Erenel 5E Feats in Erenel | World Anvil

Erenel 5E Feats

The following article contains new feats for players in campaigns using Erenel House Rules. This article will be updated over time with new feats!
 

Ability Score Improvement

When your class reaches an Ability Score Improvement feature, you increase one ability score of your choice by 1 and choose a feat. You can’t increase an Ability Score above 20.

Level

Each Feat has a level. To take a Feat, your level must equal or exceed the Feat’s level.

Prerequisite

You must meet any prerequisite specified in a Feat to take that Feat.

Repeatable

If a Feat is repeatable, you can take it more than once. If it isn’t repeatable, you can take the Feat only once.

Level 1 Feats

When selecting a background, you’ll also choose one of the available level 1 Feats.   Level 1 Feats replace any previous 5E background features.

Level 1+ Feats

When selecting a background, you’ll also choose one of the available level 1 Feats. Level 1 Feats replace previous background features.  

ALERT

Level: 1st Level
Always on the lookout for danger, you gain the following benefits:
Initiative Proficiency
When you roll Initiative, you can add your Proficiency Bonus to the roll.
Initiative Swap
Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can’t make this swap if you or the ally is Incapacitated.  

ARMOR TRAINING I

Level: 1st Level
You gain proficiency with light armor.  

ARMOR TRAINING II

Level: 1st Level
Prerequisite: Armor Training I or proficiency in Light Armor
You gain proficiency with medium armor and shields.  

COMBAT MANEUVERS

Level: 1st Level
You learn two maneuvers of your choice from among those available to the Fighter Battle Master archetype. 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.  

ELEMENTAL SAVANT

Level: 1st Level
Prerequisite: Spellcasting or Pact Magic Feature
Repeatable: Yes
Choose one of the following damage types: acid, cold, fire, lightning or thunder. Whenever you cast a spell that deals damage, you can decide to convert the damage type of that spell to your chosen damage type. You must decide on the chosen type when you declare you are casting the spell.  

EMPATHY

Level: 1st Level
You have a heightened awareness of the motivations of others and empathize with their plight.
Empathetic Awareness
You have advantage on Wisdom (Insight) checks made against other creatures.
Good Listener
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 grant them inspiration. Inspiration granted in this way cannot be used on the triggering roll.  

HEALER

Level: 1st Level
You have the training and intuition to administer first aid and other care effectively, granting you the following benefits:
Battle Medic
If you have a Healer’s Kit, you can expend one use of it and tend to a creature within 5 feet of you as an Action. That creature can expend one of its Hit Dice, and you then roll that die. The creature regains a number of Hit Points equal to the roll plus your Proficiency Bonus.
Healing Rerolls
Whenever you roll a die to determine the number of Hit Points you restore with a spell or with this feat’s Battle Medic benefit, you can reroll the die if it rolls a 1, and you must use the new roll.  

LINGUIST

Level: 1st Level
You are well versed in a variety of languages, gaining the following benefits:
Languages
You learn three languages of your choice.
Lip Reader
If you can see a creature’s mouth while it is speaking a language you are proficient in, you are able to read the creature's lips and understand what it is saying.
Well Versed
You have advantage on an ability check related to understanding the meaning of a verbal or written language you don’t know.  

MAGIC INITIATE

Level: 1st Level
Repeatable: Yes
You have learned the basics of a particular magical tradition. You gain the following benefits:
Two Cantrips
You learn two cantrips of your choice from the Wizards spell list.
1st-Level Spell
Choose one 1st-level Spell from the Wizards spell list. You always have that Spell prepared. You can cast it once without a Spell Slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the Spell using any Spell Slots you have.   Intelligence, Wisdom, or Charisma is your spellcasting ability for these Spells (choose when you select this Feat).  

MUSCIAN

Level: 1st Level
You are a practiced musician, granting you the following benefits:
Instrument Training
You gain Proficiency with three Musical Instruments of your choice.
Inspiring Song
As you finish a Short or Long Rest, you can play a song on a Musical Instrument with which you have Proficiency and give Inspiration to allies who hear the song. The number of allies you can affect in this way equals your Proficiency Bonus.  

