Stamina Feats
Disrupting Strike
Prerequisite: Proficiency with at least one melee or ranged weapon
You’ve honed your reflexes and aggression into a punishing counter against magic. When spellcasters expose themselves, you are ready to strike.
- When a creature within your weapon’s reach (melee or ranged) uses the Magic action or casts a spell, you can use your reaction to make one weapon attack against that creature.
- This attack must be made before the triggering spell resolves (after any casting time).
- You must expend 2 points of Stamina to make this reaction.
- If the attack hits, the target must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier). On a failure, the creature's spell is interrupted, and the spell is lost with no effect.
Intervene
Prerequisite: Strength 13 or Constitution 13
Stamina Cost: 2 points
You are practiced in throwing yourself into danger at a moment’s notice, placing your body between allies and incoming threats.
When a creature you can see makes an attack of any kind against an ally within your reach, you can use your reaction to force that attack to target you instead. This reaction must be declared before the attack roll is made.
You must be able to move freely to the ally, meaning you are not restrained, incapacitated, grappled, or otherwise prevented from repositioning.
This feature can redirect weapon attacks, spell attacks, and other effects that use an attack roll. It does not apply to area effects or spells that rely on saving throws rather than attack rolls.
Quick to Act
Prerequisite: Dexterity 13
Stamina Cost: 1 point
Through training, instinct, or sheer willpower, you have learned to push your body into action just a moment faster than your enemies.
As a bonus action, you may expend 1 point of Stamina to gain a +5 bonus to your initiative roll. This must be used before you roll initiative.
Burst of Speed
Prerequisite: Dexterity 13 or Strength 13
Stamina Cost: 1 or more points
You can surge forward in battle by tapping into your inner reserves of endurance.
As a bonus action, you may expend any amount of Stamina to increase your movement speed until the end of your turn. For each point of Stamina spent, your speed increases by 5 feet.
Chained Shot
Prerequisite: Dexterity 13
Stamina Cost: 2 points
You move with practiced efficiency when wielding ranged weapons, stringing actions together in rapid succession.
As a bonus action, you may expend 2 points of Stamina to do one of the following:
- Make one additional attack with a ranged weapon you are holding.
- Reload a ranged weapon, such as a crossbow or firearm, without using your action or reaction.
This burst of speed and focus allows you to maintain pressure on enemies without sacrificing tempo.
Driving Assault
Prerequisite: Strength 13 or Dexterity 13
Stamina Cost: 2 points
You press your melee advantage with relentless aggression, chaining your movements into fluid violence.
As a bonus action, you may expend 2 points of Stamina to do one of the following:
- Make one additional melee weapon attack.
- Attempt to shove or grapple a creature you can reach.
This rapid follow-up allows you to exploit openings or maintain pressure in close combat.
Spellflow
Prerequisite: Intelligence 13, Wisdom 13, or Charisma 13
Stamina Cost: 2 points
Your practiced control over magical rhythm allows you to accelerate your spellcasting with a surge of physical will.
As a bonus action, you may expend 2 points of Stamina to do one of the following:
- Cast a cantrip with a casting time of 1 action.
- Use a Magic Action for any purpose other than casting a levelled spell (use magic item etc.).
This feat does not allow casting two leveled spells in the same turn unless another feature explicitly permits it.
Combat Reflex
Prerequisite: Constitution 13 or Dexterity 13
Stamina Cost: 1 point
You’ve trained your body and mind to snap into action instinctively, even when others hesitate.
As a free action, you may expend 1 point of Stamina to gain an additional reaction. This reaction must be used before the end of your next turn.
You can only benefit from one additional reaction granted by this feat at a time. If you do not use it by the end of your next turn, it is lost.
Evasive Reflex
Prerequisite: Dexterity 15
Stamina Cost: 4 points
Your sudden bursts of movement allow you to narrowly escape harm, slipping out of the path of danger in the blink of an eye.
