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Homebrew feats

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Dec 11th, 2019
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  1. Tactician (5e Feat)
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  4. Tactician
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  6. Your experience and study in combat tactics lets you shout out guiding words to aid your allies. You gain the following benefits:
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  8. You learn two of the following maneuvers from those available to the Battlemaster Archetype of the fighter class: Commander's Strike, Distracting Strike, Maneuvering Attack, and Rally. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
  9. If you already have superiority dice, you gain two more; otherwise, you have two superiority die, which are d6s. These dice are used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
  10. You can give tactical advice to give your allies an edge in combat. When an creature other than yourself within 60 feet of you who can hear you makes an ability check, attack roll, or saving throw, you can use your reaction and expend one superiority die. The creature adds the the number you roll on your superiority die to their roll. You can wait until after it rolls the d20 before deciding to use the superiority die, but must decide before the DM says whether the roll succeeds or fails.
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  15. Field Commander (5e Feat)
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  18. Field Commander
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  20. You have military training, allowing you to direct allies on the battlefield.
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  22. You have 3 command points. As a bonus action, you can spend 1 command point to issue a command to an ally, either to move or to attack. The ally must be able to hear you in order to receive your order.
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  24. If ordered to move, as a reaction, that ally can immediately move up to its movement speed without provoking attacks of opportunity.
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  26. If ordered to attack, as a reaction, that ally can immediately move up to half its movement speed and make a single attack against an enemy of your choosing. Before the attack is made, you may choose to grant the ally a 1d6 bonus on the attack or damage roll of the attack.
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  28. You regain your expended command points when you finish a long rest.
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  33. Coordinator (5e Feat)
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  36. Coordinator
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  38. Prerequisites: 13 Charisma or 13 Intelligence
  39. Teamwork is essential to successful adventuring! Upon selecting this feat you gain the following benefits:
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  41. -You may perform the "Help" action as a bonus action
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  43. -When you perform the "Help" action, you may help a creature up to 15 feet away from you.
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