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<blockquote data-quote="the Jester" data-source="post: 9525208" data-attributes="member: 1210"><p>Here begin the feats! Feats are a major part of character advancement and a huge design space. </p><p></p><p><strong>ACROBAT</strong></p><ul> <li data-xf-list-type="ul">You gain a 1d6 bonus die when you make a check or save involving jumping, tumbling, balancing, or other acrobatic feats.</li> <li data-xf-list-type="ul">If you fall prone, you can use a reaction to stand up.</li> <li data-xf-list-type="ul">If you are prone on your turn, you can spend 5' of movement to stand up.</li> <li data-xf-list-type="ul">If you Dash, you can run along walls or other vertical surfaces. If you are still on such a surface at the end of your turn, you fall.</li> <li data-xf-list-type="ul">If you take falling damage, you can use a reaction to reduce that damage by an amount equal to your Dex score, and you land on your feet if you are able to act.</li> <li data-xf-list-type="ul">If you concentrate, you can walk across surfaces as narrow as 1” wide without falling. If your concentration is broken, you have normal chances of falling.</li> </ul><p><strong>ALCHEMIST</strong> </p><ul> <li data-xf-list-type="ul">You gain a 1d6 bonus die when making a check or save concerning alchemy or alchemical items or lore.</li> <li data-xf-list-type="ul">You can make an Int check to identify a potion or other alchemical item.</li> <li data-xf-list-type="ul">If you have access to a set of alchemist's tools, you can craft nonmagical alchemical items, given any special ingredients required, time, and half their sale value in alchemical components.</li> <li data-xf-list-type="ul">If you have access to a set of alchemist's tools, you can craft the following potions, given the listed value in alchemical components, any special ingredients, and time.<ul> <li data-xf-list-type="ul">Potion of energy resistance (100 gp, 2 hours)</li> <li data-xf-list-type="ul">Potion of fire breath (500 gp, the blood of a fire breathing or fire resistant creature, 1 day)</li> <li data-xf-list-type="ul">Potion of flying (300 gp, the blood of a flying creature, 4 hours)</li> <li data-xf-list-type="ul">Potion of giant strength (300 gp, the blood of a giant, 4 hours)</li> <li data-xf-list-type="ul">Potion of greater healing (100 gp, 2 hours)</li> <li data-xf-list-type="ul">Potion of healing (50 gp, 1 hour)</li> <li data-xf-list-type="ul">Potion of heroism (250 gp, 2 hours)</li> <li data-xf-list-type="ul">Potion of superior healing (400 gp, 4 hours)</li> <li data-xf-list-type="ul">Potion of supreme healing (1,000 gp, 1 day)</li> <li data-xf-list-type="ul">Potion of water breathing (300 gp, the blood of a creature that breathes water, 2 hours)</li> </ul></li> </ul><p><strong>ALIENIST</strong> </p><ul> <li data-xf-list-type="ul">You have been tainted by interacting with aberrant energies, causing your mind to brush against the Far Realm. This has the following effects on you.<ul> <li data-xf-list-type="ul">You learn Deep Speech, the tongue of many aberrant creatures.</li> <li data-xf-list-type="ul">You gain resistance to psychic damage.</li> <li data-xf-list-type="ul">You are immune to effects that would confuse you, read your thoughts, or drive you insane.</li> <li data-xf-list-type="ul">You can spend 15' of movement to assume a pseudonatural form with an unnatural and disturbing appearance of your choice for 1 minute, such as a mass of writhing tentacles, a layer of slime in place of skin, reversed limbs, visible organs, or the like. While in this form, a non-aberrant creature that can see you within 60' must make a Wis save when it makes an attack or check or have a 1d6 penalty die on that attack or check. If a creature succeeds on this save, it is no longer affected by this penalty until it completes a long rest. Once you use this ability, you must rest for an hour before you can do so again. </li> </ul></li> </ul><p><strong>ARCHMAGE</strong></p><ul> <li data-xf-list-type="ul">If you have four 5th level wizard spells and spell slots, you gain one 6th level spell slot.</li> <li data-xf-list-type="ul">You learn one additional wizard spell of each level you can cast.</li> <li data-xf-list-type="ul">If you have a wizard spell save DC, it increases by 1.