SKILLED

Level: 1st Level
You have exceptionally broad learning capabilities. Choose three skills in which you lack Proficiency. You gain Proficiency in those Skills.  

TAVERN BRAWLER

Level: 1st Level
Accustomed to brawling, you gain the following benefits:
Enhanced Unarmed Strike
When you hit with your Unarmed Strike and deal damage, you can deal Bludgeoning Damage equal to 1d4 + your Strength modifier, instead of the normal damage of an Unarmed Strike.
Damage Rerolls
Whenever you roll a damage die for your Unarmed Strike, you can reroll the die if it rolls a 1, and you must use the new roll.
Shove
When you hit a creature with an Unarmed Strike as part of the Attack Action on your turn, you can deal damage to the target and also push it 5 feet away. You can use this benefit only once per turn.
Furniture as Weapons
You can wield furniture as a Weapon, using the rules of the Greatclub for Small or Medium furniture and the rules of the Club for Tiny furniture.  

TOUGH

Level: 1st Level
Your Hit Point Maximum increases by an amount equal to twice your character level when you gain this Feat. Whenever you gain a level thereafter, your Hit Point Maximum increases by an additional 2 Hit Points

Level 4+ Feats

When your class reaches an Ability Score Improvement feature, you increase one ability score of your choice by 1 and choose a feat. You can’t increase an Ability Score above 20.  

ABILITY SCORE IMPROVEMENT

Level: 4th Level
Repeatable: Yes
You increase one Ability Score of your choice by 1. You can’t increase an Ability Score above 20 using this Feat.  

ACTOR

Level: 4th Level
Prerequisite: Charisma 13+
Skilled at mimicry and dramatics, you gain the following benefits:
Impersonation
While you’re disguised as a fictional person or a real person other than yourself, you have Advantage on Charisma Checks (Performance) to convince others that you are that person.
Mimicry
You can mimic the sounds of other creatures, including speech. To mimic a sound or a way of speaking, you must listen to it for at least 1 minute. Any time thereafter, you can make a DC 15 Charisma Check (Performance) to perform the mimicry; on a success, you perform it convincingly for up to 1 hour.
Showman
If there are non hostile creatures watching you fight in combat, once per turn, you gain a bonus to an ability check or attack roll equal to your Charisma modifier. Non Hostile creatures must have an Intelligence score of 5 or more.  

ARMOR TRAINING III

Level: 4th Level
Prerequisite: Armor Training II or proficiency in Medium Armor
You gain proficiency with Heavy Armor.  

ATHLETE

Level: 4th Level
Prerequisite: Strength 13+ or Dexterity 13+
You have undergone extensive physical training to gain the following benefits:
Multi-talented
When you make an Acrobatics or Athletics check, you can choose to use your Strength or Dexterity modifier for either skill.
Natural Climber
You gain a climb speed equal to your movement speed.
Stand up
When you are prone, standing up uses only 5 feet of your movement.  

CROSSBOW EXPERT

Level: 4th Level
Prerequisite: Proficiency with any martial weapon
Thanks to extensive practice with the crossbow, you gain the following benefits:
Ignore Loading
You ignore the Loading property of crossbows.
Firing in Melee
Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls with crossbows.
Dual Wielding
When you make the extra attack of the Light weapon property, you can add your Ability Modifier to the damage of the extra attack if that attack is with a crossbow that has the Light property.  

DEFENSIVE DUELIST

Level: 4th Level
Prerequisite: Dexterity 13+
If you’re holding a Finesse weapon and another creature hits you with a melee attack, you can use your Reaction to add your Proficiency Bonus to your Armor Class for that attack, potentially causing the attack to miss.  

DRAGON ANCESTRY

Level: 4th Level
You share a lineage with a dragon type and can express minor draconic abilities.
Breath Weapon
You gain the Draconic (Dragonborn) Breath Weapon racial trait.
Claws
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 1d6 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike.  

