Character Feats
Character feats are perks that a character can gain by leveling up or by months of study in game with a trainer.
Player gains ability to use their bonus action as a full action
Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gian a level thereafter, your hit point maximum increase by an addition 2 hit points.
Player's speed die increases by one step when used for Interrupt actions
Can take feat up to three times to increase Interrupt die by three steps.
You now have advantage on reaction rolls to opportunity attacks.
Can only be taken twice
Reroll one attribute until higher result
Player gets +3 to attack with blade weapons
Player gets +3 to attack with projectile/ranged weapons
Player gains the ability to attempt to Interrupt any spell with a ranged weapon (without the use of the Ready Action) that meets the following criteria:
Player gets +3 to attack with unique weapons
Player gets +3 to attack with blunt weapons
Player gets +3 to attacks with pole arms
While wielding a pole arm, you gain the following benefits:
Player can draw and attack with two one-handed weapons as part of a move or action
Player gets +3 to unarmed attacks and can strike with both fists as part of one action
Player gains +5 to attacks with weapons or fists, can combine action and bonus action to deal double damage and knock creature of same size or smaller prone
Player gets +3 to spells, and Speed Die only starts to reduce at Apprentice Level
Ranged spell attacks can now be blocked and damage negated like any other mundane ranged attack.
You can now counter attack with novice level spells. Spell level increases to apprentice and then adept each time this feat is taken. Only spells that attack may be used with War Caster.
Player can now cast Expert and Master Level Spells, gains +5 to spell casting, Speed Die for Spells only starts to reduce at Adept Level
Player can now cast spells using potions and combine the effects of the potion into the spell.
On a successful crafting roll, create two runes instead of one from the same starting material.
On a successful crafting roll, create two concoctions instead of one from the same starting material.
Can now use two runes when creating a trap and have the combined effects of both.
On successful crafting roll, create two items instead of one from the same starting material.
Adds 10 to speed while wearing all heavy armor
Double damage die on an attack conducted from stealth (target is not aware of you) while wielding a bow or a dagger
Adds +1 to each attribute number, not modifier
Attack rolls now crit on 19-20
Reaction rolls now crit on 19-20
Heavy Handed: +2 Strength
Light Footed: +2 Dexterity
Split Tongued: +2 Charisma
Eagle Eyed: +2 Wisdom
Strong Minded: +2 Intelligence
Big Boned: +2 Constitution
NOTE: +2s added to the attribute number, not the modifier. For example: If your strength was 14, which gives +2, you would move up to 16 which gives +3.
Player can reroll a skill check or save if it is Focused and keep the better result. This can be taken for any of the skills and saves. Below is a list of the names for the lucky feats associated with each of the skills and saves:
Double Up
Prerequisite: Level 10Player gains ability to use their bonus action as a full action
Tough
No PrerequisiteYour hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gian a level thereafter, your hit point maximum increase by an addition 2 hit points.
Killjoy I, II, III
Prerequisite: Level 8, Level 10, Level 12 respectivelyPlayer's speed die increases by one step when used for Interrupt actions
Can take feat up to three times to increase Interrupt die by three steps.
Quicksilver
Prerequisite: Level 8, 18 in either Strength or DexterityYou now have advantage on reaction rolls to opportunity attacks.
Renaissance I, II
Prerequisite(s): Level 5 , Level 10Can only be taken twice
Reroll one attribute until higher result
Weapon Proficiency
Player negates the base -5 penalty for using weaponsTrap Proficiency
Player negates the base -5 penalty for using trapsMartial Arts Proficiency
Player negates the base -5 penalty for using bare handed techniquesBladewielder
Prerequisite(s): Weapon ProficiencyPlayer gets +3 to attack with blade weapons
Deadeye
Prerequisite(s): Weapon ProficiencyPlayer gets +3 to attack with projectile/ranged weapons
Traper
Prerequisites: Trap Proficiency Player gets +3 to attack with traps and grenadesSnapshot
Prerequisite(s): DeadeyePlayer gains the ability to attempt to Interrupt any spell with a ranged weapon (without the use of the Ready Action) that meets the following criteria:
- Must have line of sight on the glyph being drawn
- Within the range of your currently held ranged weapon
Specialist
Prerequisite(s): Weapon ProficiencyPlayer gets +3 to attack with unique weapons
Bone-Breaker
Prerequisite(s): Weapon ProficiencyPlayer gets +3 to attack with blunt weapons
Long Reach
Prerequisite: Weapon ProficiencyPlayer gets +3 to attacks with pole arms
Sentinel
Prerequisite: Long ReachWhile wielding a pole arm, you gain the following benefits:
- When you hit a creature with an opportunity attack, the creature’s speed die becomes d4 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, you can use your reaction to make a melee weapon attack against the attacking creature or try to interrupt their spell.
