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Cambios A Feats

This document describes several feats that provide benefits focused on physical abilities, skills, and attributes. The Athlete feat increases strength, dexterity or constitution and provides benefits to jumping, carrying capacity and prone movement. The Chef feat increases constitution or wisdom and provides benefits to cooking and creating healing food. The other feats similarly increase an ability score and provide additional combat abilities, skills or other benefits corresponding to a theme.

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Alejandro Cruz
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0% found this document useful (0 votes)
23 views

Cambios A Feats

This document describes several feats that provide benefits focused on physical abilities, skills, and attributes. The Athlete feat increases strength, dexterity or constitution and provides benefits to jumping, carrying capacity and prone movement. The Chef feat increases constitution or wisdom and provides benefits to cooking and creating healing food. The other feats similarly increase an ability score and provide additional combat abilities, skills or other benefits corresponding to a theme.

Uploaded by

Alejandro Cruz
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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—CAMBIOS A FEATS—

Athlete
You have undergone extensive physical training to gain the following benefits:

- Increase your Strength, Dexterity or Constitution score by 1, to a maximum of 20.


- When you are prone, standing up uses only 5 feet of your movement.
- You gain climbing speed equal to your walking speed.
- You can make a running long jump or a running high jump after moving only 5 feet on
foot, rather than 10 feet.
- You count as if you were one size larger for the purpose of determining your
carrying capacity.

Chef
Time spent mastering the culinary arts has paid off, granting you the following benefits:

- Increase your Constitution or Wisdom by 1, to a maximum of 20.


- You gain proficiency with cook's utensils if you don't already have it.
- As part of a short rest, you can cook special food, provided you have ingredients and
cook's utensils on hand. You can prepare enough of this food for a number of
creatures equal to 4 + your proficiency bonus. At the end of the short rest, any
creature who eats the food and spends one or more Hit Dice to regain hit points
regains an extra 1d8 hit points.
- With one hour of work or when you finish a long rest, you can cook a number of
treats equal to twice your proficiency bonus. These special treats last 8 hours after
being made. A creature can use a bonus action to eat one of those treats to gain
temporary hit points equal to twice your proficiency bonus.

Charger
When you use your action to Dash, you can make one melee weapon attack or to shove a
creature as a part of the same action.
If you move at least 10 feet in a straight line immediately before making this attack or shove,
you either gain a +5 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).
Defensive Duelist
Prerequisite: Dexterity 13 or higher

You have become a master in the art of dueling, you gain the following benefits:

- Your Dexterity increases by 1 to a maximum of 20.


- 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. If the attack misses, you can make an attack as a part of the same reaction
against the creature. You can make this attack a number of times equal to your
proficiency bonus.

Dragon Fear
Prerequisite: Dragonborn

When angered, you radiate menace. You gain the following benefits:

- Increase your Strength, Constitution, or Charisma by 1, to a maximum of 20.


- Instead of exhaling destructive energy, you can expend a use of your Breath Weapon
trait to roar, forcing each creature of your choice within 30 feet of you to make a
Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma/Constitution
or Strength modifier). A target automatically succeeds on the save if it can't hear or
see you. On a failed save, a target becomes frightened of you for 1 minute. If the
frightened target takes any damage, it can repeat the saving throw, ending the effect
on itself on a success.

Dragon Hide
Prerequisite: Dragonborn

You manifest scales and claws reminiscent of your draconic ancestors. You gain the
following benefits:

- Increase your Strength, Constitution, Dexterity or Charisma by 1, to a maximum of


20.
- Your scales harden. While you aren't wearing armor, you can calculate your AC as
13 + your Dexterity modifier. You can use a shield and still gain this benefit.
- 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 1d8 + your
Strength modifier, instead of the normal bludgeoning damage for an unarmed
strike.

Drow High Magic


Prerequisite: Elf (Drow)

You learn more of the magic typical of dark elves. You gain the following benefits:

- Increase your Charisma, Intelligence or Wisdom score by 1 to a maximum of 20.


- You learn the detect magic spell and can cast it at will, without expending a spell slot.
You also learn levitate, web and dispel magic, each of which you can cast once
without expending a spell slot. You regain the ability to cast those three spells in this
way when you finish a long rest, you can also cast them using a spell slot for the
appropriate spell level. The score increased by this feat is your spellcasting
ability for those spells.