When you are targeted by a single target ranged attack, you may use your reaction to expend 4 points of Stamina and move 5 feet in any direction. You're AC gains +10 for the purposes of resolving that attack.
You do not provoke opportunity attacks with this movement.
Relentless Flow
Prerequisite: Strength 15 or Dexterity 15
Stamina Cost: 1 point per trigger
You fight like a storm, pushing forward with every fallen foe, turning victory into motion and momentum.
Whenever you reduce a creature to 0 hit points with a weapon attack on your turn, you may expend 1 point of Stamina to immediately move 5 feet and make one additional weapon attack. This movement does provoke opportunity attacks.
If this attack reduces another creature to 0 hit points, you may repeat the process, spending 1 additional point of Stamina for each trigger.
This chain may continue as long as you have Stamina remaining and keep slaying enemies.
Power Through
Prerequisite: Strength 15 or Dexterity 15
Stamina Cost: 1 or more points
You channel sheer physical exertion into punishing strikes, driving your blows with brutal efficiency.
When you hit with a melee weapon attack, you may expend any amount of Stamina to increase the damage. For each point of Stamina spent, the attack deals an additional 1d6 damage of the weapon’s type.
You must decide how much Stamina to spend before rolling the additional damage.
Improved Power Through
Prerequisite: Power Through, Strength 15 or Dexterity 15, Character Level 9
Stamina Cost: 1 or more points
Your mastery of physical exertion allows you to channel overwhelming force into every strike.
When you hit with a melee weapon attack, you may expend any amount of Stamina to increase the damage. For each point of Stamina spent, the attack deals an additional 1d10 damage of the weapon’s type, instead of 1d6.
You must declare the amount of Stamina spent before rolling the additional damage.
Spell Pressure
Prerequisite: Intelligence 15, Wisdom 15, or Charisma 15
Stamina Cost: 1 or more points
You force more raw energy into your spells, overwhelming your limits to push their power past normal boundaries.
When you hit with a spell attack, or when a creature fails a saving throw against one of your damaging spells, you may expend any amount of Stamina to increase the damage. For each point of Stamina spent, the spell deals an additional 1d6 damage of the spell’s damage type.
This applies only to spells that deal damage, and you must choose how much Stamina to expend before rolling the bonus damage.
Improved Spell Pressure
Prerequisite: Spell Pressure, Intelligence 15, Wisdom 15, or Charisma 15, Character Level 9
Stamina Cost: 1 or more points
You have learned to forcibly saturate your magic with raw energy, bending the edges of safe casting.
When you hit with a spell attack, or when a creature fails a saving throw against one of your damaging spells, you may expend any amount of Stamina to increase the damage. For each point of Stamina spent, the spell deals an additional 1d10 damage of the spell’s damage type, instead of 1d6.
You must declare the amount of Stamina spent before rolling the bonus damage.
Flow into Focus
Prerequisite: Strength or Dexterity 13; Intelligence, Wisdom, or Charisma 13
Stamina Cost: 3 points
You have trained to seamlessly transition from martial action into magical precision.
If you take the Attack action on your turn, you may expend 3 points of Stamina to take the Magic action as a bonus action on the same turn. This includes casting a leveled spell, activating a magic item, or using any class feature that requires the Magic action.
All normal requirements for the spell or effect still apply.
Spell Surge
Prerequisite: Intelligence, Wisdom, or Charisma 15
Stamina Cost: 3 points
You’ve learned how to violently force additional spellwork into a single moment, bending the natural pacing of magic with raw physical will.
As a bonus action, you may expend 3 points of Stamina to cast a leveled spell that normally requires an action to cast. This feat allows you to cast a leveled spell as a bonus action, even if you have already cast a leveled spell as your action that turn.
This use overrides the standard restriction on casting only a cantrip when a leveled spell is used as a bonus action.
The spell must still follow all normal casting requirements, including components and range.

Comments