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Feats

Buying Feats

When You level up in your class, you will earn a resource called Feat Points. You can use those to increase Ability Score by 1, for the cost of 2 Feat Points, or to buy feats listed below. Some feats consist of several parts that can be unlocked separately. Both feats & their elements may require completion of specific prerequisites detailed in the feat description.   During character creation, each hero can obtain bonus feat points by completing several objectives listed in the creating new character article. Those elements can be revisited later to obtained missed points. Dungeon Master may reward players with bonus feat points for roleplaying & finding out clever solutions to problems presented during sessions.  

Feats

Core feats

Those are basic but will surely let You flavor your character as You wish.  

Ability Score Increase

  • You can increase one of your ability scores by 1. (Cost: 2)
 

Skill Proficiency

  • You gain proficiency in one skill of your choice. (Cost: 1)
  • You gain expertise in one skill of your choice in which you have proficiency. (Cost: 2)
 

Tool Proficiency

  • You gain proficiency in one tool of your choice. (Cost: 1)
  • You gain expertise in one tool of your choice in which you have proficiency. (Cost: 2)
 

Language

  • You learn two languages of your choice from following list: Common, Dwarvish, Elvish, Giant, Gnomish, Goblin, Halfling, Orc. (Cost: 1)
  • You learn one languages of your choice from following list: Abyssal, Celestial, Draconic, Deep Speech, Infernal, Primordial, Sylvan, Undercommon. (Cost: 1)
 

Weapon Proficiency

  • You gain 2 martial weapon proficiencies. (Cost: 1)
  • You gain 3 simple weapon proficiencies. (Cost: 1)
  • You gain proficiency with shields. (Cost: 1)
 

Armor Proficiency

  • You gain proficiency with light armor. (Cost: 1)
  • (Requires light armor proficiency) You gain proficiency with medium armor. (Cost: 1)
  • (Requires medium armor proficiency) You gain proficiency with heavy armor. (Cost: 1)
 

Saving Throw Proficiency

  • Gain proficiency in one saving throw of your choice. (Cost: 2)
 

Darkvision

This feat requires You to progress through it. You can't buy second ability without unlocking the first.
  • [1]Dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight. (Cost: 1)
  • [2] (Requires Darkvision 1) You earn darkvision to a range of 60 feet, treating darkness as dim light & dim light as bright light up to that range. (Cost: 2)
  • [3] (Requires Darkvision 1 & 2) You earn darkvision to a range of 120 feet. (Cost: 1)
 

Fighting Initiate

(Prerequisites: Proficiency with a martial weapon | Cost: 3)   Your martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different.   Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat's fighting style with another one from the fighter class that you don't have.  

Martial Adept

(Prerequisite: Proficiency in a martial weapon | Cost: 3)   You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).   You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.  

Spell feats

Those feats enable you to dip your toe in magic without becoming a caster. When choosing a spell, it's casting ability is determined by list from which You are choosing it.  

Ritual Caster

  • You gain an ability to cast two 1st level spells or one 2nd level spell of your choice as a ritual. The spells you choose must have the ritual tag. (Cost: 2)
 

Cantrip

  • Choose a cantrip that You can cast at will. (Cost: 1)
 

Learn a spell

  • Choose one 1st level spell that you can cast once per Long Rest. (Cost: 2)
  • (Requires 3rd character level) Choose one 2nd level spell that you can cast once per Long Rest. (Cost: 3)
  • (Requires 5th character level) Choose one 3rd level spell that you can cast once per Long Rest. (Cost: 5)
 

Eldritch Adept

(Prerequisites: Spellcasting or Pact Magic feature | Cost: 3)   Studying occult lore, you have unlocked eldritch power within yourself: you learn one Eldritch Invocation option of your choice from the warlock class. If the invocation has a prerequisite of any kind, you can choose that invocation only if you're a warlock who meets the prerequisite.   Whenever you gain a level, you can replace the invocation with another one from the warlock class.  

