Standard Feats | Generic, Text | Statblocks & Sheets | World Anvil

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Standard Feats

Standard Feats


A selection of feats that can be taken by any class or race, assuming they fulfill the required prerequisite.
 
Actor: Skilled at mimicry and dramatics, you gain the following benefits:
• Increase your Charisma score by 1, to a maximum of 20.
• You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
• 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.
 
Alert: Always on the lookout for danger, you gain the following benefits:
• You gain a +5 bonus to initiative.
• You can’t be surprised while you are conscious.
• Other creatures don’t gain advantage on attack rolls against you as a result of being hidden from you.
 
Athlete: You have undergone extensive physical training to gain the following benefits:
• Increase your Strength or Dexterity score by 1, to a maximum of 20.
• When you are Prone, standing up uses only 5 feet of your movement.
• Climbing doesn’t halve your speed.
• You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
 
Blade Mastery: You master the edged blade, gaining the following benefits;
• You gain proficiency in sabres, scimitars and katanas; and when not using a shield you gain a +1 to AC.
• 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.
• 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.
 
Chain Mastery: The Flail, Spiked Chain, and Kusarigama are tricky weapons to use, but you have spent countless hours mastering it. You gain the following benefits.
• You gain proficiency with Flails, Spiked Chains, and Kusarigama, when not using a shield you gain a +1 to AC.
• As a bonus action on your turn, you can prepare yourself to extend your flail to sweep over targets’ shields. Until the end of this turn, your attack rolls with a flail ignore the targets shield bonus.
• When you hit with an opportunity attack using a flail, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked Prone.
 
Charger: You have mastered the combat charge and are deadly in the act, gaining the following benefits;
• When you use your action or bonus action to Dash, you can make one melee weapon attack or to shove a creature as a part of that action.
• If you move at least 10 feet in a straight line immediately before making a melee attack, you gain a +5 bonus to the attack and 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).
 
Chef: Time spent mastering the culinary arts has paid off, granting you the following benefits;
• Increase your Constitution or Wisdom score by 1, to a maximum of 20.
• As part of a short rest, you can cook special food, provided you have ingredients and cooking 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.
• With one hour of work or when you finish a long rest, you can cook a number of treats equal to your proficiency bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to your proficiency bonus.
 
Crushing Mastery: You are practiced in the art of crushing your enemies, granting you the following benefits:
• You gain proficiency with all hammers and maces, when not using a shield you gain a +1 to AC.
• Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can choose to move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.
• 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.
 
Damage Specialist [Acid/Cold/Fire/Force/Lightning/Necrotic/Poison/Psychic/Radiant/Thunder]: Prerequisite: The ability to cast at least one spell.
• When you gain this feat, choose one of the following damage types: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant 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 reroll any 1s, but must use the reroll.
• You can select this feat multiple times. Each time you do so, you must choose a different damage type.
 
Defensive Duelist: Prerequisite: Dexterity 13+
• 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.
 
Diabolic Poisonmaster: Prerequisite: Proficiency in Poisoning
• You gain expertise in Poisoning, and can apply poison using a bonus action. If you already have this ability you can apply twice as much poison using that bonus action.
• When you deal a creature poison damage, you can choose to substitute necrotic damage instead. You must make this choice before the damage is dealt.
 
Dual Wielder: You master fighting with two weapons, gaining the following benefits:
• You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
• You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren’t light.
• You can make a basic weapon attack with your off-hand as a part of your action, but only if you use your bonus action for something else (Cunning Action, Casting a Spell, etc.)
 
Dungeon Delver: Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:
• 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).
• 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 travelling at a normal pace, instead of only at a slow pace.
 
Durable: Hardy and resilient, you gain the following benefits:
• Increase your Constitution score by 1, to a maximum of 20.
• 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).
 
Eldritch Adept: Prerequisite: Spellcasting or Pact Magic feature
Studying occult lore, you have unlocked eldritch power within yourself:
• You learn one Eldritch Invocations or Cantrip Invocations option of your choice from the warlock class.
• If the invocation has a prerequisite, you can choose that invocation only if you meet the prerequisite.
• Whenever you gain a level, you can replace the invocation with another one from the warlock class.
 