</li> </ul><p><strong>ARMOR MASTER</strong></p><ul> <li data-xf-list-type="ul">You gain proficiency in light armor if you aren't already proficient in it.</li> <li data-xf-list-type="ul">While you are wearing armor you are proficient in, including a helm or shield, you gain a +2 bonus to AC.</li> <li data-xf-list-type="ul">While you are wearing armor you are proficient in, whenever you take bludgeoning, piercing, or slashing damage, you can use a reaction to reduce that damage by 2.</li> <li data-xf-list-type="ul">When you attempt to cast a spell in armor, you gain a 1d6 bonus die.</li> </ul><p><strong>ARTFUL DODGER</strong></p><ul> <li data-xf-list-type="ul">When you use your action to dodge, enemies take a 1d8 penalty die (instead of 1d6).</li> <li data-xf-list-type="ul">While you are unarmored and you can act, you gain a +2 bonus to AC, or +3 if your Dex is 16 or higher.</li> <li data-xf-list-type="ul">While you wear only light armor you are proficient in and you can act, you gain a +1 bonus to AC, or +2 if your Dex is 14 or higher.</li> <li data-xf-list-type="ul">While you wear only light and medium armor you are proficient in and you can act, you gain a +1 bonus to AC, or +2 if your Dex is 16 or higher.</li> <li data-xf-list-type="ul">When you attack, you can spend 20' of movement to make an acrobatic attack. You shift up to 15', making your attack(s) at any point along the movement. You can treat this movement as flight. Until the start of your next turn, attacks against you have a 1d6 penalty die. Once you use this ability, you can't do so again until you rest for 10 minutes.</li> </ul><p><strong>ASCETIC</strong> </p><ul> <li data-xf-list-type="ul">You have resistance to poison damage.</li> <li data-xf-list-type="ul">You get a 1d6 bonus die on saves against effects that would frighten, confuse, or otherwise disturb your emotional serenity.</li> <li data-xf-list-type="ul">You can use a reaction to counter an effect that would charm you.</li> <li data-xf-list-type="ul">By meditating for one hour, you can regain 1d8 hit points. Once you use this ability, you can't use it again until you complete a long rest.</li> <li data-xf-list-type="ul">You can go twice as long without food, water, or air as normal.</li> <li data-xf-list-type="ul">You have a 1d10 bonus die on saves against disease.</li> </ul><p><strong>ASSASSIN</strong></p><ul> <li data-xf-list-type="ul">If you hit a creature that is surprised with an attack, you deal an extra 2d6 damage to it. </li> <li data-xf-list-type="ul">If you attack a creature that you are flanking, that can't detect you, or that hasn't taken its first turn in combat, your critical range expands by 1.</li> <li data-xf-list-type="ul">You never accidentally poison yourself.</li> <li data-xf-list-type="ul">You can spend 10' of your movement to apply poison to a weapon.</li> </ul><p><strong>ATHLETE</strong> </p><ul> <li data-xf-list-type="ul">Your speed increases by 5'.</li> <li data-xf-list-type="ul">You gain 3 exertion points. You regain 1 when you rest for 10 minutes, and you regain all of them if you complete a long rest. You can spend them in the following ways.<ul> <li data-xf-list-type="ul">When you make a Str, Dex, or Con check, you can spend 1 exertion point to add a 1d6 bonus die to the check. You can do so after rolling the check.</li> <li data-xf-list-type="ul">After you make a Str, Dex, or Con check and roll your stat or under, you can spend 1 exertion point to increase the result by 1d6. This still succeeds, even if the modified roll exceeds your ability score (allowing you to hit high DCs).</li> <li data-xf-list-type="ul">When you make a Str, Dex, or Con save, you can spend 2 exertion points to gain a 1d6 bonus die to the save. You can do so after rolling the save.</li> </ul></li> </ul><p><strong>AVENGER</strong></p><ul> <li data-xf-list-type="ul">You can swear a vow of enmity against one creature you can see within 120'. This vow lasts until the target is defeated or for 10 minutes. While this vow lasts, you gain several benefits that aid you in bringing down your target. Once you swear such a vow, you can't swear another until you rest for 10 minutes.<ul> <li data-xf-list-type="ul">At the start of your turn, you can move 15' directly toward the target without spending any movement.</li> <li data-xf-list-type="ul">If you make an attack against the target, you gain a 1d6 bonus die.