Fade Away
Prerequisite: Gnome

Your people are clever, with a knack for illusion magic. You have learned a magical trick for
fading away when you suffer harm. You gain the following benefits:

- Increase your Dexterity or Intelligence by 1, to a maximum of 20.


- Immediately after you take damage, you can use a reaction to magically become
invisible until the end of your next turn or until you attack, deal damage, or force
someone to make a saving throw. You can use this feature a number of times
equal to your proficiency bonus and recover all uses when you finish a long
rest.

Fey Teleportation
Prerequisite: Elf (High)

Your study of high elven lore has unlocked fey power that few other elves possess, except
your eladrin cousins. Drawing on your fey ancestry, you can momentarily stride through the
Feywild to shorten your path from one place to another. You gain the following benefits:

- Increase your Intelligence, Wisdom, Charisma or Dexterity by 1, to a maximum of


20.
- You learn to speak, read, and write Sylvan.
- You learn the misty step spell and can cast it a number of times equal to your
proficiency bonus without expending a spell slot. You regain the ability to cast it in
this way when you finish a long rest. The score increased by this feat is your
spellcasting ability for this spell.

Grappler
You've developed the skills necessary to hold your own in close-quarters grappling. You
gain the following benefits:

- When you are grappling a creature you can attempt to shove it prone as a
bonus action.
- You have Advantage on attack rolls against creatures you are grappling.
- When a creature you are grappling attempts to break your grapple and fails,
you can use your reaction to make a melee attack against them.
- You can grapple creatures 1 size larger than normal.

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:

- Increase your Strength or Constitution score by 1, to a maximum of 20.


- While you are wearing heavy armor, bludgeoning, piercing, and slashing damage
that you take is reduced by an amount equal to your proficiency bonus.

Keen Mind
You have a mind that can track time, direction, and detail with uncanny precision. You gain
the following benefits:

- Increase your Intelligence score by 1, to a maximum of 20.


- You always know which way is north.
- You always know the number of hours left before the next sunrise or sunset.
- You have advantage on Intelligence saving throws.

Linguist
You have studied languages and codes, gaining the following benefits:

- Increase your Intelligence or Wisdom score by 1, to a maximum of 20.


- You are always under the effects of the Tongues spell and can read any written
language.
- You can ably create written ciphers. Others can't decipher a code you create unless
you teach them, they succeed on an Intelligence check (DC equal to your Intelligence
score + your proficiency bonus), or they use magic to decipher it.

Mage Slayer
You have practiced techniques useful in melee combat against spellcasters, gaining the
following benefits:

- When a creature within 5 feet of you casts a spell, you can use your reaction to make
a melee weapon attack against that creature. If the attack hits, the creature must
make a Constitution saving throw DC equal to half the damage taken (Minimum
of DC10), on a failed save the spell isn’t casted.
- When you damage a creature that is concentrating on a spell, that creature has
disadvantage on the saving throw it makes to maintain its concentration.
- You have advantage on saving throws against spells cast by creatures within 5 feet
of you.

Orcish Fury
Prerequisite: Orc or Half-Orc

Your fury burns tirelessly. You gain the following benefits:

- Increase your Strength or Constitution by 1, to a maximum of 20.


- Once per turn, when you hit with an attack using a simple or martial weapon, you
can roll one of the weapon's damage dice an additional time and add it as extra
damage of the weapon's damage type. You can use this feature a number of
times equal to your proficiency bonus and recover all uses when you finish a
long rest.
- Immediately after you use your Relentless Endurance trait, you can use your reaction
to make one weapon attack.

Savage Attacker
Your attacks have become so powerful that gives you the following benefits:

- Increase your Strength or Dexterity modifier by 1 to a maximum of 20 .


- Once per turn when you roll damage for a melee weapon attack, you can reroll any
of the weapon's damage dice and use either total.
- When you score a critical hit with a melee weapon, you can add 1 additional
weapon damage dice to the crit total damage.

Wood Elf Magic


Prerequisite: Elf (Wood)

You learn the magic of the primeval woods, which are revered and protected by your people.
You gain the following benefits:

- Your Intelligence, Wisdom, Charisma or Dexterity increases by 1, to a


maximum of 20.
- You learn one druid cantrip of your choice. You also learn one 1st level and one
2nd level spells from the Druid or Ranger spell lists, each of which you can cast
once without expending a spell slot. You can also cast those spells with any spell
slot you have for the appropriate level. The score increased by this feat is the
spellcasting ability for those spells.

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