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<blockquote data-quote="ro" data-source="post: 7232682" data-attributes="member: 6890747"><p>I like your work a lot! Here are a few feats modified based on yours:</p><p></p><p><strong>Athlete</strong></p><p></p><p>You have undergone extensive physical training to gain the following benefits: </p><p></p><p>- You gain proficiency in the Athletics or Acrobatics skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.</p><p>- When you are prone, standing up uses only 5 feet of your movement. </p><p>- Climbing and swimming don’t cost you extra movement. </p><p>- You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.</p><p>- You decrease the Strength requirements of heavy armor by 2.</p><p>- You suffer no penalty for being encumbered, and when you are heavily encumbered, you instead suffer the penalty of being encumbered.</p><p>- You can hold your breath for twice as long as normal.</p><p>- You have the ability to resist one level of exhaustion, and you regain this ability after a long rest and injesting some food and drink.</p><p></p><p></p><p><strong>Mounted Combatant</strong> (includes Charger)</p><p></p><p>You are a dangerous foe to face while mounted. While you are mounted and aren’t incapacitated, you gain the following benefits:</p><p></p><p>- You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount. </p><p>- You can force an attack targeted at your mount to target you instead. </p><p>- If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. </p><p>- When you use your action to Dash, you can use a bonus action to make one melee weapon attack 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 +5 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). You can make the roll to shove using either your own, or your mount’s ability.</p><p>- If you can communicate intelligently with your mount, you can control your mount to do anything it could do of its own accord.</p><p></p><p></p><p><strong>Skulker</strong> (includes UA Stealthy and Observant)</p><p></p><p>You are expert at slinking through shadows. You gain the following benefits:</p><p></p><p>- You gain proficiency in the Stealth skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.</p><p>- You can try to hide when you are lightly obscured from the creature from which you are hiding.</p><p>- When you are hidden from a creature and miss it with an attack, making the attack doesn't reveal your position.</p><p>- Dim light doesn’t impose disadvantage on your Wisdom (Perception) checks relying on sight.</p><p>- If you are hidden, you can move up to 10 feet in the open without revealing yourself if you end the move in a position where you’re not clearly visible. </p><p>- If you can see a creature’s mouth while it is speaking a language you understand, you can interpret what it’s saying by reading its lips.</p><p>- When you are lightly or heavily obscured according to sight, you are also lightly obscured according to sound.</p><p></p><p></p><p><strong>Dungeon Delver</strong> (includes Keen Mind and Observant)</p><p></p><p>Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits: </p><p></p><p>- Increase your Wisdom or Intelligence score by 1, to a maximum of 20.</p><p>- You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors. </p><p>- You have advantage on saving throws made to avoid or resist traps. </p><p>- You have resistance to the damage dealt by traps. </p><p>- You can search for traps while traveling at a normal pace, instead of only at a slow pace.</p><p>- You always know which way is north. </p><p>- You always know the number of hours left before the next sunrise or sunset. </p><p>- You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.</p><p>- You can accurately recall anything you have seen or heard within the past month.</p><p></p><p></p><p><strong>Healer</strong></p><p></p><p>You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:</p><p></p><p>- You gain proficiency in the Medicine skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.</p><p>- When you use a healer’s kit to stabilize a dying creature, that creature also regains 1 hit point. </p><p>- As an action, you can spend one use of a healer’s kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature’s maximum number of Hit Dice. The creature can’t regain hit points from this feat again until it finishes a short or long rest.</p><p>- You gain the ability to cast Healing Word once per short rest without expending a spell slot.</p><p>- When you restore a creature's hit points or remove a condition or disease, make a DC 15 Wisdom (Medicine) check. On a success, that creature gains additional hit points equal to your proficiency modifier.</p></blockquote><p></p>
[QUOTE="ro, post: 7232682, member: 6890747"] I like your work a lot! Here are a few feats modified based on yours: [B]Athlete[/B] You have undergone extensive physical training to gain the following benefits: - You gain proficiency in the Athletics or Acrobatics skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. - When you are prone, standing up uses only 5 feet of your movement. - Climbing and swimming don’t cost you extra movement. - You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet. - You decrease the Strength requirements of heavy armor by 2. - You suffer no penalty for being encumbered, and when you are heavily encumbered, you instead suffer the penalty of being encumbered. - You can hold your breath for twice as long as normal. - You have the ability to resist one level of exhaustion, and you regain this ability after a long rest and injesting some food and drink. [B]Mounted Combatant[/B] (includes Charger) You are a dangerous foe to face while mounted. While you are mounted and aren’t incapacitated, you gain the following benefits: - You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount. - You can force an attack targeted at your mount to target you instead. - If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. - When you use your action to Dash, you can use a bonus action to make one melee weapon attack 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 +5 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). You can make the roll to shove using either your own, or your mount’s ability. - If you can communicate intelligently with your mount, you can control your mount to do anything it could do of its own accord. [B]Skulker[/B] (includes UA Stealthy and Observant) You are expert at slinking through shadows. You gain the following benefits: - You gain proficiency in the Stealth skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. - You can try to hide when you are lightly obscured from the creature from which you are hiding. - When you are hidden from a creature and miss it with an attack, making the attack doesn't reveal your position. - Dim light doesn’t impose disadvantage on your Wisdom (Perception) checks relying on sight. - If you are hidden, you can move up to 10 feet in the open without revealing yourself if you end the move in a position where you’re not clearly visible. - If you can see a creature’s mouth while it is speaking a language you understand, you can interpret what it’s saying by reading its lips. - When you are lightly or heavily obscured according to sight, you are also lightly obscured according to sound. [B]Dungeon Delver[/B] (includes Keen Mind and Observant) Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits: - Increase your Wisdom or Intelligence score by 1, to a maximum of 20. - You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors. - You have advantage on saving throws made to avoid or resist traps. - You have resistance to the damage dealt by traps. - You can search for traps while traveling at a normal pace, instead of only at a slow pace. - You always know which way is north. - You always know the number of hours left before the next sunrise or sunset. - You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores. - You can accurately recall anything you have seen or heard within the past month. [B]Healer[/B] You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits: - You gain proficiency in the Medicine skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. - When you use a healer’s kit to stabilize a dying creature, that creature also regains 1 hit point. - As an action, you can spend one use of a healer’s kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature’s maximum number of Hit Dice. The creature can’t regain hit points from this feat again until it finishes a short or long rest. - You gain the ability to cast Healing Word once per short rest without expending a spell slot. - When you restore a creature's hit points or remove a condition or disease, make a DC 15 Wisdom (Medicine) check. On a success, that creature gains additional hit points equal to your proficiency modifier. [/QUOTE]
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