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5 Minute Workday Presents:

FEATS

A collection of new feats for your 5th Edition Game by “JESTER” DAVID GIBSON

5 Minute Workday Presents: Feats Written by “Jester” David Gibson Edited by Erick Allen 5 Minute Workday webcomic and blog:

5mwd.com New comics Tuesday & Thursday

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.

5 Minute Workday Presents: Feats ©2016, David Gibson and 5 Minute Workday Publishing ISBN: 978-0-9937524-4-5

Feats

 Increase your Constitution by 1, to a maximum of 20.  As a bonus action you can spend a hit die, and add the result of the roll to the damage or healing roll of a spell cast before the end of your next turn.

Here are feats for use in your 5th Edition game.

Alchemist Prerequisite: Proficiency in herbalist kit or alchemist’s supplies

Critical Mastery

You are skilled at mixing strange chemicals and substances to produce items of wonder. This skill allows you to craft alchemical potions and elixirs. When crafting an alchemical substance, the total market value you can craft in a single downtime day increases to 10 gp. You also know how to brew the following alchemical concoctions:  Adrenal Distillation. A creature that ingests or is injected with this serum gains 2d4 temporary hit points for 1 minute and can make a Constitution saving throw against one effect they are currently suffering from. This elixir confers no benefit to undead or constructs. A dose has a market price of 50 gp.  Alchemist’s fire.  Antitoxin.  Elixir of might. Choose one ability score at time of brewing: Strength, Constitution, or Dexterity. A creature that drinks this elixir gains advantage on ability checks from the chosen ability score for 1 minute. This elixir confers no benefit to undead or constructs. A dose has a market price of 50 gp.  Medicinal Tonic. A creature that drinks this tonic substance gains advantage on saving throws against disease for 1 day. It confers no benefit to undead or constructs. A dose has a market price of 50 gp.  Potion of healing.  Metallic Polish. This thick oil coats one item in a thin layer of gold or silver. The item is considered to be made of that substance for 8 hours. Each time a weapon covered in metallic polish deals damage, the remaining duration is decreased by 1 hour. A dose has a market price of 50 gp. (The coating is obviously artificial upon inspection and thus cannot be used to inflate an item’s value for sale.  You may be able to craft other alchemical items and additional potions at the discretion of the Dungeon Master. These might require more exotic ingredients or special recipes.

You know how to fully take advantage of a lucky hit or moment of weakness. Once per turn when you score a critical hit, you can add your relevant ability score modifier to the damage a second time.

Defensive Fighting You prefer to protect yourself and avoid injury, even if it means your enemy avoids your attacks. When you take the Attack action, you can choose to fight defensively. Until the start of your next turn, you take a -5 penalty on all attacks but add your proficiency bonus to your Armour Class.

Dwarven Fortitude Prerequisite: Dwarf Few can match the iron constitutions of a dwarf. When you make a Strength, Constitution, or Wisdom saving throw, you can choose to reroll the saving throw. Alternatively, when suffering from an effect that allows you to make a saving throw to end the effect at the end of your turn you can choose to roll the saving throw at the start of your turn as a bonus action. Once you use this feat, you must complete a short or long rest before you use it again.

Draconic Wings Prerequisite: Dragonborn The connection to your draconic ancestors is strong, and increases as you age. You were born with or grew small vestigial wings, which have only become larger and stronger. The wings now grant you the following benefits:  When you fall from a height that would cause falling damage, as a reaction you can slow your descent. You fall at a rate of 30 feet per round for 1 minute or until you land.  As a bonus action you can glide, gaining a fly speed equal to your walking speed for 10 minutes. Half your movement must be downward, either diagonally or straight down. After you use your wings to glide, you cannot use them again until you complete either a short or long rest.

Blood Mage Prerequisite: The ability to cast spells You can use your own body as a source of magical fuel, causing injury to empower your magic.

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You are skilled at hunting creatures of the night, and gain the following benefits:  You gain proficiency in Survival.  While using Wisdom (Survival) to track a creature, you treat d20 rolls of 9 or lower as a 10 and are considered to have advantage on all passive Wisdom (Survival) checks.  When you roll damage for your attacks against your chosen prey, you can treat any 1 on a damage die as a 2.  You can make an Intelligence check to recall information about a creature you might have researched, such as any weaknesses, special power, method of hunting, preferred prey, etc . The DM determines the DC of the check based on how common the monster is and if you have encountered similar creatures. Once you have used this feature, you must spend one downtime day researching monsters before you can use it again.

Elven Accuracy Prerequisite: Elf or half-elf Your keen elven eyes enable you to make shots that others would miss. When you attack with a ranged weapon, you can choose to reroll the attack roll. You must take the result of the second roll, even if it is lower. Once you use this ability, you cannot use it again until you complete a short or long rest.

