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<blockquote data-quote="Amatiel" data-source="post: 7019235" data-attributes="member: 6791461"><p>Agile</p><p>You have learned how to move and fall with supernatural agility.</p><p>• Increase your Dexterity score by 1, to a maximum of 20. </p><p>• Your speed increases by 10 feet.</p><p>• You ignore damage suffered from the first 30 feet of any fall. </p><p></p><p>Arcane Affinity</p><p>Prerequisite: Bard or Sorcerer. Through research, study, or introspection, arcane secrets are revealed to you.</p><p>• You can memorise additional spells equal to your proficiency modifier.</p><p>• You gain additional spells equal to your proficiency modifier. These spells are added to your spells known.</p><p></p><p>Arcanist</p><p>Your understanding of magical items is unmatched.</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>Arcane Senses</p><p>You have developed your senses far beyond the mundane. Your eyes glow with supernatural power.</p><p> • As a bonus action you can cast detect evil and good, detect magic, or detect poison and disease. There is no limit to the number of times you can use this ability.</p><p></p><p>Arcane Shield</p><p>Prerequisite: The ability to cast at least one spell. Your study of magic has made you a master at manipulating arcane energies in your defence. You gain the following benefits:</p><p>• A protective magical force surrounds you, you gain a +1 bonus to AC.</p><p>• As a reaction you can sacrifice a spell slot to create an arcane shield that grants damage reduction to all attacks until the start of your next turn. While active, the damage you take from each attack is reduced by 3 points per spell slot. Cantrips may not be sacrificed in this manner. Example: A 1st-level spell reduces damage by 3 pts per attack, whilst a 3rd-level spell would reduce damage by 9 pts.</p><p></p><p>Battlemage</p><p>You are a master of the arts of arcane combat:</p><p>• When you roll a 1 on damage dice for a spell you cast, you can reroll the die and must use the new roll.</p><p>• The saving throw DC of your spells increases by +1.</p><p>• You can make attacks of opportunity as a reaction using a cantrip.</p><p></p><p></p><p>Blindfighting</p><p>Your heightened senses and training make you skilled at attacking opponents that you cannot clearly perceive. </p><p>• Gain 5-foot range of hearing-based blindsight.</p><p>• Other creatures don’t gain advantage on attack rolls against you as a result of being unseen from you.</p><p>• You can make ability checks in darkness even though it would normally require sight.</p><p></p><p>Brute</p><p>Prerequisite: Half-Orc. While your soul may be bright, your body displays the brutal power of your orc heritage.</p><p>• Increase your Strength score by 1, to a</p><p>maximum of 20.</p><p>• You gain one use of the rage class feature. If you already have access to this ability, you gain one additional use. This ability can be used again after you have taken a short rest.</p><p></p><p>Charger</p><p>You are skilled at charging across a battlefield.</p><p>• When you use your action to Dash, you can use a bonus action to make one melee weapon attack roll, or to shove a creature.</p><p>• If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +10 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).</p><p></p><p>Child of Stone & Sky</p><p>Prerequisite: Goliath. The spirits of stone and sky favour you.</p><p>• You can use your stone’s endurance racial ability as a reaction.</p><p>• Gain advantage on a saving throw. This ability refreshes on a short rest.</p><p>• Gain advantage on initiative. This ability refreshes on a short rest.</p><p></p><p>Diehard</p><p>It’s never quite your time. You refuse to die.</p><p>• Increase your Constitution score by 1, to a maximum of 20.</p><p>• lf you drop to 0 hit points and don't die outright, you drop to 1 hit point instead. You can’t use this ability again until you finish a long rest. </p><p>• By taking a short rest, you can remove one level of exhaustion. You can’t use this ability again until you finish a long rest.</p><p></p><p>Deep Sight</p><p>Prerequisite: Dwarf. Your birthright is of the noblest bloodlines of your people.</p><p>• The range of your darkvision increases by 60 feet.</p><p>• You do not suffer from disadvantage on perception checks in dim light or darkness.</p><p></p><p>Divine Champion</p><p>Prerequisites: Cleric. A shard of the divine beats within your mortal heart.</p><p>• You gain access to a second Domain. </p><p></p><p>Divine Flame</p><p>Prerequisites: Cleric or Paladin. Divine power answers your call.</p><p>• You can dispel magic or counterspell by expending one use of your Channel Divinity.</p><p>• By expending one use of your Channel Divinity ability, you gain advantage on perception skill checks, and saving throws against illusions for 1 minute.</p><p>• By expending one use of your Channel Divinity ability, you can impose disadvantage on saving throws against a Channel Divinity: Turn attempt.