Elemental Chi: Prerequisite: Access to Psi Points or Chi
You have learned to channel your inner power into elemental forces, giving you the following benefits;
• Your maximum psi or chi points (if you have both, your choice of which) increases by two.
• You learn two Elemental Disciplines of your choice. You are still limited by your Psi Limit or Monk level with upcasting.
 
Enchanting Illusionist: Prerequisite: The ability to cast one Enchantment and one Illusion spell
You've learned to blend the potentials of Illusion and Enchantment magic to further enhance both. You gain the following benefits;
• You can add 1 Illusion school spell and 1 Enchantment school spell from any class list, of a spell level you can cast, and add them to your list of spells known or prepared.
• When you make a Persuasion, Deception, Intimidation, or Performance roll; you can use your spellcasting ability modifier instead of what the DM determines the roll requires.
• Any creature under the Charmed or Frightened condition has disadvantage on saving throws against your Illusion or Enchantment spells.
 
Escape Artist: Your pursuers swear you bath in grease; no one can keep their hands on you.
• You can add double your proficiency bonus to Escape checks, regardless of if you use Strength (Athletics) or Dexterity (Acrobatics).
• You can make an Escape check using only one of your attacks, or your bonus action, instead of your entire Action.
• When you make a saving throw against a Restrained condition, you can make the save at the beginning of your turn, instead of the end.
 
Fencing Mastery: You master giving the enemy... the point. Gain the following benefits;
• You gain proficiency in rapiers, shortswords and longswords; and when not using a shield you gain a +1 to AC.
• 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.
• When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes.
 
Fighting Initiate: Prerequisite: Proficiency with a martial weapon
Your martial training has helped you develop a particular style of fighting.
• You can learn one Fighting Style option from the Fighter class. Whenever you take a long rest, you can replace this feat's fighting style with another one that you don't have.
 
Grappler: Prerequisite: Strength 13 or higher
You’ve developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:
• You can use either Strength (Athletics) or Dexterity (Acrobatics) to initiate the grapple.
• You can double your proficiency bonus in a grapple check.
• Creatures that are one size larger than you don’t automatically succeed on checks to escape your grapple.
 
Great Weapon Mastery: You’ve learned to use momentum to empower your strikes. You gain the following benefits:
• You gain proficiency in a weapon with the two-handed or versatile property.
• On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
• Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to subtract your proficiency bonus to the attack roll. If the attack hits, you add twice your proficiency bonus to the attack’s damage.
 
Healer: Prerequisite: Proficiency in Medicine
You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:
• When you take an action to use a healer’s kit, you can restore 1d6 +4 hp and lift them from Prone.
• You can administer a potion to a fallen ally as a bonus action and lift them from Prone.
 
Heavy Armor Mastery: Prerequisite: Proficiency with medium armor
You can use your armor to deflect strikes that would kill others. You gain the following benefits:
• Increase your Strength score by 1, to a maximum of 20.
• You gain proficiency with heavy armor and shields.
• While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take is reduced by your proficiency bonus. If you already have another source of damage reduction, that damage reduction is instead doubled.
 
Hook Mastery: You master the Axe, the Halberd, of hooking weapons and their many uses. You gain the following benefits:
• You gain proficiency with halberds, war scythes and axes.
• Whenever you have advantage on a melee attack roll you make with the weapon and hit, you can knock the target Prone if the lower of the two d20 rolls would also hit the target.
• Whenever you have disadvantage on a melee attack roll you make with the weapon, the target takes bludgeoning damage equal to your Strength modifier (minimum of 0) if the attack misses but the higher of the two d20 rolls would have hit.
• If you use the Help action to aid an ally’s melee attack while you’re wielding the weapon, you knock the target’s shield aside momentarily. In addition to the ally gaining advantage on the attack roll, the target loses any benefit that his shield would normally provide.
 
