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  1. Actor — Skille⁠d at mimicry and dramatics, you gain the following benefits: Increase your Charisma score by 1, to a maximum of 20. You have advantage on Charisma (Deception) and Chari⁠sma (Performance) checks when trying to pass yourself off as a different person …
  2. 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 …
  3. 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 …
  4. Bountiful Luck — Prerequisite: Halfling Your people have extraordinary luck, which you have learned to mystically lend to your companions when you see them falter. You’re not sure how you do it; you just wish it, and it happens…
  5. 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 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)…
  6. Crossbow Expert — Thanks to extensive practice with the crossbow, you gain the following benefits: You ignore the Loading quality of crossbows with which you are proficient. Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged Attack rolls …
  7. 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…
  8. Dragon Fear — Prerequisite: Dragonborn When angered, you can radiate menace. You gain the following benefits: Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20 …
  9. Dragon Hide — Prerequisite: Dragonborn You manifest scales and claws reminiscent of your Draconic ancestors. You gain the following benefits: Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20 …
  10. Drow High Magic — Prerequisite: Elf (drow) You learn more of the magic typical of dark elves. You learn the Detect Magic spell and can cast it at will, without expending a spell slot…
  11. 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 …
  12. Dungeon Delver — Ale⁠rt to the hidden traps and Secret doors found in many Dungeons, you gain the following benefits: You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of Secret doors. You have advantage on Saving Throws made to avoid or resist traps …
  13. Durable — Hardy and Resilient, you gain the following benefits: Increase your Constitution score by 1, 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) …
  14. Dwarven Fortitude — Prerequisite: Dwarf You have the blood of dwarf heroes flowing through your veins. You gain the following benefits: Increase your Constitution score by 1, to a maximum of 20 …
  15. Elemental Adept — Prerequisite: The ability to cast at least one spell When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder. Spells you cast ignore Resistance to damage of the chosen type…
  16. Elven Accuracy — Prerequisite: Elf or Half-Elf The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force…
  17. 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…
  18. 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…
  19. Flames of Phlegethos — Prerequisite: Tiefling You learn to call on hellfire to serve your commands. You gain the following benefits: Increase your Intelligence or Charisma score by 1, to a maximum of 20 …
  20. 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 …
  21. 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 …
  22. Healer — You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits: When you use a healer’s kit to stabilize a dying creature, that creature also regains 1 hit point …
  23. Heavily Armored — Prerequisite: Proficiency with Medium Armor You have trained to Master the use of Heavy Armor, gaining the following benefits: Increase your Strength score by 1, to a maximum of 20. You gain proficiency with Heavy Armor …
  24. 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 score by 1, to a maximum of 20 …
  25. Infernal Constitution — Prerequisite: Tiefling Fiendish blood runs strong in you, unlocking a resilience akin to that possessed by some Fiends. You gain the following benefits: Increase your Constitution score by 1, to a maximum of 20 …
  26. 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…
  27. Keen Mind — You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits…
  28. Lightly Armored — You have trained to Master the use of Light Armor, gaining the following benefits: Increase your Strength or Dexterity score by 1, to a maximum of 20. You gain proficiency with Light Armor …
  29. Linguist — You have studied Languages and codes, gaining the following benefits: Increase your Intelligence score by 1, to a maximum of 20. You learn three Languages of your choice …
  30. Lucky — You have inexplicable luck that seems to kick in at just the right moment. You have 3 luck points…
  31. Mage Slayer — You have practiced techniques useful in melee Combat against spell casters, 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. 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 …
  32. Magic Initiate — Choose a class: bard, Cleric, druid, Sorcerer, Warlock, or Wizard. You learn two Cantrips of your choice from that class’s spell list…
  33. Martial Adept — You have Martial Training that allows you to perform special⁠ comba⁠t Maneuvers. You gain the following benefits: You learn two Maneuvers of your choice from among those available to the Battle Master archetype in the Fighter class …
  34. Medium Armor Master — Prerequisite: Proficiency with Medium Armor You have practiced moving in Medium Armor to gain the following benefits: Wearing Medium Armor doesn’t impose disadvantage on your Dexterity (Stealth) checks. When you wear Medium Armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher …
  35. Mobile — You are exceptionally speedy and agile. You gain the following benefits: Your speed increases by 10 feet …
  36. Moderately Armored — Prerequisite: Proficiency with Light Armor You have trained to Master the use of Medium Armor and Shields, gaining the following benefit: Increase your Strength or Dexterity score by 1, to a maximum of 20. You gain proficiency with Medium Armor and Shields …
  37. Mounted Combatant — You are a dangerous foe to face while mounted. While you are mounted and aren’t Incapacitated, you gain the following benefits: You have advantage on melee Attack rolls against any unmounted creature that is smaller than your mount …
  38. 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’s saying by reading its lips …
  39. Orcish Fury — Prerequisite: Half-Orc Your inner fury burns tirelessly. You gain the following benefits: Increase your Strength or Constitution score by 1, to a maximum of 20 …
  40. Polearm Master — You gain the following benefits: When you take the Attack action and att⁠ack with only a Glaive, Halberd, Quarterstaff, or spear, you can use a Bonus Action to make a melee att⁠ack with the opposite end of the weapon. This attac⁠k uses the same ability modifier as the primary Attack …
  41. Prodigy — Prerequisite: Half-Elf, Half-Orc, or human You have a knack for learning new things. You gain the following benefits: You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice …
  42. Resilient — Choose one ability score. You gain the following benefits: Increase the chosen ability score by 1, to a maximum of 20 …
  43. Ritual Caster — …
  44. Savage Attacker — Once per turn when you roll damage for a melee weapon Attack, you can reroll the damage dice and use either total…
  45. Second Chance — Prerequisite: Halfling Fortune favors you when someone tries to strike you. You gain the following benefits: Increase your Dexterity, Constitution, or Charisma score by 1, to a maximum of 20 …
  46. 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 provoke Opportunity Attacks from you even if they take the Disengage action before leaving your reach …
  47. 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 …
  48. 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 …
  49. Skilled — You gain proficiency in any combination of 3 Skills or tools of your choice…
  50. Skulker — Prerequisite: Dexterity 13 or higher You are expert at slinking through shadows. You gain the following benefits: You can try to hide when you are lightly obscured from the creature from which you are Hiding …
  51. Spell Sniper — Prerequisite: The ability to cast at least one spell You have learned techniques to enhance your attacks with certain kinds of Spells, gaining the following benefits: When you Cast a Spell that requires you to make an Attack roll, the spell’s range is doubled. Your ranged spell attacks ignore half cover and three-quarters cover …
  52. Squat Nimbleness — Prerequisite: Dwarf or a Small race You are uncommonly nimble for your race. You gain the following benefits: Increase your Strength or Dexterity score by 1, to a maximum of 20 …
  53. Tavern Brawler — Accustomed to rough-and-tumble fighting using whatever Weapons happen to be at hand, you gain the following benefits: Increase your Strength or Constitution score by 1, to a maximum of 20. You are proficient with Improvised Weapons …
  54. 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…
  55. War Caster — Prerequisite: The ability to cast at least one spell You have practiced casting Spells in the midst of Combat, learning techniques that grant you the following benefits: You have advantage on Constitution Saving Throws that you make to maintain your Concentration on a spell when you take damage. You can perform the somatic Components of Spells even when you have Weapons or a Shield in one or both hands …
  56. 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 simple or Martial Weapons of your choice …
  57. Wood Elf Magic — Prerequisite: Elf (wood) You learn the magic of the primeval woods, which are revered and protected by your people. You learn one druid cantrip of your choice…
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