Metamagic Adept

(Prerequisites: Spellcasting or Pact Magic feature)   This feat requires You to progress through it. You can't buy second ability without unlocking the first.   You learn X Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of these Metamagic options with another one from the sorcerer class.   You gain X sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest.
  • [1] You have 2 metamagic options & 2 sorcery points. (Cost: 3)
  • [2] (Requires Metamagic Adept 1) You have 2 metamagic options & 3 sorcery points. (Cost: 1)
  • [3] (Requires Metamagic Adept 2) You have 3 metamagic options & 5 sorcery points. (Cost: 2)
 

Racial Feats

 

Bountiful Luck

(Prerequisites: Halfling | Cost: 3)   Your people have extraordinary luck, which you have learned to mystically lend to your companions when you see them falter. You're not sure how you do it; you just wish it, and it happens. Surely a sign of fortune's favor!   When an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll.   When you use this ability, you can't use your Lucky racial trait before the end of your next turn.  

Dragon Blood

(Prerequisites: Dragonborn)
  • Instead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds on the save if it can't hear or see you. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success. (Cost: 2)
  • Your scales harden. While you aren't wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit. (Cost: 1)
  • You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike. (Cost: 1)
 

Dwarven Fortitude

(Prerequisites: Dwarf)
  • Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1). (Cost: 2)
 

Elven Ancestry

(Prerequisites: Elf or half-elf)
  • Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once. (Cost: 2)
  • While you are holding a double-bladed scimitar with two hands, you gain a +1 bonus to Armor Class. (Cost: 1)
  • A double-bladed scimitar has the finesse property when you wield it. (Cost: 1)
 

Fade Away

(Prerequisites: Gnome)
  • Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can't do so again until you finish a short or long rest. (Cost: 2)
 

Infernal Blodline

(Prerequisites: Tiefling)
  • When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1. (Cost: 1)
  • Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don't harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage. (Cost: 1)
  • You have resistance to cold and poison damage. (Cost: 2)
  • You have advantage on saving throws against being poisoned. (Cost: 1)
 

Orcish Fury

(Prerequisites: Orc or half-orc)
  • When you hit with an attack using a simple or martial weapon, you can roll one of the weapon's damage dice an additional time and add it as extra damage of the weapon's damage type. Once you use this ability, you can't use it again until you finish a short or long rest. (Cost: 2)
  • Immediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack. (Cost: 1)
 

Second Chance

(Prerequisites: Halfling)
  • When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can't use it again until you roll initiative at the start of combat or until you finish a short or long rest. (Cost: 2)
 

Squat Nimbleness

(Prerequisites: Dwarf or a Small race)
  • You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled. (Cost: 1)
 

Offensive Mele Feats

 

Charger

This feat requires You to progress through it. You can't buy second ability without unlocking the first.
  • [1] When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature. (Cost: 1)
  • [2] (Requires Charger 1) 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). (Cost: 2)
 

Crusher

  • Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you. (Cost: 1)
  • When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn. (Cost: 1)
 

Dual Wielder

  • You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand. (Cost: 1)
  • You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light. (Cost: 2)
  • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one. (Cost: 1)
 

Grappler

(Prerequisite: Strength 13 or higher
  • You are proficient with improvised weapons. (Cost: 1)
  • When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target. (Cost: 1)
  • You have advantage on attack rolls against a creature you are grappling. (Cost: 2)
  • You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends. (Cost: 1)
 

Great Weapon Master

  • On your turn, when you score a critical hit with a heavy melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action. (Cost: 1)
  • Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a penalty equal to your proficiency modifier to the attack roll. If the attack hits, you add twice your proficiency modifier to the attack's damage. (Cost: 2)
 

Piercer

  • Once per turn, when you hit a creature with an attack that deals piercing damage, you can reroll one of the attack's damage dice, and you must use the new roll. (Cost: 1)
  • When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon; this attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage. (Cost: 1)
 

