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Vanilla Feats
+1 to DEX to a maximum of 20 You can fight using two weapons, even if the one-handed melee weapons aren't light.
Magical items are automatically identified when put your inventory.
You are an expert in the use of armor in battle. You gain an additional +1 AC from any armor you wear.
You gain resistance to poison damage, have advantage on rolls against being poisoned, and gain +1 CON (to a maximum of 20).
Whenever you take fire, cold, or lightning damage, you can use your reaction to become resistant to those damage types until the start of your next turn. This feature recharges on a short rest.
The first time each turn that you deal damage with an unarmed attack or weapon, you deal additional fire damage equal to your proficiency bonus.
After you hit an enemy with a light weapon, you gain +2 AC until the start of your next turn (doesn't stack).
+1 CON to a maximum of 20 Proficiency in CON saves if not already proficient; +1 otherwise
+1 STR to a maximum of 20 Proficiency in STR saves if not already proficient; +1 otherwise
+1 WIS to a maximum of 20 Proficiency in WIS saves if not already proficient; +1 otherwise
+1 DEX to a maximum of 20 Proficiency in DEX saves if not already proficient; +1 otherwise
+1 INT to a maximum of 20 Proficiency in INT saves if not already proficient; +1 otherwise
+1 CHA to a maximum of 20 Proficiency in CHA saves if not already proficient; +1 otherwise
When you successfully shove an enemy, they lose half their movement speed (rounded down) on their next turn.
+1 DEX to a maximum of 20 You gain proficiency with Light Armor. You gain proficiency with Shortswords, Shortbows, and Longbows.
After you hit an enemy with a one-handed weapon, they lose -1 AC for 1 minute (doesn't stack).
+1 DEX to a maximum of 20 You have advantage on your initiative rolls.
The first time each turn that you deal damage with an unarmed attack or weapon, you deal additional lightning damage equal to your proficiency bonus.
Increase your Constitution by 1 (max 20) and your hit points increase by an additional +1 each time you gain a level.
You are trained to maintain your concentration in the most extreme conditions. If you sustain up to 10 points of damage, you don't need to roll a Constitution saving throw to maintain concentration. Above that value, you have advantage when rolling the saving throw.
You are used to getting a great deal of rest out of just a little sleep. Increase your Constitution by 1 (max 20), and you only need four hours of sleep per night.
When you use the Attack action with a two-handed weapon, you can use a bonus action to make a fast melee attack to follow up, dealing an additional 1d4 + STR bonus damage of the same type.
You gain +2 cells movement speed and +1 DEX (to a maximum of 20).
While you wield a two-handed weapon, you gain +1 AC.
+1 CON to a maximum of 20 You have advantage on death saving throws. If you succeed three times, you are not only stabilized, but you regain one hit die immediately. On a critical roll, you regain two hit dice instead.
You are trained to carry heavy loads. Increase your Strength by 1 (max 20), and your carrying capacity is doubled.
The first time each turn that you deal damage with an unarmed attack or weapon, you deal additional cold damage equal to your proficiency bonus.
You gain proficiency with the Herbalism Kit and Poisoner's Kit. You gain proficiency in Nature. If you were already proficient, you gain expertise in Nature instead.
You gain proficiency with the Manacalon Rosary, which is required to enchant items. You gain proficiency in Arcana. If you were already proficient, you gain expertise in Arcana instead.
You have spent a lot of time studying locks - how to craft them and how to pick them. You gain proficiency with thieves' tools, or double your existing proficiency if you are already proficient. You have advantage when using thieves' tools to pick locks.
You gain proficiency in Intimidation, Persuasion, and Deception. If you were already proficient, you gain expertise instead in the corresponding skill.
You have mastered the art of potion making. You need half the normal time to craft a potion and your proficiency bonus is doubled when making the roll to determine whether your crafting progresses. You have expert knowledge of all potions and can identify them automatically.
You have mastered the art of enchanting items. You spend half the normal time to enchant an item and your proficiency bonus is doubled when performing the roll to determine whether your crafting progresses
The first time each turn that you deal damage with an unarmed attack or weapon, you deal additional acid damage equal to your proficiency bonus.
When you stabilize an ally with a Medicine check, they regain 1 HP.
+1 STR to a maximum of 20 You gain proficiency with Heavy Armor. You gain proficiency with Longswords, Greatswords, and Battleaxes.
When you attack with a two-handed melee weapon, you deal additional damage equal to half your strength modifier (rounded up).
When a creature succeeds on a saving throw against your cantrip or dodges your cantrip, the creature takes half damage but suffers no additional effect from the cantrip or from other sources like Agonizing Blast.
When you are about to get hit by a ranged attack while wielding a shield, you can use your reaction to get +3 AC until the end of the attacker's turn. You also gain proficiency with shields.
You have advantage on your attack rolls when using Ready Action.
Sturdy and tough, you increase your Constitution score by 1 (max 20) and when you use a hit die to regain hit points, roll twice and take the higher value.
You can use your bonus action to increase your movement speed by 3 cells until the end of your turn, and get -2 to your AC, until the start of your next turn.
+1 CON to a maximum of 20 You gain proficiency with Medium Armor. You gain proficiency with Warhammers, and Light and Heavy Crossbows.
You can use your bonus action to take aim. Until the end of your turn, your ranged weapon attacks have no disadvantage or advantage, no matter the conditions.
The first time each turn that you deal damage with an unarmed attack or weapon, you deal additional poison damage equal to your proficiency bonus.
When you hit an enemy with a melee weapon ready attack, they must also make a contested roll as if you used the shove action or be knocked prone.
When you are about to get hit by a melee attack while dual-wielding (not sword + shield), you can use your reaction to get +3 AC until the end of the attacker's turn.
+1 DEX to a maximum of 20 You ignore half and three-quarters cover with your ranged attacks.