</p><p></p><p></p><p>Dodge</p><p>You are skilled at dodging the blows of your enemies.</p><p>• Increase your Dexterity score by 1, to a maximum of 20.</p><p>• You can use your reaction to impose disadvantage on an attack.</p><p>• You can add double your proficiency modifier on Acrobatics skill checks to break a grapple.</p><p></p><p>Dragon Born</p><p>Prerequisite: Dragonborn. You are a paragon of the strength and spirit of your dragon born ancestors.</p><p>• You can see five times further than normal.</p><p>• You know one cantrip from the sorcerer spell list. Charisma is your spellcasting ability for it.</p><p>• You can ascertain creatures via your heightened senses, with a range of 10 feet, equivalent to the blindsight ability. </p><p></p><p>Focus Mastery</p><p>You are an adept at the use of magical spellcasting foci.</p><p>• When using a spellcasting focus to cast a spell, you gain a +1 bonus on the attack roll.</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>Improved Familiar</p><p>Prerequisites: Ability to acquire a familiar. Allows spellcasters to acquire a more powerful familiar.</p><p>• You can acquire a familiar of any tiny or small creature of up to CR 1.</p><p>• You are considered to be in contact with your familiar for the purpose of shared spells, as long as it is within 1 mile of you. You and your familiar can communicate with each other telepathically at a range of up to 1 mile.</p><p>• You familiar has abilities and game</p><p>statistics determined in part by your level. Your familiar uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, it also adds its proficiency bonus to its AC and to its damage rolls. It also becomes proficient with all saving throws. For each level you gain after 1st, your familiar gains an additional hit die and increases its hit points accordingly. Whenever you gain the Ability Score Improvement class feature, your familiar also gains a +2 attribute improvement. Your familiar has a personality trait and a flaw.</p><p>• A familiar bestows expertise (double proficiency modifier) in one skill or tool. The skill is associated to the variety of familiar (eg., Cat: stealth. Monkey: acrobatics. Squirrel: sleight of hand , etc.)</p><p>• A familiar bestows a special ability upon its master. This ability is variable, and depends on the type of familiar. (eg., A psuedodragon or imp bestows magic resistance; a quasit bestows devil’s sight, etc.). Consult your DM or a creatures Monster Manual statistics for specifics.</p><p></p><p>Intuitive</p><p>You have an intuitive understanding of the events and possibilities that surround your actions.</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>Kinship</p><p>Prerequisite: Gnome. Your kinship with the wild lends you strength.</p><p>• Your sense of smell is so acute, you gain advantage on perception checks relying on smell.</p><p>• When you encounter an illusion of any kind, you gain a Wisdom saving throw to perceive its nature if within 30 feet.</p><p></p><p>Metamagic</p><p>Prerequisite: Sorcerer. You wield the argent power of wild magic. A sorcerer can use his class ability to learn any of the following metamagic abilities.</p><p>• Chain Spell. When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend 3 sorcery points per spell level to chain the spell. Once the spell hits the primary target, three secondary rays arc from the primary target to secondary targets within 30 feet of the primary.</p><p>• Destructive Spell. When you cast a spell that deals damage, you can increase its damage. You can spend 1 sorcery points to cast the spell as if two levels higher.</p><p>• Energy Substitution. Choose one type of energy: acid, cold, fire, lightning, necrotic, psychic, radiant, or thunder. You can spend 1 sorcery point to modify a spell with an energy descriptor to use the chosen type of energy instead. You can learn this metamagic multiple times, and each time it applies to a different type of energy.</p><p>• Expand Spell. You can spend 2 sorcery points to double a spells area of effect. This does not affect spells with a range of self.</p><p>• Maximize Spell. You can spend a number of sorcery points equal to the spell’s level plus 3 to maximize all variable and numeric effects of a spell.</p><p>• Mirror Mind. When you cast a spell that requires concentration, you can spend a number of sorcery points equal to the spell’s level to maintain concentration as a free action. You cannot use this ability again until the mirror mind’s spell duration has ended.</p><p></p><p>Power Charge</p><p>Prerequisite: Charger feat. You are known for your devastating charges on the battlefield.</p><p>• When you use your action to Dash, you can use a bonus action to make one melee weapon attack roll with advantage, or to shove a creature.</p><p>• If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +20 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or push the target up to 20 feet away from you (if you chose to shove and you succeed).