Inspiring Leader: Prerequisite: 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.
 
Keen Mind: You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits:
• Increase your Intelligence score by 1, to a maximum of 20.
• You always know which way is north.
• You always know the number of hours left before the next sunrise or sunset.
• You can accurately recall anything you have seen or heard within the past month.
 
Lightly Armored: You have trained to master the use of light armor, gaining the following benefits:
• Increase your Strength or Dexterity score by 1, to a maximum of 20.
• You gain proficiency with Light Armor and Stealth. If you are already proficient in stealth, you gain expertise.
 
Linguist: You have studied languages and codes, gaining the following benefits:
• Increase your Intelligence score by 1, to a maximum of 20.
• You learn three languages of your choice.
• You can ability 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. This spell can also be used with Encode Thoughts to obsure information within a Thought Strand.
 
Loading Mastery: Thanks to extensive practice with the trigger, you gain the following benefits:
• You ignore the loading quality in weapon, and gain proficiency in crossbows and pistols.
• Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
• When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a loaded hand crossbow or flintlock you are holding.
 
Mage Slayer: You have practiced techniques useful in melee combat against spellcasters, gaining the following benefits:
• 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.
• 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.
• You have advantage on saving throws against spells cast by creatures within 5 feet of you.
 
Magic Initiate [Artificer/Bard/Cleric/Druid/Sorcerer/Warlock/Wizard]: You’ve practiced portions of a spellcasters repertoire but have not committed to a class level;
• You learn either four cantrips, two cantrips and a 1st level spell, or two 1st level spells from the selected class's spell list.
• You can select Hunter's Mark, Misty Step or Darkness as a replacement for one of the 1st level spells, but not both.
• You can cast each 1st level spell once at it's lowest level. Once you cast it, you must finish a long rest before you can cast it again.
 
Martial Adept: You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:
• You learn two Maneuvers of your choice from among those available to the Battlemaster 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).
• If you already have superiority dice, you gain one more; otherwise, you have one superiority die, which is a d6. 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.
 
Medium Armor Mastery: Prerequisite: Proficiency with light armor
You have practiced moving in medium armor to gain the following benefits:
• Increase your Strength or Dexterity score by 1, to a maximum of 20.
• You gain proficiency with medium armor and shields.
• When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.
 
Metamagic Adept: Prerequisite: Spellcasting or Pact Magic feature
You’ve learned how to exert your will on your spells to alter how they function. You gain the following benefits:
• You learn two 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 take a long rest, you can replace one of your Metamagic options with another one from the sorcerer class.
• You gain 2 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.
 
Mobile: You are exceptionally speedy and agile. You gain the following benefits:
• Your speed increases by 10 feet.
• When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn.
• When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest o f the turn, whether you hit or not.
 
Mounted Combatant: 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.
 
Mutagenic Adept:Prerequisite: Alchemy or Herbalism proficiency
You have studied the ways of mutagenic formula, learning to craft them for your body. You gain the following benefits:
• You learn two Mutagens of your choice from the Beginner Mutagens.
• You can craft a simple mutagen (or an additional mutagen if you can already craft them) that you can benefit from until your next short rest. If you use this additional mutagen before your next long rest, you gain a level of Exhaustion.
 
Observant: Quick to notice details of your environment, you gain the following benefits:
• Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
• 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.
• You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
 
Planar Attunement: Prerequisite: Cast a Conjuration or Necromancy spell of 1st level or higher.
You have mastered the nature of crossing Planar energies. You gain the following benefits:
• You can add 1 Conjuration school spell and 1 Necromancy school spell from any class list, of a spell level you can cast, and add them to your list of spells known or prepared.
• When you cast a conjuration or necromancy spell that produces a creature, at 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can’t be higher than 5th level.
 