</li> <li data-xf-list-type="ul">If you make a save against an effect that would interfere with your ability to harm the target, including effects that reduce your speed, paralyze you, reduce the effectiveness of your attacks, or prevent you from attacking or moving toward the target, you gain a 1d6 bonus die on that save.</li> </ul></li> </ul><p><strong>BARD</strong> </p><ul> <li data-xf-list-type="ul">You gain a 1d6 bonus die whenever you make a check involving music or performance.</li> <li data-xf-list-type="ul">When a creature a creature misses an attack or fails a save or check, you can use a reaction to inspire it. That creature adds 1d4 to the result of that attack or to the controlling ability for that save or check. (This isn't a bonus die.)</li> <li data-xf-list-type="ul">You can spend 15' of movement to attempt to recall lore about legends, tales, stories, and folklore concerning a creature, object, group, or location.</li> </ul><p><strong>BATTLEMASTER</strong> </p><ul> <li data-xf-list-type="ul">When you roll your battle die, if you roll a 1, it isn't expended. If you are at least 5th level, it isn't expended if you roll a 1 or 2. If you are 10th level, it isn't expended if you roll a 1 to 3.</li> <li data-xf-list-type="ul">When you use your second wind, if you roll a 1, it isn't expended. If you are at least 7th level, it isn't expended if you roll a 1 or 2.</li> <li data-xf-list-type="ul">If you miss with an opportunity attack, you don't expend a reaction.</li> </ul><p><strong>BEAR WARRIOR</strong> </p><ul> <li data-xf-list-type="ul">You have a deep connection to bears. You can call on this connection in several mystical ways.<ul> <li data-xf-list-type="ul">You can speak to and understand bears.</li> <li data-xf-list-type="ul">You gain a 1d6 bonus die when making checks concerning bears.</li> <li data-xf-list-type="ul">You can spend 20' of movement to transform into a bear for 10 minutes or until you spend 10' of movement to transform back. Once you use this ability, you must rest for an hour before you can do so again. While you are a bear, your AC is 12, your speed is 30', your Str becomes 16 if it isn't already higher, and you have several natural attacks. <ul> <li data-xf-list-type="ul">You can claw for 1d4 slashing damage. Whether you hit or miss, you can spend 10' of movement each to make one additional claw attack and a bite attack. If both claw attacks hit, the target is grabbed. While grabbed, its speed is 0 and you have a 1d6 bonus die on attacks against it. It can escape the grab by using its action to make a Str save with a 1d6 penalty die.</li> <li data-xf-list-type="ul">You can bite for 1d6 piercing damage.</li> </ul></li> </ul></li> </ul><p><strong>BEAST MASTER</strong> </p><ul> <li data-xf-list-type="ul">Whenever you make a check involving normal animals, you gain a 1d6 bonus die.</li> <li data-xf-list-type="ul">You can persuade beasts with the amphibian, mammal, or reptile tags to accompany you as companions. You can have a total number of Hit Dice of companions equal to your own Hit Dice. You can spend one hour to gain a companion of a type that can be found in your surroundings. These companions are extremely loyal to you and have several special features.<ul> <li data-xf-list-type="ul">While a companion is within 10' of you, it gains a 1d6 bonus die on saves.</li> <li data-xf-list-type="ul">If a creature hits you with an attack, you can use a reaction to command a companion within striking distance of that creature to make an opportunity attack against that creature.</li> <li data-xf-list-type="ul">For each of your companions, choose one of the following options.<ul> <li data-xf-list-type="ul">Tough: +5 hps (+8 hps if you are 5th to 8th level, +12 hps if you are 9th or 10th level).</li> <li data-xf-list-type="ul">Dodgy: +1 AC (+2 if you are 5th to 8th level, +3 if you are 9th or 10th level)</li> <li data-xf-list-type="ul">Vicious: +1 to hit (+2 if you are 5th to 8th level, +3 if you are 9th or 10th level)</li> </ul></li> </ul></li> </ul><p><strong>BERSERKER</strong> </p><ul> <li data-xf-list-type="ul">Berserk. You can spend 10' of movement to go berserk until you can't see or hear any enemies, up to 10 minutes. Once you do so, you must rest an hour before you can do so again. While berserk, you gain the following traits.