Feats in Cynkard | World Anvil
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Feats

Charger

When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature.
If you move at least 10 feet in a straight line immediately before taking this bonus action, you either add your proficiency 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).

Cleave

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.

Crossbow Expert

Thanks to extensive practice with the crossbow, you gain the following benefits:
You ignore the loading quality of crossbows with which you are proficient.
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 crossbow you are holding.

Defensive Duelist

Prerequisite: Dexterity 13 or higher
You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
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.

Dual Wielder

You master fighting with two weapons, gaining the following benefits:
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren’t light.
You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

Grappler

Prerequisite: Strength 13 or higher
You’ve developed the skills necessary to hold your own in closequarters grappling. You gain the following benefits:
You have advantage on attack rolls against a creature you are grappling.
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.

Great Weapon Master

You’ve learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Before you make a melee attack with a two-handed weapon that you are proficient with, you can choose to make the attack roll without your proficiency bonus. If the attack hits, you add twice your proficiency bonus to the attack’s damage.

Heavy Armor Master

Prerequisite: Proficiency with heavy armor
You can use your armor to deflect strikes that would kill others. You gain the following benefits:
You increase your Strength score by 1, to a maximum of 20. While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non-magical weapons is reduced by 3.

Master Archer

Thanks to extensive practice with longbows and shortbows, you can make shots that others find impossible. You gain the following benefits:
When you make a ranged attack with a longbow or shortbow that you are proficient with the normal ranges for that weapon are increased to 200’/800’ for the longbow and 100’/400’ for the shortbow.
When you use the Attack action and attack with bow, you can use a bonus action to make another bow attack against the same target.

Medium Armor Master

Prerequisite: Proficiency with medium 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 When you wear medium armor, you can add your full dexterity bonus to your AC.

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 of 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.

Polearm Master

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 polearm or quarterstaff, 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.
While you are wielding a polearm or quarterstaff, other creatures provoke an opportunity attack from you when they enter your reach.

Savage Attacker

Once per attack when you roll damage for a melee weapon attack, you can reroll the 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 within 5 feet of you 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.

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 you can choose to make the attack roll without your proficiency bonus. If the attack hits, you add twice your proficiency bonus to the attack’s damage.

Shield Master

You use your shield not just for your protection but to defend adjacent allies as well. You gain the following benefits while you are wielding a shield:
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a 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.

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.

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