Polearm Mastery: You can keep your enemies at bay with reach weapons. You gain the following benefits:
• When you take the Attack action and attack with only a quarterstaff, cavalry mace, halberd, glaive, war scythe, pike, or longspear; you can use a bonus action to make a melee attack with the opposite end of the weapon. The weapon’s damage die for this attack is a d4, and the attack deals bludgeoning damage.
• You gain proficiency in the quarterstaff, cavalry mace, halberd, glaive, war scythe, pike, and longspear.
• While you are wielding a glaive, halberd, pike, or quarterstaff; other creatures provoke an opportunity attack from you when they enter your reach.
 
Psionic Adept: You develop a minor psionic ability into a full blown discipline. You gain the following benefits:
• You gain one of the psionic disciplines of the Psion class, gaining the attached psionic feature and psionic power, but you do not gain use of any associated spells when gain a Discipline from this feat.
• You gain 1 psi point that you can use to empower the Discipline. You regain use of this Psi Point when you complete a short or long rest.
 
Psionic Savant:Prerequisite: The ability to use at least one Psionic Discipline
You have learned to tap deeper into Psionics than even fellow psions, you gain the following benefits:
• Your Intelligence, Wisdom, or Charisma score increases by 1.
• You can select a psionic talent from the Psion class psionic talent list. You cannot select a talent you already know, or one that requires a level restriction, even if you are already of that level.
• You can take this feat multiple times, selecting a different talent each time.
 
Resilient: Choose one ability score. You gain the following benefits:
• Increase the chosen ability score by 1, to a maximum of 20.
• You gain proficiency in saving throws using the chosen ability.
 
Ritual Caster: Prerequisite: Intelligence or Wisdom 13 or higher
You have learned enough of magical processes to cast ritual based spells, you gain the following benefits:
• Two first level rituals from any spell list.
• You gain a tome or grimoire of your various spellcrafts, it is nonmagical and you can transfer any appropriate rituals into the book for use later.
• If you come across a spell in written from, such as a magical scroll or a wizard's spellbook, you might be able to add it to your ritual book. The spell's level must not be higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual books takes 2 hours per level of the spells, and costs 50 gp per level of the spell. This cost represents material components spent on practicing the spell, as well as the fine inks you must use to record it.
 
Savage Attacker: You’ve mastered your anger and enmity to get the most out of your blows. You gain the following benefits:
• Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.
 
Sentinel: You have mastered techniques to take advantage of every drop in any enemy’s guard, gaining the following benefits:
• When you hit a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn.
• Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
• 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.
 
Shape of Scales: Prerequisite: Moon Druid or Beastmaster Ranger
The inherent magic of your draconic blood actively fights against forms that obscure it's nature.
When you conjure an Animal Companion or assume a Wild Shape, you can only assume the Shape of Scales.
 
Shape of the Feywilds: Prerequisite: Elven, Firbolg, Goblinkin, Gnome, Half-Elf, Satyr, or Voadkyn Moon Druid
The mark of the Feywild is a strong one in touch with natures power.Can add the following traits to all of your Shapes:
• You can cast Misty Step while in Wild Shape. You can use this feature once per long rest, or by using your Spell Slots.
 
Shape of the Swarm: Prerequisite: Moon Druid or Beastmaster Ranger
A secret ability passed from the Bullywug Druids of Chult to those few capable of, you can control a swarm of creatures as if it was a single Beast.
When you conjure an Animal Companion or assume a Wild Shape, you can only assume the Shape of the Swarm.
 
Sharpshooter: You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
• Attacking at long range doesn’t impose disadvantage on your ranged weapon attack rolls.
• Your ranged weapon attacks ignore half cover and three-quarters cover.
• Before you make an attack with a ranged weapon that you are proficient with, you can choose to subtract your proficiency bonus to the attack roll. If the attack hits, you add twice your proficiency bonus to the attack’s damage.
 
Shield Mastery: You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:
• You gain proficiency with shields, and can take opportunity attacks with a Tower 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.
• 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.
• 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.
 
Skilled: You train intensely in non-combat skills. You gain the following benefit:
• You gain three proficiencies or expertise in two skills you are proficient in.
 