DUAL WIELDER

Level: 4th Level
Prerequisite: Proficiency with any martial weapon
You master fighting with two weapons, gaining the following benefits:
Dual Wield Expert
You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
Enhanced Dual Wielding
When you are holding a Weapon with the Light property in one hand, you can treat a non-Light Weapon in your other hand as if it had the Light property, provided that Weapon lacks the Two-Handed property.
Quick Draw
You can draw or stow two Weapons that lack the Two-Handed property when you would normally be able to draw or stow only one.  

DUNGEON DELVER

Level: 4th Level
Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:
At the Ready
While in a dungeon, you can't be surprised while you are conscious.
Nimble
You have advantage on saving throws made to avoid or resist traps. Additionally, you have resistance to damage dealt by traps.
Sixth Sense
You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors and traps.  

DURABLE

Level: 4th Level
Prerequisite: Constitution 13+
Hardy and resilient, you gain the following benefits:
Defy Death
You have Advantage on Death Saving Throws.
Speedy Recovery
As a Bonus Action, you can expend one of your Hit Dice, roll the die, and regain a number of Hit Points equal to the roll.  

ELEMENETAL ADEPT

Level: 4th Level
Prerequisite: Spellcasting or Pact Magic Feature
Repeatable: Yes, but must choose a different Damage Type.
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.  

ELEMENTAL ARCHER

Level: 4th Level
Repeatable: Yes, but must choose a different Damage Type.
You’ve learned to infuse your archery with elemental magic. Choose one of the following damage types: acid, cold, fire, lightning or thunder. When you make a ranged weapon attack with a longbow or shortbow, you can choose to magically conjure and fire an arrow that deals the chosen damage type. Ammunition conjured in this way disappears at the end of the turn it was fired.  

FARSHOT

Level: 4th Level
Prerequisite: Proficiency with any martial weapon
You’re an expert with ranged weaponry and gain the following benefits.
Deadeye
Before you make an attack with a ranged weapon you are proficient with, you can choose to take a penalty on the attack roll equal to your proficiency bonus. If the attack hits, you deal extra damage equal to double your proficiency bonus. This extra damage does not double on a critical hit.
Heavy Draw
When you make a ranged weapon attack with a ranged weapon, increase its normal range by 30 feet.  

FIGHTING STYLE

Level: 4th Level
Repeatable: Yes, but must choose a different Fighting Style.
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.  

GENIUS

Level: 4th Level
Prerequisite: Intelligence 13+ or Wisdom 13+
You have an exceptional mind. Choose two of the following Skills: Arcana, History, Insight, Investigation, Nature, Perception or Religion. If you lack Proficiency in the chosen Skill, you gain Proficiency in it, and if you have Proficiency in it, you gain Expertise in it.  

GRAPPLER

Level: 4th Level
Prerequisite: Strength 13+ or Dexterity 13+
You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:
Attack Advantage
You have Advantage on Attack Rolls against a creature Grappled by you.
Fast Wrestler
You aren’t Slowed when you move a creature Grappled by you, provided the creature is your Size or smaller.
Punch and Grab
When you hit a creature with an Unarmed Strike as part of the Attack Action on your turn, you can deal damage to the target and also grapple it. You can use this benefit only once per turn.  

GREAT WEAPON MASTER

Level: 4th Level
Prerequisite: Proficiency with any martial weapon
You’ve learned to use the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:
Cleave
Immediately after you score a Critical Hit with a Melee Weapon or reduce a creature to 0 Hit Points with one, you can make one attack with the same weapon as a Bonus Action.
Heavy Weapon Mastery
When you hit a creature with a Heavy Weapon as part of the Attack Action on your turn, you can cause the weapon to deal extra damage to the target. The extra damage equals your Proficiency Bonus, and you can deal it only once per turn.  

HEAVY ARMOR MASTER

Level: 4th Level
Prerequisite: Armor Training III or proficiency in Heavy Armor
You can use your Heavy Armor to deflect strikes. When you’re hit by an attack while you’re wearing Heavy Armor, any Bludgeoning, Piercing, or Slashing Damage dealt to you by that attack is reduced by an amount equal to your Proficiency Bonus.  