</p><p></p><p>Powerful Companion</p><p>Prerequisite: Paladin or Ranger. Your animal companion is a powerful archetype of its kind.</p><p>• You can call either a beast or a monstrosity to serve as a companion, via either your ranger class ability or the find steed spell.</p><p>• Your companion is a powerful archetype of its kind. It gains an additional +2 hit points per Hit Dice.</p><p>• The CR of the creature you can summon increases by 1.</p><p> </p><p>Skilled</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>Spell Mastery</p><p>Prerequisite: The ability to cast at least one spell. You have mastered many arcane secrets involving spell lore.</p><p>• You can memorise an additional number of spells equal to your proficiency modifier.</p><p>• Choose a number of spells equal to your spellcasting attribute modifier. You can memorise these spells without consulting your spellbook.</p><p>• You have learned how to cast spells without the need for material components. Spells with material components of greater than 1gp value are not affected by this ability.</p><p></p><p></p><p>Spell Sniper</p><p>Prerequisite: The ability to cast at least one spell. You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:</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>Strength of the Wild Hunt</p><p>Prerequisite: You can use the wildshape class feature. The song of the wild hunt echoes in your heart.</p><p>• Your wildshape ability can be used as a bonus action. If you can already assume your wildshape as a bonus action, you can now also do so as a reaction if you are attacked.</p><p>• You can add your proficiency modifier to your wildshape forms armor class and damage rolls.</p><p>• Your wildshape forms are powerful versions of their kind. You gain an additional +2 hit points per hit dice of the wildshape form.</p><p></p><p>Tireless</p><p>Prerequisite: Tough feat. You are well used to sleeping rough and shrug off the effects of discomfort. </p><p>• You can sleep whilst wearing armor and suffer no ill effects the next day. You may do this for a number of continuous days equal to your Constitution modifier plus your proficiency modifier.</p><p>• You need only half the amount of sleep or trance to awaken fully refreshed and recovered.</p><p>• By taking a short rest, you can remove one level of exhaustion. You can’t use this ability again until you finish a long rest.</p><p></p><p>Wilderness Lord</p><p>Prerequisite: Ranger. The power of the wild answers to your call.</p><p>• You gain an animal companion. If you already have an animal companion, its statistics are calculated as if 4 levels higher.</p><p>• You may go without food and water for a number of weeks equal to your proficiency modifier. During this time you suffer no ill effects from the lack of food or drink, but you must use your short rest to make faithful observances twice per day.</p></blockquote><p></p>
[QUOTE="Amatiel, post: 7019235, member: 6791461"] Agile You have learned how to move and fall with supernatural agility. • Increase your Dexterity score by 1, to a maximum of 20. • Your speed increases by 10 feet. • You ignore damage suffered from the first 30 feet of any fall. Arcane Affinity Prerequisite: Bard or Sorcerer. Through research, study, or introspection, arcane secrets are revealed to you. • You can memorise additional spells equal to your proficiency modifier. • You gain additional spells equal to your proficiency modifier. These spells are added to your spells known. Arcanist Your understanding of magical items is unmatched. • 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. Arcane Senses You have developed your senses far beyond the mundane. Your eyes glow with supernatural power. • As a bonus action you can cast detect evil and good, detect magic, or detect poison and disease. There is no limit to the number of times you can use this ability. Arcane Shield Prerequisite: The ability to cast at least one spell. Your study of magic has made you a master at manipulating arcane energies in your defence. You gain the following benefits: • A protective magical force surrounds you, you gain a +1 bonus to AC. • As a reaction you can sacrifice a spell slot to create an arcane shield that grants damage reduction to all attacks until the start of your next turn. While active, the damage you take from each attack is reduced by 3 points per spell slot. Cantrips may not be sacrificed in this manner. Example: A 1st-level spell reduces damage by 3 pts per attack, whilst a 3rd-level spell would reduce damage by 9 pts. Battlemage You are a master of the arts of arcane combat: • When you roll a 1 on damage dice for a spell you cast, you can reroll the die and must use the new roll. • The saving throw DC of your spells increases by +1. • You can make attacks of opportunity as a reaction using a cantrip. Blindfighting Your heightened senses and training make you skilled at