<ul> <li data-xf-list-type="ul">You gain a 1d8 bonus die on attacks other than spell attacks. </li> <li data-xf-list-type="ul">You gain a 1d6 bonus die to damage with melee attacks.</li> <li data-xf-list-type="ul">You gain resistance to bludgeoning, piercing, and slashing damage.</li> <li data-xf-list-type="ul">On your turn, you must attack if you can reach an enemy. If you can't reach an enemy, you must dash toward one.</li> <li data-xf-list-type="ul">You can't concentrate.</li> </ul></li> </ul><p><strong>BLIND-FIGHTER</strong> </p><ul> <li data-xf-list-type="ul">You have blindsight 30'.</li> <li data-xf-list-type="ul">You gain an extra reaction each round.</li> <li data-xf-list-type="ul">You gain a 1d6 bonus die on checks to notice, find, or discern things.</li> <li data-xf-list-type="ul">If you would be surprised, you can make a Wis save. If you succeed, you aren't surprised.</li> <li data-xf-list-type="ul">You have a 1d6 bonus die to saving throws against effects that you must see to be affected by, such as a medusa's gaze or a hypnotic pattern.</li> </ul><p><strong>BRUTE</strong></p><ul> <li data-xf-list-type="ul">When you reduce an enemy to 0 hit points or score a critical hit, you gain 5 temporary hit points.</li> <li data-xf-list-type="ul">You gain a 1d6 bonus die on checks made to bully or intimidate creatures.</li> <li data-xf-list-type="ul">When you subject a creature to nonmagical forced movement, you can move it an extra 5'.</li> <li data-xf-list-type="ul">If your Strength is 14 or higher, you gain a +1 bonus to damage with melee or natural weapons. If you Strength is 18 or higher, you instead get a +2 bonus.</li> </ul><p><strong>CANNABIX</strong> </p><ul> <li data-xf-list-type="ul">You practice the rituals of the ancient cannabix religion. When you slay an enemy, you can eat its heart to gain some of its power. To do so, you must retrieve its heart within 10 minutes of its death, which you can do as an action, and must spend 20' of movement to eat the heart. Once you do so, you can choose one of the following options.<ul> <li data-xf-list-type="ul"><em><strong>Permanent Improvement.</strong></em> You gain 1 advancement point in the creature's highest ability score, provided that it is higher than your score in that ability. If it isn't, you can instead choose to gain a temporary boost.</li> <li data-xf-list-type="ul"><em><strong>Temporary Boost.</strong></em> Choose one of the following options. <ul> <li data-xf-list-type="ul">You gain one language that the creature had for 8 hours or until you gain another temporary boost in this way.</li> <li data-xf-list-type="ul">You gain one sense that the creature had for 1 hour or until you gain another temporary boost in this way.</li> <li data-xf-list-type="ul">You gain a +1 bonus to the creature's highest ability score for 1 hour or until you gain another temporary boost in this way, provided that it is higher than your score in that ability.</li> <li data-xf-list-type="ul">You gain one energy resistance that the creature had for 1 hour or until you gain another temporary boost in this way.</li> <li data-xf-list-type="ul">You gain one natural attack that the creature had that does no more than 1d10 damage for 1 hour or until you gain another temporary boost in this way.</li> <li data-xf-list-type="ul">You gain one energy immunity that the creature had for 10 minutes or until you gain another temporary boost in this way.</li> <li data-xf-list-type="ul">You gain one natural attack that the creature had that does more than 1d10 damage for 10 minutes or until you gain another temporary boost in this way.</li> </ul></li> </ul></li> </ul><p><strong>CHAMPION</strong> </p><ul> <li data-xf-list-type="ul">When you hit with a weapon or unarmed attack, you gain a +2 bonus to damage.</li> <li data-xf-list-type="ul">Your critical range with weapon attacks expands by 1.</li> <li data-xf-list-type="ul">When you use the fighter feature Second Wind, you gain a 1d6 bonus die on attacks, saves, and checks until the end of your next turn.