HELPFUL

Level: 4th Level
Your generosity gives your allies an edge in combat. When you use the Help Action to aid an ally in attacking a creature, the creature can be up to 20 feet away instead of within 5 feet of you. When a creature takes damage from an attack that you aided with the Help Action, you don’t provoke opportunity attacks from that creature until the end of your next turn.  

INSPIRING LEADER

Level: 4th Level
Prerequisite: Charisma 13+ or Wisdom 13+
At the end of a Short Rest or a Long Rest, you can give an inspiring performance: a speech, a song, or a dance. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who witness the performance. The chosen creatures each gain Temporary Hit Points equal to 2d4 + your Proficiency Bonus.  

INTELLECTUAL STRAIN

Level: 4th Level
Prerequisite: Intelligence 13+ and Spellcasting or Pact Magic Feature
You’ve learned to strain your mind to protect yourself from harm. If you are wearing no armor or light armor, as a bonus action, you can enter an Intellectual Strain for 1 minute or until you lose concentration (as if you were concentrating on a spell).   While Intellectual Strain is active, you gain the following benefits:
Intellectual Armor
Your base AC becomes 10 + your Dexterity modifier + your Intelligence modifier.
Spell Shield
When you are targeted by an attack, as a reaction, you can expend a spell slot to protect yourself. Make an Intelligence saving throw and add +1 for every spell slot level above 1st of your expended spell slot. If this saving throw exceeds the triggering attack roll, the attack misses. You can use Spell Shield a number of times equal to your Intelligence Modifier, and you regain all expended uses of it when you finish a long rest.  

MAGE FIST

Level: 4th Level
Prerequisite: Spellcasting or Pact Magic Feature
You learn to move things with your mind, granting you the following benefits:
Mage Hand
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.
Mage Fist
As an action, you create a spectral fist that floats within 30 feet of you for 1-minute. As part of the action used to create the mage fist, you can make a melee spell attack against a creature within 5 feet of the mage fist. On hit, the target takes bludgeoning damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move mage fist up to 20 feet and repeat the attack against a creature within 5 feet of it. You can only have one Mage Fist active at a time. You can create a Mage Fist a number of times equal to your proficiency bonus, and you regain all uses when you finish a long rest.   Intelligence, Wisdom, or Charisma is your spellcasting ability for your Mage Hand and Mage Fist (choose when you select this Feat).  

MAGE SLAYER

Level: 4th Level
Prerequisite: Proficiency with any martial weapon
You have practiced techniques useful in battling magic-users, gaining the following benefits:
Concentration Breaker
When you damage a creature that is concentrating, it has Disadvantage on the Saving Throw it makes to maintain Concentration.
Guarded Mind
If you fail an Intelligence, a Wisdom, or a Charisma Saving Throw, you can cause yourself to succeed instead. Once you use this benefit, you can’t use it again until you finish a Short or Long Rest.  

MEDIUM ARMOR MASTER

Level: 4th Level
Prerequisite: Armor Training II or proficiency in Medium Armor
When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.  

MOUNTED COMBATANT

Level: 4th Level
Prerequisite: Proficiency with any martial weapon
You have developed a bond with your mounts, granting you the following benefits:
Leap Aside
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. For your mount to gain this benefit, you must be riding it, and neither of you can be Incapacitated.
Mounted Strike
While mounted, you have Advantage on Attack Rolls against any creature that is within 5 feet of your mount and at least one Size smaller than it.
Veer
While mounted, you can use your Reaction to force an attack that hits your mount to hit you instead.  

PEPPERBOX REVOLVER

Level: 4th Level
Prerequisite: Proficiency with the Pepperbox Revolver
While firing the Pepperbox Revolver, you can fan the hammer and fire its remaining bullets. As an action, while wielding the Pepperbox Revolver, target a 15 foot cube within its normal range. Choose a number of creatures in the area, up to the number of bullets left before a Reload. They must make a Dexterity saving throw (DC = 8 + your Proficiency Bonus + your Dexterity modifier) or take the weapon's normal damage. A creature can only be targeted once per action when you fan the hammer.  