attacking opponents that you cannot clearly perceive. • Gain 5-foot range of hearing-based blindsight. • Other creatures don’t gain advantage on attack rolls against you as a result of being unseen from you. • You can make ability checks in darkness even though it would normally require sight. Brute Prerequisite: Half-Orc. While your soul may be bright, your body displays the brutal power of your orc heritage. • Increase your Strength score by 1, to a maximum of 20. • You gain one use of the rage class feature. If you already have access to this ability, you gain one additional use. This ability can be used again after you have taken a short rest. Charger You are skilled at charging across a battlefield. • When you use your action to Dash, you can use a bonus action to make one melee weapon attack roll, or to shove a creature. • If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +10 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed). Child of Stone & Sky Prerequisite: Goliath. The spirits of stone and sky favour you. • You can use your stone’s endurance racial ability as a reaction. • Gain advantage on a saving throw. This ability refreshes on a short rest. • Gain advantage on initiative. This ability refreshes on a short rest. Diehard It’s never quite your time. You refuse to die. • Increase your Constitution score by 1, to a maximum of 20. • lf you drop to 0 hit points and don't die outright, you drop to 1 hit point instead. You can’t use this ability again until you finish a long rest. • By taking a short rest, you can remove one level of exhaustion. You can’t use this ability again until you finish a long rest. Deep Sight Prerequisite: Dwarf. Your birthright is of the noblest bloodlines of your people. • The range of your darkvision increases by 60 feet. • You do not suffer from disadvantage on perception checks in dim light or darkness. Divine Champion Prerequisites: Cleric. A shard of the divine beats within your mortal heart. • You gain access to a second Domain. Divine Flame Prerequisites: Cleric or Paladin. Divine power answers your call. • You can dispel magic or counterspell by expending one use of your Channel Divinity. • By expending one use of your Channel Divinity ability, you gain advantage on perception skill checks, and saving throws against illusions for 1 minute. • By expending one use of your Channel Divinity ability, you can impose disadvantage on saving throws against a Channel Divinity: Turn attempt. Dodge You are skilled at dodging the blows of your enemies. • Increase your Dexterity score by 1, to a maximum of 20. • You can use your reaction to impose disadvantage on an attack. • You can add double your proficiency modifier on Acrobatics skill checks to break a grapple. Dragon Born Prerequisite: Dragonborn. You are a paragon of the strength and spirit of your dragon born ancestors. • You can see five times further than normal. • You know one cantrip from the sorcerer spell list. Charisma is your spellcasting ability for it. • You can ascertain creatures via your heightened senses, with a range of 10 feet, equivalent to the blindsight ability. Focus Mastery You are an adept at the use of magical spellcasting foci. • When using a spellcasting focus to cast a spell, you gain a +1 bonus on the attack roll. • 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. Improved Familiar Prerequisites: Ability to acquire a familiar. Allows spellcasters to acquire a more powerful familiar. • You can acquire a familiar of any tiny or small creature of up to CR 1. • You are considered to be in contact with your familiar for the purpose of shared spells, as long as it is within 1 mile of you. You and your familiar can communicate with each other telepathically at a range of up to 1 mile. • You familiar has abilities and game statistics determined in part by your level. Your familiar uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, it also adds its proficiency bonus to its AC and to its damage rolls. It also becomes proficient with all saving throws. For each level you gain after 1st, your familiar gains an additional hit die and increases its hit points accordingly. Whenever you gain the Ability Score Improvement class feature, your familiar also gains a +2 attribute improvement. Your familiar has a personality trait and a flaw. • A familiar bestows expertise (double proficiency modifier) in one skill or tool. The skill is associated to the variety of familiar (eg., Cat: stealth. Monkey: acrobatics. Squirrel: sleight of hand , etc.) • A familiar bestows a special ability upon its master. This ability is variable, and depends on the type of familiar. (eg., A psuedodragon or imp bestows magic resistance; a quasit bestows devil’s sight, etc.). Consult your DM or a creatures Monster Manual statistics for specifics. Intuitive You have an intuitive understanding of the events and possibilities that surround your actions. • 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. Kinship