</li> <li data-xf-list-type="ul">If you have seen a creature in combat for at least three rounds, you can spend 10' of movement to assess one of the following: its attack bonus with an attack that you have seen, its average damage with an attack that you have seen, its AC, or its speeds. You can also attempt to assess one of its ability scores, but in this case you assess it as “very low” (4 or below), “low” (5 to 8), “moderate” (9 to 12), “high” (13 to 16), “very high” (17 to 19) or “superhuman” (20+). </li> </ul><p><strong>CHANNELER</strong> </p><ul> <li data-xf-list-type="ul">You can channel your body's physical health into your magic in several ways. <ul> <li data-xf-list-type="ul">If you are out of spell slots, you can burn some of your Con score in order to regain a spell slot. The cost is 1d4 Con for a cantrip slot, 1d6 Con for a first level slot, or 2d4 Con for a second level slot. If this reduces your Con to 0, you die; otherwise, you regain burnt Con at a rate of 1 point per long rest. Once you use this ability, you can't use it again until you rest for an hour.</li> <li data-xf-list-type="ul">When you cast a spell, you can upcast it one level by burning 1d4 Con, upcast it two levels by burning 1d6 Con, or upcast it three levels by burning 2d4 Con. If this reduces your Con to 0, you die; otherwise, you regain burnt Con at a rate of 1 point per long rest. Once you use this ability, you can't use it again until you rest for an hour.</li> </ul></li> </ul><p><strong>CRUSHER</strong> </p><ul> <li data-xf-list-type="ul">When you attack with a bludgeoning weapon or natural weapon, you get a +1 bonus to attacks and damage.</li> <li data-xf-list-type="ul">When you score a critical hit with a bludgeoning weapon, your critical multiplier increases by one.</li> <li data-xf-list-type="ul">When you attack an object with a bludgeoning weapon or natural weapon, you can choose to do double damage. Once you use this ability, you must rest ten minutes before you can do so again.</li> </ul></blockquote><p></p>
[QUOTE="the Jester, post: 9525208, member: 1210"] Here begin the feats! Feats are a major part of character advancement and a huge design space. [B]ACROBAT[/B] [LIST] [*]You gain a 1d6 bonus die when you make a check or save involving jumping, tumbling, balancing, or other acrobatic feats. [*]If you fall prone, you can use a reaction to stand up. [*]If you are prone on your turn, you can spend 5' of movement to stand up. [*]If you Dash, you can run along walls or other vertical surfaces. If you are still on such a surface at the end of your turn, you fall. [*]If you take falling damage, you can use a reaction to reduce that damage by an amount equal to your Dex score, and you land on your feet if you are able to act. [*]If you concentrate, you can walk across surfaces as narrow as 1” wide without falling. If your concentration is broken, you have normal chances of falling. [/LIST] [B]ALCHEMIST[/B] [LIST] [*]You gain a 1d6 bonus die when making a check or save concerning alchemy or alchemical items or lore. [*]You can make an Int check to identify a potion or other alchemical item. [*]If you have access to a set of alchemist's tools, you can craft nonmagical alchemical items, given any special ingredients required, time, and half their sale value in alchemical components. [*]If you have access to a set of alchemist's tools, you can craft the following potions, given the listed value in alchemical components, any special ingredients, and time. [LIST] [*]Potion of energy resistance (100 gp, 2 hours) [*]Potion of fire breath (500 gp, the blood of a fire breathing or fire resistant creature, 1 day) [*]Potion of flying (300 gp, the blood of a flying creature, 4 hours) [*]Potion of giant strength (300 gp, the blood of a giant, 4 hours) [*]Potion of greater healing (100 gp, 2 hours) [*]Potion of healing (50 gp, 1 hour) [*]Potion of heroism (250 gp, 2 hours) [*]Potion of superior healing (400 gp, 4 hours) [*]Potion of supreme healing (1,000 gp, 1 day) [*]Potion of water breathing (300 gp, the blood of a creature that breathes water, 2 hours) [/LIST] [/LIST] [B]ALIENIST[/B] [LIST] [*]You have been tainted by interacting with aberrant energies, causing your mind to brush against the Far Realm. This has the following effects on you. [LIST] [*]You learn Deep Speech, the tongue of many aberrant creatures. [*]You gain resistance to psychic damage. [*]You are immune to effects that would confuse you, read your thoughts, or drive you insane. [*]You can spend 15' of movement to assume a pseudonatural form with an unnatural and disturbing appearance of your choice