POLEARM MASTER

Level: 4th Level
Prerequisite: Proficiency with any martial weapon
You can keep your enemies at bay with reach weapons, granting you the following benefits:
Pole Strike
Immediately after you take the Attack Action and attack with a Weapon that has the Heavy and Reach properties, 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 it deals Bludgeoning Damage.
Reactive Strike
While you are holding a Weapon that has the Heavy and Reach properties, you can use your Reaction to make one Melee Attack against a creature that enters the Reach you have with that Weapon.  

PSIONIC

Level: 4th Level
You awaken the ability to mentally connect with others, granting you the following benefits:
Feedback
When you take damage from a creature that is within 30 feet of you, you can use your reaction to force the creature to make an Intelligence saving throw (DC 8 + your proficiency bonus + your choice of Intelligence, Wisdom, or Charisma modifier). The creature takes 2d8 psychic damage on a failed save, or half as much damage on a successful one. You can use this reaction a number of times equal to your proficiency bonus, and you regain all uses when you finish a long rest.
Telepathy
You can speak telepathically to any creature you can see within 30 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.  

RESILIENT

Level: 4th Level
You have developed the resilience to better withstand certain dangers. Choose one ability score, you gain proficiency in saving throws when using it.  

RITUAL CASTER

Level: 4th Level
Prerequisite: Charisma 13+, Intelligence 13+ or Wisdom 13+
You have studied ritual magic, granting you the following benefits:
Ritual Spells
Choose two 1st-level Spells that have the Ritual tag. You always have those two Spells prepared, and you can cast them with any Spell Slots you have.
Quick Ritual
With this benefit, you can cast a Ritual Spell that you have prepared using its regular casting time, rather than the extended time for a Ritual. Doing so doesn’t require a Spell Slot. Once you cast the Spell in this way, you can’t use this benefit again until you finish a Long Rest.  

RUN & GUN

Level: 4th Level
You have a quick hand when employing firearms, granting you the following benefits:
Firing in Melee
Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls with firearms.
Run & Gun
When you use your action to Dash, you can make a ranged weapon attack with a firearm as a bonus action.
Firearm Proficiency
Gain proficiency with Erenel Firearms.  

SENTINEL

Level: 4th Level
Prerequisite: Proficiency with any martial weapon
You have mastered techniques to take advantage of every drop in any enemy’s guard, gaining the following benefits:
Guardian
You can use your reaction to make a melee weapon attack against a creature within 5 feet when it makes an attack against a target other than you if the target does not also have this feat.
No Escape
A creature that takes the Disengage action still provokes opportunity attacks from you.  

SHADOWSTEP

Level: 4th Level
You’ve learned to walk amongst the shadows, gaining the following benefits.
Darkvision
You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness as shades of gray. If you already have darkvision, its range increases by 30 feet.
Shadowstep
When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You can bring along one willing creature of your size or smaller if they are within 5 feet of you and also in dim light or darkness.  

SHARPSHOOTER

Level: 4th Level
Prerequisite: Proficiency with any martial weapon
You can make shots that others find impossible, granting you the following benefits:
Bypass Cover
Your Ranged Attacks with Weapons ignore Half Cover and Three- Quarters Cover.
Firing in Melee
Being within 5 feet of an enemy doesn’t impose Disadvantage on your ranged Attack Rolls with Weapons.
Long Shots
Attacking at Long Range doesn’t impose Disadvantage on your ranged Attack Rolls with Weapons.  

SHIELD MASTER

Level: 4th Level
Prerequisite: Proficiency with Shields
You’ve become a master at using shields, granting you the following benefits:
Interpose Shield
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 and are wielding a Shield, interposing your shield between yourself and the source of the effect.
Shield Bash
If you attack a creature within 5 feet of you as part of the Attack Action and hit with a Melee Weapon, you can immediately bash the target with your Shield if it’s equipped, forcing the target to make a Strength Saving Throw against a DC equal to 8 + your Strength modifier + your Proficiency Bonus. On a failed save, you knock the target Prone or push it 5 feet away. You can use this benefit only once on each of your turns.  