Prerequisite: Gnome. Your kinship with the wild lends you strength. • Your sense of smell is so acute, you gain advantage on perception checks relying on smell. • When you encounter an illusion of any kind, you gain a Wisdom saving throw to perceive its nature if within 30 feet. Metamagic Prerequisite: Sorcerer. You wield the argent power of wild magic. A sorcerer can use his class ability to learn any of the following metamagic abilities. • Chain Spell. When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend 3 sorcery points per spell level to chain the spell. Once the spell hits the primary target, three secondary rays arc from the primary target to secondary targets within 30 feet of the primary. • Destructive Spell. When you cast a spell that deals damage, you can increase its damage. You can spend 1 sorcery points to cast the spell as if two levels higher. • Energy Substitution. Choose one type of energy: acid, cold, fire, lightning, necrotic, psychic, radiant, or thunder. You can spend 1 sorcery point to modify a spell with an energy descriptor to use the chosen type of energy instead. You can learn this metamagic multiple times, and each time it applies to a different type of energy. • Expand Spell. You can spend 2 sorcery points to double a spells area of effect. This does not affect spells with a range of self. • Maximize Spell. You can spend a number of sorcery points equal to the spell’s level plus 3 to maximize all variable and numeric effects of a spell. • Mirror Mind. When you cast a spell that requires concentration, you can spend a number of sorcery points equal to the spell’s level to maintain concentration as a free action. You cannot use this ability again until the mirror mind’s spell duration has ended. Power Charge Prerequisite: Charger feat. You are known for your devastating charges on the battlefield. • When you use your action to Dash, you can use a bonus action to make one melee weapon attack roll with advantage, or to shove a creature. • If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +20 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or push the target up to 20 feet away from you (if you chose to shove and you succeed). Powerful Companion Prerequisite: Paladin or Ranger. Your animal companion is a powerful archetype of its kind. • You can call either a beast or a monstrosity to serve as a companion, via either your ranger class ability or the find steed spell. • Your companion is a powerful archetype of its kind. It gains an additional +2 hit points per Hit Dice. • The CR of the creature you can summon increases by 1. Skilled • 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). Spell Mastery Prerequisite: The ability to cast at least one spell. You have mastered many arcane secrets involving spell lore. • You can memorise an additional number of spells equal to your proficiency modifier. • Choose a number of spells equal to your spellcasting attribute modifier. You can memorise these spells without consulting your spellbook. • You have learned how to cast spells without the need for material components. Spells with material components of greater than 1gp value are not affected by this ability. Spell Sniper Prerequisite: The ability to cast at least one spell. You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits: • 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. Strength of the Wild Hunt Prerequisite: You can use the wildshape class feature. The song of the wild hunt echoes in your heart. • Your wildshape ability can be used as a bonus action. If you can already assume your wildshape as a bonus action, you can now also do so as a reaction if you are attacked. • You can add your proficiency modifier to your wildshape forms armor class and damage rolls. • Your wildshape forms are powerful versions of their kind. You gain an additional +2 hit points per hit dice of the wildshape form. Tireless Prerequisite: Tough feat. You are well used to sleeping rough and shrug off the effects of discomfort. • You can sleep whilst wearing armor and suffer no ill effects the next day. You may do this for a number of continuous days equal to your Constitution modifier plus your proficiency modifier. • You need only half the amount of sleep or trance to awaken fully refreshed and recovered. • By taking a short rest, you can remove one level of exhaustion. You can’t use this ability again until you finish a long rest. Wilderness Lord Prerequisite: Ranger. The power of the wild answers to your call. • You gain an animal companion. If you already have an animal companion, its statistics are calculated as if 4 levels higher. • You may go without food and water for a number of weeks equal to your proficiency modifier. During this time you suffer no ill effects from the lack of food or drink, but you must use your short rest to make faithful observances twice per day. [/QUOTE]
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