Fiendish Heritage Prerequisite: Tiefling Your fiendish anatomy is pronounced, granting you the following benefits:  Your tail can hold an object that weighs no more than 10 lbs. If the object is a weapon, you can hold it with your tail but you are unable to wield it.  Your tail can retrieve items stored in belt pouches, coin purses, or pockets.  Your can use your horns to make unarmed strikes that deal 1d6 piercing damage.  Once per day you can cast darkness. Once cast you must finish a long rest before you can cast this spell again.

Navigator You are an experienced traveler who is adept at orienteering and mapmaking. When travelling, you can contribute your passive Wisdom (Perception) score to the group's while navigating or drawing a map. Alternatively, you can navigate and draw a map at the same time. If you are not navigating or drawing a map you have advantage on your passive Wisdom (Perception) score.

Gnome Fey Magic Prerequisite: Gnome You have learned to tap into your ancestral fey magic. You gain the following abilities:  You can cast each of the following spells once: dancing lights, minor illusion, and prestidigitation. You regain the ability to cast these spells after a short or long rest.  When you take damage from an attack, as a reaction you can become invisible until the end of your next turn. This invisibility ends early if you take an action. Once you use this ability you must complete a long rest before you can use it again.

Orc Aggression Prerequisite: Half-orc The blood of your orc progenitors fills you with rage and the desire for violence. As a bonus action, you can choose to move up to half of your walking speed towards a hostile creature that you can see.

Knife Master Prerequisite: Dexterity 13 or higher

Hardy

You only need the smallest of blades to deal crippling wounds, and are skilled at making sudden rapid strikes when an opportunity is presented.  When you deal a critical hit with a dagger or sickle you roll 1d6 and add the result to the extra damage.  When you are wielding a dagger or sickle that you are proficient with, and a creature misses you with a melee attack, you can make an opportunity attack against that creature with that weapon.

You recover swiftly from physical exertion and injuries. You gain an additional Hit Die, which is a d8 and can be spent and regained normally.

Monster Hunter Prerequisite: Wisdom 13 or higher

When you gain this feat, choose one of the following creature types to be your chosen prey: aberrations, constructs, fey, fiends, monstrosities, or undead.

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Help action to aid a friendly creature with a task you are proficient in, instead of gaining advantage they can add your proficiency bonus to their check.

Reactionary Quick to strike and even quicker to act, your readiness grants you the following benefits:  You can take reactions when surprised.  When you make an opportunity attack and miss, you do not use your reaction for that turn.  When you hit with an opportunity attack, you can also choose to move 5 feet as part of the reaction.

Spear Warrior Prerequisite: Dexterity 13 or higher

Due to your extensive training with spears, you gain the following benefits:  You treat spears as a finesse weapon.  When you wield a spear two-handed it gains the reach property.  When you take an Attack action and attack using only a spear, you can use a bonus action to attempt to trip your opponent. A successful Strength or Dexterity check (your choice) contested by the target’s Strength or Dexterity check (their choice) allows you to knock a Large or smaller creature prone.

Rending Assault Prerequisite: Dexterity 13 or higher

You can strike with both weapons at once, dragging them apart to create a painful wound. Once per turn, when you hit the same creature with both your main and offhand weapon that turn, each weapon deals an additional 1d4 damage.

Thrown Weapon Master

Scabbard Duelist

You are able to rapidly hurl weapons with surprising power and accuracy.  Your normal range with a thrown weapons increases to by 10 feet and your maximum range increases by 30 feet.  You can draw or stow two thrown weapons when you would normally be able to draw or stow only one.  Before you make a melee attack with a light or finesse thrown weapon that you are proficient with, you can choose to throw two weapons at the same time. Both weapons must target the same creature and use the same attack roll and you take a -5 penalty to that roll. If the attack hits, you roll damage for both thrown weapons.

In your hands, your weapon's scabbard is a deadly weapon in its own right. You gain the following benefits:  You treat scabbards as improvised weapons that deal 1d6 bludgeoning damage.  You are proficient in attacking with scabbards.  When you take the Attack action while holding a scabbard, you can draw or sheath your weapon as part of an attack.  While wielding an empty scabbard and being targeted by an attack with a weapon that would fit inside the scabbard, you can use your reaction to try and catch the weapon in the scabbard, imposing disadvantage on the attack roll.

Shield Brawling

Unyielding

Prerequisite: Proficiency with shields

You have learned to fight your hardest when things are at their worst.  Increase your Constitution by 1, to a maximum of 20.  You die after four failed death saving throws instead of three.  When you are reduced to 0 hit points but not killed outright, you can instead drop to 1 hit point and gain temporary hit points equal to your level + your Constitution modifier. Once you use this feat’s ability, you must complete a long rest before you use it again.

Shields are a deadly weapon in your hands, granting you the following benefits:  You treat shields as martial melee weapons that deal 1d8 bludgeoning damage, and has the thrown trait with a range of 15/45.  You can use shields with two-weapon fighting even though they aren't a light weapon.  Donning or doffing a shield does not take your action.

Skilled Assistance Prerequisite: Intelligence or Charisma 13 or higher Through guidance and a shared workload, more can be accomplished together than apart. When you take the

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