Polearm Master

  • While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter your reach. (Cost: 2)
  • Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a penalty equal to your proficiency modifier to the attack roll. If the attack hits, you add twice your proficiency modifier to the attack's damage. (Cost: 2)
 

Savage Attacker

  • Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon's damage dice and use either total. (Cost: 2)
 

Sentinel

  • When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. (Cost: 1)
  • Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. (Cost: 1)
  • When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature. (Cost: 1)
 

Slasher

  • Once per turn when you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 feet until the start of your next turn. (Cost: 1)
  • When you score a critical hit that deals slashing damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls. (Cost: 1)
 

Offensive Ranged Feats

 

Crossbow Expert

This feat requires You to progress through it. You can't buy second ability without unlocking the first.
  • [1] You ignore the loading quality of crossbows with which you are proficient. (Cost: 1)
  • [2] (Requires Crossbow Expert 1) Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls. (Cost: 1)
  • [3] (Requires Crossbow Expert 1) When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a hand crossbow you are holding. (Cost: 1)
 

Piercer

  • Once per turn, when you hit a creature with an attack that deals piercing damage, you can reroll one of the attack's damage dice, and you must use the new roll. (Cost: 1)
  • When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon; this attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage. (Cost: 1)
 

Gunner

  • You gain proficiency with firearms (Cost: 1)
  • You ignore the loading property of firearms. (Cost: 1)
  • Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls. (Cost: 1)
 

Sharpshooter

  • Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls. (Cost: 1)
  • Your ranged weapon attacks ignore half cover and three-quarters cover. (Cost: 1)
  • Before you make a ranged weapon attack with a weapon that you are proficient with, you can choose to take a penalty equal to your proficiency modifier to the attack roll. If the attack hits, you add twice your proficiency modifier to the attack's damage. (Cost: 2)
 

Offensive Spell Feats

 

Elemental Adept

(Prerequisites: The ability to cast at least one spell | Cost: 3)   When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.   Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.   You can select this feat multiple times. Each time you do so, you must choose a different damage type.  

Spell Sniper

(Prerequisites: The ability to cast at least one spell)
  • When you cast a spell that requires you to make an attack roll, the spell's range is doubled. (Cost: 1)
  • Your ranged spell attacks ignore half cover and three-quarters cover. (Cost: 1)
 

War Caster

(Prerequisites: The ability to cast at least one spell)
  • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. (Cost: 2)
  • You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. (Cost: 1)
  • When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature. (Cost: 1)
 

Defensive Feats

 

Alert

  • You gain a +5 bonus to initiative. (Cost: 2)
  • You can't be surprised while you are conscious. (Cost: 1)
  • Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you. (Cost: 1)
 

Chef

This feat requires You to progress through it. You can't buy second ability without unlocking the first.
  • [1] As part of a short rest, you can cook special food, provided you have ingredients and cook's utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points. (Cost: 1)
  • [2] (Requires Chef 1) With one hour of work or when you finish a long rest, you can cook a number of treats equal to twice your proficiency bonus. These special treats last untill you will finish another long rest using this feature. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to twice your proficiency bonus. (Cost: 1)
  • [2] (Requires Chef 2) When preparing treats you create the number equal to trice your proficiency bonus & they give trice your proficiency bonus when consumed. (Cost: 2)
 

Defensive Duelist

(Prerequisite: Dexterity 13 or higher | Cost: 3)   When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.  