SKULKER

Level: 4th Level
Prerequisite: Dexterity 13+
You are expert at slinking through shadows, granting you the following benefits:
Blindsight
You have Blindsight with a range of 10 feet.
Fog of War
Exploiting the distractions of battle, you have Advantage on any Dexterity Check (Stealth) you make as part of the Hide Action during combat.
Sniper
If you make an Attack Roll while hidden and the roll misses, making the Attack Roll doesn’t reveal your location.  

SPEEDSTER

Level: 4th Level
Prerequisite: Constitution 13+ or Dexterity 13+
You possess exceptional speed and stamina, granting you the following benefits:
Speed Increase
Your Speed increases by 5 feet while you aren’t wearing Heavy Armor.
Dash Over Difficult Terrain
When you take the Dash Action on your turn, Difficult Terrain doesn’t cost you extra movement for the rest of that turn.
Skirmisher
Whenever you make an attack against a creature, you don’t provoke opportunity attacks from that creature until the end of your turn.  

SPELL SNIPER

Level: 4th Level
Prerequisite: Spellcasting or Pact Magic Feature
You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:
Bypass Cover
Your Attack Rolls for Spells ignore Half Cover and Three-Quarters Cover.
Casting in Melee
Being within 5 feet of an enemy doesn’t impose Disadvantage on your Attack Rolls with Spells.
Increased Range
When you cast a Spell that has a range of at least 10 feet and that requires you to make an Attack Roll, you can increase the Spell’s range by 60 feet.  

STRIKE A POSE

Level: 4th Level
You can bolster your allies with showmanship. When you score a critical hit, you can use your reaction to strike a pose. Choose a number of allies equal to your proficiency bonus that you can see within 60 feet. Each ally has advantage on their next death saving throw made before the end of combat. If an ally ends combat without performing a death saving throw, they instead regain hit points equal to your 1d4 + your proficiency bonus.  

SURVIVOR

Level: 4th Level
You are difficult to kill, gaining the following benefits:
Death Saving Dash
Each turn while you are at 0 hit points, before you make a Death saving throw, you can crawl up to half your movement speed. Moving in this way does not provoke opportunity attacks.
Massive Damage
When you take massive damage that would kill you instantly, you can use your reaction to make a death saving throw. If the saving throw is successful, you instead fall to 0 hit points and begin making death saving throws.
Save me Doc
Medicine checks made to stabilize you always succeed.
Still here
When you are stabilized, either from a medicine check or three successful death saves, at the beginning of your next turn you gain 1 hit point.  

WAR CASTER

Level: 4th Level
Prerequisite: Spellcasting or Pact Magic Feature
You have practiced casting spells in the midst of combat, granting you the following benefits:
Concentration
You have Advantage on Constitution Saving Throws that you make to maintain your Concentration.
Reactive Spell
When a creature provokes an Opportunity Attack from you by moving out of your Reach, 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 one Action and must target only that creature.
Somatic Components
You can perform the Somatic Components of Spells even when you have Weapons or a Shield in one or both hands.  

WARLORD

Level: 4th Level
A leader of the battlefield, you issue commands turning your allies into a cohesive fighting force. You gain the following benefits.
Booming Voice
As an action, you issue a command to a willing creature that can hear you within 60 feet. Your voice lingers until the end of their next turn. They can use their reaction to take one of the following actions (Bypass, Dash, Disengage, Dodge, Hide, Protect, or Search.)
Protective Flank
While you are within 5 feet of two or more allies who are not incapacitated, creatures are unable to gain advantage on attacks against you or flank you.  

WEAPON TRAINING

Level: 4th Level
You have practiced extensively with a variety of Weapons. Gain Proficiency with Martial Weapons.  

WILD MAGIC

Level: 4th Level
After exposure to raw forms of magic, you have become blessed, or cursed, by the untamed chaos that churns inside you, waiting to be unleashed. You gain the following benefits.
Test Your Luck
You can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a short or long rest before you can use this feature again.
Chaos Reigns
While Test Your Luck is unavailable, anytime you cast a spell, or deal damage with an attack, roll a d6. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect. If you roll a 6, regain use of the Test Your Luck feature without needing a rest.

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