You gain expertise in one skill or tool (double proficiency modifier).</p><p></p><p><strong>Spell Sniper</strong></p><p><em>Prerequisite: The ability to cast at least one spell. </em><em>You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:</em></p><p>• When you cast a spell that requires you to make an attack roll, the spell’s range is doubled.</p><p>• Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged spell attack rolls.</p><p>• Your ranged spell attacks ignore half cover and three-quarters cover.</p><p></p><p><strong>Strength of the Wild Hunt</strong></p><p><em>Prerequisite: You can use the wildshape class feature. </em><em>The song of the wild hunt echoes in your heart.</em></p><p>• Your <em>wildshape</em> ability can be used as a bonus action. If you can already assume your <em>wildshape</em> as a bonus action, you can now also do so as a reaction.</p><p>• You can add your proficiency modifier to your <em>wildshape </em>forms armor class and damage rolls.</p><p>• Your <em>wildshape </em>forms are powerful versions of their kind. You gain an additional +2 hit points per hit dice of the <em>wildshape </em>form.</p><p></p><p><strong>Weapon Master</strong></p><p><em>You have practiced extensively with a variety of weapons, gaining the following benefits:</em></p><p>• Increase your Strength or Dexterity score by 1, to a maximum of 20.</p><p>• You gain a +1 bonus to attack rolls with four weapons of your choice.</p><p>• You gain proficiency with four weapons of your choice.</p></blockquote><p></p>
[QUOTE="Amatiel, post: 7010777, member: 6791461"] Some new feats (and some tweaks) I recently introduced into my new campaign [B]Arcanist[/B] [I]Your understanding of magical items is unmatched.[/I] • Increase your Intelligence or Wisdom score by 1, to a maximum of 20. • You can gain attunement to two additional magical items. • Magical items with which you have attunement endow you with supernatural resilience. You gain a +1 bonus to all saving throws for every two magical items with which you have attunement. [B]Battlemage[/B] [I]You are a master of the arts of arcane combat:[/I] • You gain a +3 bonus to damage rolls with spells that target a single creature. • The saving throw DC of your spells increases by +1. • Once per turn when you roll damage for a spell, you can reroll the spells damage dice and use either total. [B]Diehard[/B] [I]It’s never quite your time. You refuse to die.[/I] • Increase your Constitution score by 1, to a maximum of 20. • A +1 bonus on Death saving throws. • lf you drop to 0 hit points and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a long rest, the DC resets to 10. [B]Focus Mastery[/B] [I]You are an adept at the use of magical spellcasting foci.[/I] • When using a spellcasting focus to cast a spell, you gain a +1 bonus on the attack roll. • You can make attacks of opportunity as a reaction using a cantrip whilst wielding your focus. • If your focus is a magical item and has charges, the first charge used does not cost a charge. This ability cannot be used again until you have had a long rest. [B]Great Weapon Master[/B] [I]You’ve learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:[/I] • On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action. • You gain a +3 bonus to damage rolls with a heavy weapon. [B]Intuitive[/B] [I]You have an intuitive understanding of the events and possibilities that surround your actions.[/I] • Increase your Intelligence or Wisdom score by 1, to a maximum of 20. • You may add your proficiency modifier to your initiative. • You gain a +1 bonus to your Intelligence and Wisdom saving throws. [B]Savage Attacker[/B] [I]Your savagery in combat is unmatched. You are a killing machine.[/I] • Increase your Strength score by 1, to a maximum of 20. • Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total. • When you score a critical hit with a melee weapon attack you gain one additional damage dice. [B]Sharpshooter[/B] [I]You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:[/I] • Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls. • Your ranged weapon attacks ignore up to half cover and three-quarters cover. • You gain a +3 bonus to damage rolls with a ranged weapon. [B]Skilled[/B] • You gain proficiency in any combination of three skills or tools of your choice. • You gain expertise in one skill or tool (double proficiency modifier). [B]Spell Sniper[/B] [I]Prerequisite: The ability to cast at least one spell. [/I][I]You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:[/I] • When you cast a spell that requires you to make an attack roll, the spell’s range is doubled. • Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged spell attack rolls. • Your ranged spell attacks ignore half cover and three-quarters cover. [B]Strength of the Wild Hunt[/B] [I]Prerequisite: You can use the wildshape class feature. [/I][I]The song of the wild hunt echoes in your heart.[/I] • Your [I]wildshape[/I] ability can be used as a bonus action. If you can already assume your [I]wildshape[/I] as a bonus action, you can now also do so as a reaction. • You can add your proficiency modifier to your [I]wildshape [/I]forms armor class and damage rolls. • Your [I]wildshape [/I]forms are powerful versions of their kind. You gain an additional +2 hit points per hit dice of the [I]wildshape [/I]form. [B]Weapon Master[/B] [I]You have practiced extensively with a variety of weapons, gaining the following benefits:[/I] • Increase your Strength or Dexterity score by 1, to a maximum of 20. • You gain a +1 bonus to attack rolls with four weapons of your choice. • You gain proficiency with four weapons of your choice. [/QUOTE]
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