Durable

  • When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2). (Cost: 2)
 

Healer

  • When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point. (Cost: 2)
  • 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. (Cost: 1)
 

Heavy Armor Master

(Prerequisites: Proficiency with heavy armor)
  • While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3. (Cost: 2)
 

Inspiring Leader

(Prerequisites: Charisma 13 or higher)
  • You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest. (Cost: 4)
 

Mage Slayer

  • When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature. (Cost: 1)
  • When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration. (Cost: 1)
  • You have advantage on saving throws against spells cast by creatures within 5 feet of you. (Cost: 1)
 

Medium Armor Master

(Prerequisites: Proficiency with medium armor)
  • Wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks. (Cost: 2)
  • When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher. (Cost: 1)
 

Shield Master

(Prerequisites: Proficiency with a shield)
  • If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield. (Cost: 1)
  • If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you. (Cost: 1)
  • If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect. (Cost: 1)
 

Tough

(Prerequisites: Proficiency with medium armor)
  • Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points. (Cost: 4)
 

Mobility Feats

 

Athlete

  • When you are prone, standing up uses only 5 feet of your movement. (Cost: 1)
  • You gain climbing speed equal to your moving speed. (Cost: 1)
  • You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet. (Cost: 1)
 

Mobile

This feat requires You to progress through it. You can't buy second ability without unlocking the first.
  • [1] Your speed increases by 10 feet. (Cost: 2)
  • [2] (Requires Mobile 1) When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. (Cost: 1)
  • [3] (Requires Mobile 1) When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not. (Cost: 1)
 

Mounted Combatant

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. (Cost: 1)
  • You can force an attack targeted at your mount to target you instead. (Cost: 1)
  • 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. (Cost: 1)
 

Utility Feats

 

Actor

  • You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person. (Cost: 1)
  • You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked. (Cost: 1)
 

Dungeon Delver

  • You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors. (Cost: 1)
  • You have advantage on saving throws made to avoid or resist traps. (Cost: 1)
  • You have resistance to the damage dealt by traps. (Cost: 1)
  • Traveling at a fast pace doesn't impose the normal -5 penalty on your passive Wisdom (Perception) score. (Cost: 1)
 

Keen Mind

  • You always know which way is north & You always know the number of hours left before the next sunrise or sunset. (Cost: 1)
  • You can accurately recall anything you have seen or heard within the past month. (Cost: 2)
 

Linguist

(Prerequisites: Atleast 5 known languages)
  • You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it. (Cost: 1)
 

Lucky

This feat requires You to progress through it. You can't buy second ability without unlocking the first.   Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.   You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.   You regain your expended luck points when you finish a long rest.
  • [1] You have 1 luck point. (Cost: 1)
  • [2] (Requires Lucky 1) You have 2 luck points. (Cost: 2)
  • [3] (Requires Lucky 2) You have 3 luck points. (Cost: 2)
 

Observant

  • 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. (Cost: 1)
  • You can accurately recall anything you have seen or heard within the past month. (Cost: 2)
  • You have a +5 bonus to your passive Wisdom (Perception) and Intelligence (Investigation) checks. (Cost: 2)
 

Poisoner

(Prerequisits: Proficiency with poisoners kit)   This feat requires You to progress through it. You can't buy second ability without unlocking the first.
  • [1] With one hour of work using a poisoner's kit and expending 50 gp worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus. Once applied to a weapon or piece of ammunition, the poison retains its potency for 1 minute or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, that creature must succeed on a DC 14 Constitution saving throw or take 2d8 poison damage and become poisoned until the end of your next turn. (Cost: 1)
  • [2] (Requires Poisoner 1) You can apply poison to a weapon or piece of ammunition as a bonus action, instead of an action. (Cost: 1)
  • [3] (Requires Poisoner 1) When you make a damage roll that deals poison damage, it ignores resistance to poison damage. (Cost: 1)
 

Skulker

  • You can try to hide when you are lightly obscured from the creature from which you are hiding. (Cost: 1)
  • When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position. (Cost: 1)
 

Telekinetic

  • As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved 5 feet toward you or away from you. A creature can willingly fail this save. (Cost: 1)
 

Telepatic

  • You can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn't give the creature the ability to respond to you telepathically. (Cost: 1)

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