Feats (PHB and other)

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Feats (PHB and other)

Mesaj Scris de fourtyKANE la data de Vin Aug 25, 2017 2:31 pm

Alert

Always on the lookout for danger, you gain the following benefits:
•You gain a +5 bonus to initiative.
•You can’t be surprised while you are conscious.
•Other creatures don’t gain advantage on attack rolls against you as a result of being hidden from you.

Athlete

You have undergone extensive physical training to gain the following benefits:
•Increase your Strength or Dexterity score by 1, to a maximum of 20.
•When you are prone, standing up uses only 5 feet of your movement.
•Climbing doesn’t halve your speed.
•You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.

Charger

When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature.

If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attacks 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

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.

Dual Wielder

You master fighting with two weapons, gaining the following benefits:
•You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
•You can use two—weapon fighting even when the one- handed melee weapons you are wielding aren’t light.
•You can draw or stow two one—handed weapons when you would normally be able to draw or stow only one.

Dead Shot

You have learned techniques to give you uncanny accuracy against a target you set your sights on, gaining the following benefits:
•Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
•You can use your Bonus Action to focus your attention on a creature you can see, requiring you to maintain concentration as if you were casting a spell. While maintaining this concentration, you have advantage on all ranged attack rolls against the chosen creature.


Durable

Hardy and resilient, you gain the following benefits:
•Increase your Constitution score by l, to a maximum of 20.
•When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).

Fated Strike

The Emperor smiles favourably on an honourable warrior, and their strength is in your arm. Three times per day, upon making a successful melee attack against a target aware of your presence, you can deal maximum damage.

Goring Fighter

You have learned the where the vital spots of your enemies. Using this knowledge you strike with precision to inflict wounds on your enemies.
•Increase your Strength or Intelligence score by 1, to a maximum of 20.
•When you deal piercing or slashing damage to a creature, you can attempt to make the creature bleed. The creature must make a DC 15 Constitution saving throw. On a failed save, the creature begins to bleed, taking 1d6 damage at the start of each of their turns. They may repeat the saving throw at the end of each of their turns to end this effect. A successful DC 15 Wisdom (Medicine) check can also stop the bleeding. This feature has no effect on constructs, undead, or oozes. You cannot use this feature again until you finish a short or long rest.

Grappler

Prerequisite: Strength 13 or higher

You’ve developed the skills necessary to hold your own in close—quarters grappling. You gain the following benefits:
•You have advantage on attack rolls against a creature you are grappling.
•You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
•Creatures that are one size larger than you don’t automatically succeed on checks to escape your grapple.

Great Weapon Master

You’ve learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:
•On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
•Before you make a melee attack with a heavy 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 attacks damage.

Horde Breaker

Prerequisites: Dexterity 13
You've trained and honed your reflexes for battles against many foes at once.
•Gain a number of extra reactions per round equal to half your Dexterity modifier, rounded up.
•When you bring an enemy down to 0 HP, you are granted an opportunity attack on another enemy.

Inspiring Leader

Prerequisite: Charisma 13 or higher

You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can’t gain temporary hit points from this feat again until it has finished a short or long rest.

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 can accurately recall anything you have seen or heard within the past month.

Lethal Attacker

Prerequisites: Strength or Dexterity 13 or higher
You are trained to hit where it hurts, gaining the following benefits:
•Increase your Strength or Dexterity score by 1, to a maximum of 20.
•When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
•You weapon attacks score a critical hit on a roll of 19 or 20. If they already do, then your weapon attacks score a critical hit on a roll of 18-20. If they already do, then your weapon attacks score a critical hit on a roll of 17-20.

Linguist

You have studied languages and codes, gaining the following benefits:
•Increase your Intelligence score by l, to a maximum of 20.
•You learn three languages of your choice.
•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.

Lucky

You have inexplicable luck that seems to kick in at just the right moment.

You have 3 luck points. Whenever you make an attack roll. an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d205 is used for the attack roll, ability check, or saving throw.

You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attackers roll or yours.

If more than one creature sperds a luck point to influence the outcome of a roll, :‘ne points cancel each other out; no add1t1onal dice are rolled.

You regain your expended luck points when you finish a long rest.

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, yo can use your reaction to make a melee weapon attack against that creature.
•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.

Mobile

You are exceptionally speedy and agile. You gain the following benefits:
•Your speed increases by 10 feet.
•When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn.
•When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not

Multi-Attacker

Prerequisites: Strength or Dexterity 13 or higher
You are capable of making multiple, swift strikes with your melee weapon against your opponents. Whenever you take the Attack action on your turn, you can make one additional attack as a part of the same action.

Observant

Quick to notice details of your environment, you gain the following benefits:
•Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
•If you can see a creature’s mouth while it is speaking a language you understand, you can interpret what it is saying by reading its lips.
•You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.

Opportunist

Prerequisites: Intelligence 13 or higher
You are capable of exploiting situations on the field of battle, gaining the following benefits:
•Whenever a creature provokes an opportunity attack from you, you can make two weapon attacks against the target (instead of just one) as part of the same opportunity attack.
•Whenever you Ready an action, you gain advantage on the first attack roll or ability check that action allows or requires you to make.


Polearm Master

You can keep your enemies at bay with reach weapons. You gain the following benefits:
•When you take the Attack action and attack with only a glaive, halberd, or quarterstaff, 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 the attack deals bludgeoning damage.
•While you are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you when they enter your reach.

Resilient

Choose one ability score. You gain the following benefits:
•Increase the chosen ability score by 1, to a maximum of 20.
•You gain proficiency in saving throws using the chosen ability.

Savage Attacker

Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.

Sentinel

You have mastered techniques to take advantage of every drop in any enemy’s guard, gaining the following benefits:
•When you hit a creature with an opportunity attack, the creature’s speed becomes 0 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 (and that target doesn’t have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

Sharpshooter

You have mastered ranged weapons and can make shots that others find impossible. You 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 an attack with a ranged weapon that you are proficient with, you can choose to take a —5 penalty to the attack roll. If the attack hits. you add +1 to the attacks damage.

Shield Master

You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:
•If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
•If you aren‘t incapacitated, you can add your shield‘s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
•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, interposing your shield between yourself and the source of the effect.

Skilled

You gain proficiency in any combination of three skills or tools of your choice.

Surging Adrenaline

When you fight you feel energy coursing inside you. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a long rest before you can use it again.

If you have the Action Surge feature, you can use only one of the either feature on the same turn.

Tough

Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.

Weapon Master

You have practiced extensively with a variety of weapons, gaining the following benefits:
•Increase your Strength or Dexterity score by 1, to a maximum of 20.
•You gain proficiency with four weapons of your choice.
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