for 1 minute, such as a mass of writhing tentacles, a layer of slime in place of skin, reversed limbs, visible organs, or the like. While in this form, a non-aberrant creature that can see you within 60' must make a Wis save when it makes an attack or check or have a 1d6 penalty die on that attack or check. If a creature succeeds on this save, it is no longer affected by this penalty until it completes a long rest. Once you use this ability, you must rest for an hour before you can do so again. [/LIST] [/LIST] [B]ARCHMAGE[/B] [LIST] [*]If you have four 5th level wizard spells and spell slots, you gain one 6th level spell slot. [*]You learn one additional wizard spell of each level you can cast. [*]If you have a wizard spell save DC, it increases by 1. [/LIST] [B]ARMOR MASTER[/B] [LIST] [*]You gain proficiency in light armor if you aren't already proficient in it. [*]While you are wearing armor you are proficient in, including a helm or shield, you gain a +2 bonus to AC. [*]While you are wearing armor you are proficient in, whenever you take bludgeoning, piercing, or slashing damage, you can use a reaction to reduce that damage by 2. [*]When you attempt to cast a spell in armor, you gain a 1d6 bonus die. [/LIST] [B]ARTFUL DODGER[/B] [LIST] [*]When you use your action to dodge, enemies take a 1d8 penalty die (instead of 1d6). [*]While you are unarmored and you can act, you gain a +2 bonus to AC, or +3 if your Dex is 16 or higher. [*]While you wear only light armor you are proficient in and you can act, you gain a +1 bonus to AC, or +2 if your Dex is 14 or higher. [*]While you wear only light and medium armor you are proficient in and you can act, you gain a +1 bonus to AC, or +2 if your Dex is 16 or higher. [*]When you attack, you can spend 20' of movement to make an acrobatic attack. You shift up to 15', making your attack(s) at any point along the movement. You can treat this movement as flight. Until the start of your next turn, attacks against you have a 1d6 penalty die. Once you use this ability, you can't do so again until you rest for 10 minutes. [/LIST] [B]ASCETIC[/B] [LIST] [*]You have resistance to poison damage. [*]You get a 1d6 bonus die on saves against effects that would frighten, confuse, or otherwise disturb your emotional serenity. [*]You can use a reaction to counter an effect that would charm you. [*]By meditating for one hour, you can regain 1d8 hit points. Once you use this ability, you can't use it again until you complete a long rest. [*]You can go twice as long without food, water, or air as normal. [*]You have a 1d10 bonus die on saves against disease. [/LIST] [B]ASSASSIN[/B] [LIST] [*]If you hit a creature that is surprised with an attack, you deal an extra 2d6 damage to it. [*]If you attack a creature that you are flanking, that can't detect you, or that hasn't taken its first turn in combat, your critical range expands by 1. [*]You never accidentally poison yourself. [*]You can spend 10' of your movement to apply poison to a weapon. [/LIST] [B]ATHLETE[/B] [LIST] [*]Your speed increases by 5'. [*]You gain 3 exertion points. You regain 1 when you rest for 10 minutes, and you regain all of them if you complete a long rest. You can spend them in the following ways. [LIST] [*]When you make a Str, Dex, or Con check, you can spend 1 exertion point to add a 1d6 bonus die to the check. You can do so after rolling the check. [*]After you make a Str, Dex, or Con check and roll your stat or under, you can spend 1 exertion point to increase the result by 1d6. This still succeeds, even if the modified roll exceeds your ability score (allowing you to hit high DCs). [*]When you make a Str, Dex, or Con save, you can spend 2 exertion points to gain a 1d6 bonus die to the save. You can do so after rolling the save. [/LIST] [/LIST] [B]AVENGER[/B] [LIST] [*]You can swear a vow of enmity against one creature you can see within 120'. This vow lasts until the target is defeated or for 10 minutes. While this vow lasts, you gain several benefits that aid you in bringing down your target. Once you swear such a vow, you can't swear another until you rest for 10 minutes. [LIST] [*]At the start of your turn, you can move 15' directly toward the target without spending any movement. [*]If you make an attack against the target, you gain a 1d6 bonus die. [*]If you make a