Nuove Feats

Dal manuale: Psion

 

Psionic Mind

Prerequisite: The ability to use at least one Psionic Discipline

 

You tap deeper into your psionic potential drawing out a new talent. 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.

 

Psionic Adept

 

You develop a minor grasp of psionic power, either uncovering an innate potential within yourself, through contact with a psionic source, or through training. 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.

 

Inner Power

Prerequisite: At least 1 psi or ki point

 

Your body is powered by the inner powers that course through it. Your maximum psi or ki points (if you have both, your choice of which) increases by one.

 

At the end of your turn after expending one or more psi or ki points during your turn (not counting temporary or free points, such as those from Psionic Mastery), you heal for a number of hit points equal to the psi or ki points spent.

 

War Psion

Prerequisite: The ability to use at least one Psionic Discipline

 

You have utilizing psionics 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 psionic ability when you take damage.
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  • You can perform the somatic components of psionic abilities even when you have weapons or a shield in one or both hands.
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  • When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to use a psionic discipline power or spell targeting the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
 

Dal manuale: Grim Hollow Campaign Guide

 

Blood Hound

Prerequisite: Wisdom 13 or higher

 

Your keen senses are heightened beyond that of most people. Whether these senses were heightened through training, through the loss of other senses, or they simply matured as you did, you gain the following benefits:

  • While conscious, whenever a creature that is small or larger moves, within 10 feet of you, you immediately become aware of its presence.
  • Your attack rolls do not have disadvantage against invisible creatures that you are aware of.
  • You have advantage on Wisdom (perception) and Wisdom (survival) checks that rely on sound or smell.
 

Hulking Figure

Prerequisite: Strength 13 or higher

 

You are a broad and formidable size for your race, either due to extensive training or natural build. You gain the following benefits:

 
  • You count as one size larger (to a maximum size of large) when determining your carrying capacity and the weight you can push,drag, and lift.
  • When you hit a creature with a melee attack, if you used your strength modifier to hit the creature, you deal an additional 1d4 damage. This damage is of the same type as the weapon attack.
  • Whenever you attempt a Charisma (intimidation) check against a creature of your size or smaller, you can add your Strength modifier to the result.
 

Iron Gut

Prerequisite: Constitution 13 or higher

 

You eat like a giant and drink like a fish. Years of punishing your stomach and liver have led to a powerful fortitude. You gain the following benefits:

 
  • You have advantage on Saving Throws against being poisoned.
  • Upon completing a long rest, you regain 1 additional spent Hit Dice.
  • As an action, you can spend Hit Dice to heal yourself, as if you have taken a short rest. You can use this ability a number of times equal to your Constitution modifier (minimum of 1) per long rest.
 

Lightning Caster

Prerequisite: The ability to cast at least one cantrip

 

Your rapid-fire style of casting cantrips allows you to weave magic with uncanny speed, granting you the following benefit:

 
  • Whenever you cast a cantrip that can only target a single enemy, you can use your bonus action to target two enemies within 5 feet of one another instead.
 

Nimble Physique

Prerequisite: Dexterity 13 or higher

 

You are small and thin for your race. You have a mysterious and consistent ability to avoid danger. This feat grants the following benefits:

 
  • As long as you are not wearing armour, you may take the dodge action as a bonus action. You can use this feature a number of times equal to your Dexterity modifier (minimum of once) per long rest.
  • You can fit and squeeze through spaces as though you were one size smaller than you are.
  • Moving through spaces occupied by allies does not impose movement penalties.
 

Nocturnal

 

Due to extensive exposure to the dark, and possible supernatural abilities, you have an unmatched ability to fight adversaries in the dark.You gain the following benefits:

 
  • You gain Darkvision with a radius of 60 feet. If you already have darkvision, then the radius of your darkvision increases by 30 feet, to a maximum of 120 feet.
  • You have advantage on Dexterity (Stealth) checks while in dim light or non- magical darkness.
 

Blackpowder Expert

Prerequisite: Proficiency with advanced weapons

 

You are well-versed in the use of Blackpowder weapons and wield them with deadly efficiency. You gain the following benefits:

 
  • You ignore the loading property of Blackpowder weapons with which you are proficient.
  • Whenever a hostile creature moves within 10 feet of you, and you did not move on your last turn, you can use a reaction to make a ranged weapon attack against that creature.
 

Scatter Weapon Master

Prerequisite: Proficiency in Advanced Weapons

 

Through many hours spent using these destructive weapons, whether on the training grounds or setting hag huts ablaze, you have gained immense experience with scatter weapons and gain the following benefits:

 
  • Critical hits double the damage dealt by the Scatter property on a failed save.
  • When making an attack with a weapon with the Scatter property, you may choose any number of targets to gain advantage on saving throws caused by your attack.
  • You ignore the Loading quality of Scatter weapons with which you are proficient.
 

Thrown Weapon Master

 

You excel at thrown weapons and 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 a ranged weapon attack with a thrown weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
 

Weaver of Maledictions

Prerequisite: The ability to cast at least one spell

 

You have learned how to use effigy dolls when cursing your targets. These dolls take 8 hours to create and can only be used on the target that the effigy was created to resemble. Only you can benefit from dolls you have created. When you use an effigy doll you gain the following benefits:

 
  • The target of the curse has disadvantage on their initial saving throw.
  • The target of your curse does not know that you tried to curse them upon a successful save against being cursed.
 

Witch Hunter

 

You have honed and perfected your skills fighting against spellcasters. You gain the following benefits:

 
  • Whenever a hostile creature targets you with a spell, make a Wisdom saving throw against the spellcaster’s spell save DC. On a success, the creature must choose a new target or lose the spell. This does not protect you from area effects, such as the explosion of a fireball.
  • Whenever you hit a spellcaster with a melee attack, the target’s speed is reduced by 10 feet until the beginning of your next turn.
  • You have advantage on saving throws against being cursed.

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