Dual Wielder
Prerequisite: Weapon Proficiency, Double UpPlayer can draw and attack with two one-handed weapons as part of a move or action
Martial Artist
Prerequisite: Martial Arts Proficiency, Level 6Player gets +3 to unarmed attacks and can strike with both fists as part of one action
Mundane Master
Prerequisite: Level 15, proficiency and one feat related to mundane weapon or martial arts usePlayer gains +5 to attacks with weapons or fists, can combine action and bonus action to deal double damage and knock creature of same size or smaller prone
Spell Caster
Prerequisite: Have learned 6 spellsPlayer gets +3 to spells, and Speed Die only starts to reduce at Apprentice Level
Spell Blocker
Prerequisite: Level 12Ranged spell attacks can now be blocked and damage negated like any other mundane ranged attack.
War Caster I, II, III
Prerequisite: Level 12, Spell CasterYou can now counter attack with novice level spells. Spell level increases to apprentice and then adept each time this feat is taken. Only spells that attack may be used with War Caster.
Spell Master
Prerequisite: Spell Caster, Level 15Player can now cast Expert and Master Level Spells, gains +5 to spell casting, Speed Die for Spells only starts to reduce at Adept Level
Augmenter
Prerequisite: Level 5Player can now cast spells using potions and combine the effects of the potion into the spell.
Master Enchanter
Prerequisite: Lucky in Crafting, Level 15On a successful crafting roll, create two runes instead of one from the same starting material.
Master Alchemist
Prerequisite: Lucky in Crafting, Level 15On a successful crafting roll, create two concoctions instead of one from the same starting material.
Master Grenadier
Prerequisite: Lucky in Crafting, Level 15Can now use two runes when creating a trap and have the combined effects of both.
Master Smith
Prerequisite: Lucky in Crafting, Level 15On successful crafting roll, create two items instead of one from the same starting material.
Fortress
Prerequisite: Level 6, Strength 18Adds 10 to speed while wearing all heavy armor
Assassin
Prerequisite: Invisible, Level 6Double damage die on an attack conducted from stealth (target is not aware of you) while wielding a bow or a dagger
Jack of All Trades
Prerequisite: Two Skills Trained in each AttributeAdds +1 to each attribute number, not modifier
Finisher
Prerequisite(s): Level 8Attack rolls now crit on 19-20
Quick Reflexes
Prerequisite(s): Level 8Reaction rolls now crit on 19-20
Quick Recovery
Can reroll one critical failure (nat 1) for combat move per sessionDouble Take
Can reroll one critical failure (nat 1) for skill check per sessionThink Fast
Can reroll one speed check per sessionIntense Training I, II
Prerequisite(s): Level 10 and Level 15Heavy Handed: +2 Strength
Light Footed: +2 Dexterity
Split Tongued: +2 Charisma
Eagle Eyed: +2 Wisdom
Strong Minded: +2 Intelligence
Big Boned: +2 Constitution
NOTE: +2s added to the attribute number, not the modifier. For example: If your strength was 14, which gives +2, you would move up to 16 which gives +3.
Lucky
Prerequisite(s): Specific skill or save is FocusedPlayer can reroll a skill check or save if it is Focused and keep the better result. This can be taken for any of the skills and saves. Below is a list of the names for the lucky feats associated with each of the skills and saves:
- Athlete (Athletics)
- Indomitable (Strength Saving Throw)
- Acrobat (Acrobatics)
- Thief (Sleight of Hand)
- Invisible (Stealth)
- Ace (Pilot)
- Elusive (Dexterity Saving Throw)
- Sherlock(Investigation)
- Bookworm (Scholarship)
- Tinkerer (Crafting)
- Ingenious (Intelligence Saving Throw)
- Tamer (Beast Mastery)
- Resourceful (Foraging)
- Savior (First Aid)
- Sixth Sense (Perception)
- Wild Child (Survival)
- Clairvoyant (Wisdom Saving Throw)
- Gaslighter (Deception)
- Menace (Intimidation)
- Spotlight (Performance)
- Leader (Persuasion)
- Irrepressible (Charisma Saving Throw)
- Determined (Resolve)
- Muse (Concentration)
- Bloodthirsty (Initiative)
- Steadfast (Constitution Saving Throw)
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