save against an effect that would interfere with your ability to harm the target, including effects that reduce your speed, paralyze you, reduce the effectiveness of your attacks, or prevent you from attacking or moving toward the target, you gain a 1d6 bonus die on that save. [/LIST] [/LIST] [B]BARD[/B] [LIST] [*]You gain a 1d6 bonus die whenever you make a check involving music or performance. [*]When a creature a creature misses an attack or fails a save or check, you can use a reaction to inspire it. That creature adds 1d4 to the result of that attack or to the controlling ability for that save or check. (This isn't a bonus die.) [*]You can spend 15' of movement to attempt to recall lore about legends, tales, stories, and folklore concerning a creature, object, group, or location. [/LIST] [B]BATTLEMASTER[/B] [LIST] [*]When you roll your battle die, if you roll a 1, it isn't expended. If you are at least 5th level, it isn't expended if you roll a 1 or 2. If you are 10th level, it isn't expended if you roll a 1 to 3. [*]When you use your second wind, if you roll a 1, it isn't expended. If you are at least 7th level, it isn't expended if you roll a 1 or 2. [*]If you miss with an opportunity attack, you don't expend a reaction. [/LIST] [B]BEAR WARRIOR[/B] [LIST] [*]You have a deep connection to bears. You can call on this connection in several mystical ways. [LIST] [*]You can speak to and understand bears. [*]You gain a 1d6 bonus die when making checks concerning bears. [*]You can spend 20' of movement to transform into a bear for 10 minutes or until you spend 10' of movement to transform back. Once you use this ability, you must rest for an hour before you can do so again. While you are a bear, your AC is 12, your speed is 30', your Str becomes 16 if it isn't already higher, and you have several natural attacks. [LIST] [*]You can claw for 1d4 slashing damage. Whether you hit or miss, you can spend 10' of movement each to make one additional claw attack and a bite attack. If both claw attacks hit, the target is grabbed. While grabbed, its speed is 0 and you have a 1d6 bonus die on attacks against it. It can escape the grab by using its action to make a Str save with a 1d6 penalty die. [*]You can bite for 1d6 piercing damage. [/LIST] [/LIST] [/LIST] [B]BEAST MASTER[/B] [LIST] [*]Whenever you make a check involving normal animals, you gain a 1d6 bonus die. [*]You can persuade beasts with the amphibian, mammal, or reptile tags to accompany you as companions. You can have a total number of Hit Dice of companions equal to your own Hit Dice. You can spend one hour to gain a companion of a type that can be found in your surroundings. These companions are extremely loyal to you and have several special features. [LIST] [*]While a companion is within 10' of you, it gains a 1d6 bonus die on saves. [*]If a creature hits you with an attack, you can use a reaction to command a companion within striking distance of that creature to make an opportunity attack against that creature. [*]For each of your companions, choose one of the following options. [LIST] [*]Tough: +5 hps (+8 hps if you are 5th to 8th level, +12 hps if you are 9th or 10th level). [*]Dodgy: +1 AC (+2 if you are 5th to 8th level, +3 if you are 9th or 10th level) [*]Vicious: +1 to hit (+2 if you are 5th to 8th level, +3 if you are 9th or 10th level) [/LIST] [/LIST] [/LIST] [B]BERSERKER[/B] [LIST] [*]Berserk. You can spend 10' of movement to go berserk until you can't see or hear any enemies, up to 10 minutes. Once you do so, you must rest an hour before you can do so again. While berserk, you gain the following traits. [LIST] [*]You gain a 1d8 bonus die on attacks other than spell attacks. [*]You gain a 1d6 bonus die to damage with melee attacks. [*]You gain resistance to bludgeoning, piercing, and slashing damage. [*]On your turn, you must attack if you can reach an enemy. If you can't reach an enemy, you must dash toward one. [*]You can't concentrate. [/LIST] [/LIST] [B]BLIND-FIGHTER[/B] [LIST] [*]You have blindsight 30'. [*]You gain an extra reaction each round. [*]You gain a 1d6 bonus die on checks to notice, find, or discern things. [*]If you would be surprised, you can make a Wis save. If you succeed, you aren't surprised. [*]You have a 1d6 bonus die to saving throws against effects that you must see to be affected