Skulker: Prerequisite: Dexterity 13 or higher
You are expert at slinking through shadows. You gain the following benefits:
• 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 a ranged weapon attack, making the attack doesn’t reveal your position.
• Dim light doesn’t impose disadvantage on your Wisdom (Perception) checks relying on sight.
 
Spear Mastery: Though the spear is a simple weapon, it rewards mastery. You gain the following benefits.
• You gain proficiency with spears, pikes and longspears.
• When you use a spear, its damage die changes from a d6 to a d8, and from a d8 to a d10 and when wielded with two hands.
• You can set your spear, pike or longspear to receive a charge. As a bonus action, choose a creature you can see that is at least 20 feet away from you. If that creatures moves within your spear’s reach on its next turn, you can make a melee attack against it with your spear as a reaction. If the attack hits, the target takes an extra 1d8 piercing damage, or an extra 1d10 piercing damage if you wield it with two hands. You can’t use this ability if the creature used the Disengage action before moving.
• As a bonus action on your turn, you can increase your reach with a spear, pike or longspear by 5 feet until the beginning of your next turn.
 
Spell Sword: Prerequisite: 13 Strength or Dexterity (your choice), and 13 in Intelligence
You have learned to channel magic through your weapons, gaining the following benefits:
• You gain your choice of Booming Blade or Green-Flame Blade and one additional cantrip from the Wizard Spell List.
• You gain proficiency in one Martial Weapon of your choice.
 
Spell Sniper: Prerequisite: The ability to cast at least one spell
You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:
• When you cast a spell or discipline that requires you to make an attack roll, the spell’s range is doubled.
• Your ranged spell or discipline attacks ignore half cover and three-quarters cover.
• You learn one cantrip that requires an attack roll.
Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spell-casting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
 
Tavern Brawler: Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:
• Increase your Strength or Constitution score by 1, to a maximum of 20.
• You are proficient with improvised weapons and unarmed strikes.
• Your unarmed strike uses a d4 for damage.
• 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.
 
Telekinetic: You learn to move things with your mind. You gain the following benefits:
• Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
• You learn the Mage Hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this feat.
• As a bonus action, you can try to 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 + modifier increased by this feat) or be moved 5 feet toward you or away from you. A creature can willingly fail this save.
 
Telepathic: You awaken the ability to mentally connect with others. You gain the following benefits:
• Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
• 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.
• You can cast the Detect Thoughts spell, requiring no spell slot or components, and you must finish a long rest before you can cast it this way again. Your spellcasting ability for the spell is the ability increased by this feat. If you have spell slots of 2nd level or higher, you can cast this spell with them.
 
Tough: You’ve trained exclusively in your capacity to last in a fight. You gain the following benefit:
• 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.
 
War Caster: Prerequisite: The ability to cast at least one spell
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
• You have advantage on Constitution saving throws that you make to maintain your concentration on a spell or discipline when you take damage.
• You can perform the somatic components of spells or discipline even when you have weapons or a shield in one or both hands.
• 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.
• When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to use a discipline at the creature, rather than making an opportunity attack. The discipline must have a casting time of 1 action and must target only that creature for damage, and you cannot use Psi Points to augment the ability.
 
Weapon Master: You have practiced extensively with a variety of weapons, gaining the following benefits:
• Increase your Strength or Dexterity score by 1, to a maximum of 20.
• You either gain proficiency with four martial weapons, or two exotic weapons.
• You can use the Mastery Property of a weapon you are proficient in. Whenever you finish a long rest you can change the weapon you gain the Mastery Property of.
 
Whip Master: You have mastered the use of the whip, using it as an extension of your control of the battlefield. You gain the following benefits;
• When you use a whip, its damage die changes from a d4 to a d6.
• While you are wielding a whip, other creatures provoke an opportunity attack from you when they enter your reach.
• When you use the Disarming Attack Maneuver or Trip Attack Maneuver your target rolls at disadvantage (you do not have either of these abilities as a default.
• If you score a critical hit with this weapon, you can pull the target 10 towards you.

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Falme.

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