Blackbando

feats for aci

Apr 9th, 2019
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  1. ### Bandit Trainee
  2. You have learned some of the tricks of a bandit. You gain the following benefits:
  3. - You learn two tricks of your choice from among those available to the Highwayman archetype in the rogue class that do not require a bomb or Sneak Attack. If a trick you use requires your target to make a saving throw to resist the trick's effects, the saving throw DC equals 8 + your proficiency bonus + your Dexterity or Intelligence modifier (your choice).
  4. - You gain one trick die, which is a d4 (this die is added to any trick dice you have from another source). This die is used to fuel your tricks. A trick die is expended when you use it. You regain your expended trick dice when you finish a short or long rest.
  5. ### Devil's Puppet
  6. You have made a minor contract with a devil from the Underworld, giving you the following benefits:
  7. - Increase your Charisma score by 1, to a maximum of 20.
  8. - You learn the Infernal language, or another language of your choice if you already knew it.
  9. - When you make an ability check, you can choose to add your Charisma modifier as a bonus to it (a minimum of +1). After using this feature, you must take a short or long rest before doing so, again.
  10. - Work with your DM to determine the specific devil you made a pact with. That devil has advantage on all attack rolls made against you, as well as all saving throws it makes against your abilities, and you have disadvantage on saving throws against its abilities.
  11. ### Fire Eater
  12. You have learned how to eat fire, and spit it back out as fire breath. As a bonus action, you can consume a Small nonmagical flame within 5 feet of yourself--such as a torch in one of your hands, or a brazier lit nearby--to fill your mouth with flames, for 1 minute, or until you are either incapacitated or the fire inside your mouth is extinguished. For the duration, when you take the Attack action on your turn, you can forego any number of attacks to breathe fire in a 15-foot cone in place of each attack. Creatures within the cone must succeed on a Dexterity saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or take fire damage equal to 2d6 + your Constitution modifier.
  13. ### Gamer
  14. You are a master of many games, and lose to none at them. You gain the following benefits:
  15. - Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  16. - You gain proficiency in all gaming sets.
  17. - Choose one gaming set: you double your proficiency bonus when you make checks using that set.
  18. - When making an ability check to recall information regarding any sort of gamble or game, you have advantage on the check.
  19. ### Learned Warrior
  20. You have learned how to fight in many different ways. You gain the following benefits:
  21. - Increase your Strength or Dexterity score by 1, to a maximum of 20.
  22. - You gain one Fighting Style of your choice, from the fighter class.
  23. ### Net Master
  24. You are a master of trapping your foes, able to use a net effectively. You gain the following benefits:
  25. - Increase your Dexterity score by 1, to a maximum of 20.
  26. - When you use a net, its AC and DC increase by an amount equal to your proficiency bonus.
  27. - When you take the Attack action using a net, you can use your bonus action to make one melee weapon attack.
  28. ### Pit Fighter
  29. You are brutal and terrifying from your immense strength. You gain the following benefits:
  30. - Increase your Strength score by 1, to a maximum of 20.
  31. - When you make a Charisma (Intimidation) check, you can add a bonus to it equal to your Strength modifier (a minimum of +1).
  32. - When you reduce a creature to 0 hit points or score a critical hit, you gain temporary hit points equal to your Strength modifier (a minimum of 1).
  33. ### Thrown Weapon Master
  34. You have trained in the ways of throwing weapons. You gain the following benefits:
  35. - Whenever you make a ranged attack with a thrown weapon, you can immediately draw another weapon as part of the attack.
  36. - The short and long ranges for thrown weapons is doubled for you.
  37. - You can treat any melee weapon that lacks the *two-handed* property as having the *thrown* (20/60) property. This range is not doubled by this feat.
  38. ### Undying
  39. You are practically unkillable, giving you the following benefits:
  40. - Increase your Constitution score by 1, to a maximum of 20.
  41. - You are proficient in death saving throws, and if the result of a death saving throw you make is 20 or higher, you regain 1 hitpoint.
  42.  
  43. racials:
  44. ### Gish
  45. *Prerequisites: Githyanki race*
  46.  
  47. You are one of the elite githyanki warriors known as a gish, one that mixes martial might with magic. You gain the following benefits:
  48. - Increase your Strength or Intelligence score by 1, to a maximum of 20.
  49. - When you cast a spell of 1st level or higher, you are sheathed in psychic energy until the end of your next turn. The first time you hit a creature with a weapon attack before this energy disappears, you deal an additional 1d10 psychic damage, and the energy fades.
  50. - You can cast the spells from your Githyanki Psionics traits one more time each between long rests.
  51. ### Zerth
  52. *Prerequisites: Githzerai race*
  53.  
  54. You are an enhanced psychic warrior of the githzerai, known as a zerth. You gain the following benefits:
  55. - Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  56. - When you deal damage with a melee weapon attack, you can choose to deal psychic damage instead of the weapon's damage type.
  57. - You can cast the spells from your Githzerai Psionics traits one more time each between long rests.
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