by, such as a medusa's gaze or a hypnotic pattern. [/LIST] [B]BRUTE[/B] [LIST] [*]When you reduce an enemy to 0 hit points or score a critical hit, you gain 5 temporary hit points. [*]You gain a 1d6 bonus die on checks made to bully or intimidate creatures. [*]When you subject a creature to nonmagical forced movement, you can move it an extra 5'. [*]If your Strength is 14 or higher, you gain a +1 bonus to damage with melee or natural weapons. If you Strength is 18 or higher, you instead get a +2 bonus. [/LIST] [B]CANNABIX[/B] [LIST] [*]You practice the rituals of the ancient cannabix religion. When you slay an enemy, you can eat its heart to gain some of its power. To do so, you must retrieve its heart within 10 minutes of its death, which you can do as an action, and must spend 20' of movement to eat the heart. Once you do so, you can choose one of the following options. [LIST] [*][I][B]Permanent Improvement.[/B][/I] You gain 1 advancement point in the creature's highest ability score, provided that it is higher than your score in that ability. If it isn't, you can instead choose to gain a temporary boost. [*][I][B]Temporary Boost.[/B][/I] Choose one of the following options. [LIST] [*]You gain one language that the creature had for 8 hours or until you gain another temporary boost in this way. [*]You gain one sense that the creature had for 1 hour or until you gain another temporary boost in this way. [*]You gain a +1 bonus to the creature's highest ability score for 1 hour or until you gain another temporary boost in this way, provided that it is higher than your score in that ability. [*]You gain one energy resistance that the creature had for 1 hour or until you gain another temporary boost in this way. [*]You gain one natural attack that the creature had that does no more than 1d10 damage for 1 hour or until you gain another temporary boost in this way. [*]You gain one energy immunity that the creature had for 10 minutes or until you gain another temporary boost in this way. [*]You gain one natural attack that the creature had that does more than 1d10 damage for 10 minutes or until you gain another temporary boost in this way. [/LIST] [/LIST] [/LIST] [B]CHAMPION[/B] [LIST] [*]When you hit with a weapon or unarmed attack, you gain a +2 bonus to damage. [*]Your critical range with weapon attacks expands by 1. [*]When you use the fighter feature Second Wind, you gain a 1d6 bonus die on attacks, saves, and checks until the end of your next turn. [*]If you have seen a creature in combat for at least three rounds, you can spend 10' of movement to assess one of the following: its attack bonus with an attack that you have seen, its average damage with an attack that you have seen, its AC, or its speeds. You can also attempt to assess one of its ability scores, but in this case you assess it as “very low” (4 or below), “low” (5 to 8), “moderate” (9 to 12), “high” (13 to 16), “very high” (17 to 19) or “superhuman” (20+). [/LIST] [B]CHANNELER[/B] [LIST] [*]You can channel your body's physical health into your magic in several ways. [LIST] [*]If you are out of spell slots, you can burn some of your Con score in order to regain a spell slot. The cost is 1d4 Con for a cantrip slot, 1d6 Con for a first level slot, or 2d4 Con for a second level slot. If this reduces your Con to 0, you die; otherwise, you regain burnt Con at a rate of 1 point per long rest. Once you use this ability, you can't use it again until you rest for an hour. [*]When you cast a spell, you can upcast it one level by burning 1d4 Con, upcast it two levels by burning 1d6 Con, or upcast it three levels by burning 2d4 Con. If this reduces your Con to 0, you die; otherwise, you regain burnt Con at a rate of 1 point per long rest. Once you use this ability, you can't use it again until you rest for an hour. [/LIST] [/LIST] [B]CRUSHER[/B] [LIST] [*]When you attack with a bludgeoning weapon or natural weapon, you get a +1 bonus to attacks and damage. [*]When you score a critical hit with a bludgeoning weapon, your critical multiplier increases by one. [*]When you attack an object with a bludgeoning weapon or natural weapon, you can choose to do double damage. Once you use this ability, you must rest ten minutes before you can do so again. [/LIST] [/QUOTE]
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