Dnd tools eu feats
Aberrant Dragonmark Gift. Your aberrant dragonmark is especially potent. Player's Guide to Eberron. Aberrant Dragonmark Mystery. You can use the power of your aberrant mark to Aberrant Dragonmark Vigor. You can channel the energy of your aberrant mark to You can cast spells that do extra damage to aberrations. You can cast spells that do additional damage to aberrations. Lucky Source: Player's Handbook You have inexplicable luck that seems to kick in at just the right moment.
You regain your expended luck points when you finish a long rest. Mage Slayer Source: Player's Handbook You have practiced techniques 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. 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. Magic Initiate Source: Player's Handbook Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. Martial Adept Source: Player's Handbook You have martial training that allows you to perform special combat maneuvers.
You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. You gain one superiority die, which is a d6 this die is added to any superiority dice you have from another source. This die is 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. Medium Armor Master Source: Player's Handbook 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.
Metamagic Adept Source: Tasha's Cauldron of Everything Prerequisite: Spellcasting or Pact Magic feature You've learned how to exert your will on your spells to alter how they function: You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of these Metamagic options with another one from the sorcerer class.
You gain 2 sorcery points to spend on Metamagic these points are added to any sorcery points you have from another source but can be used only on Metamagic. You regain all spent sorcery points when you finish a long rest. Mobile Source: Player's Handbook 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.
Moderately Armored Source: Player's Handbook Prerequisite: Proficiency with light armor You have trained to master the use of medium armor and shields, gaining the following benefits: Increase your Strength or Dexterity score by 1, to a maximum of You gain proficiency with medium armor and shields.
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. You can force an attack targeted at your mount to target you instead. If your mount is subjected to an effect that allows it to make Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Observant Source: Player's Handbook Quick to notice details of your environment, you gain the following benefits: Increase your Intelligence or Wisdom score by 1, to a maximum of 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. Piercer Source: Tasha's Cauldron of Everything You have achieved a penetrating precision in combat, granting you the following benefits: Increase your Strength or Dexterity by 1, to a maximum of When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes.
Poisoner Source: Tasha's Cauldron of Everything You can prepare and deliver deadly poisons, gaining the following benefits: When you make a damage roll, you ignore resistance to poison damage. You can coat a weapon in poison as a bonus action, instead of an action. You gain proficiency with the poisoner's kit if you don't already have it. With one hour of work using a poisoner's kit and expending 50 gp worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus.
Once applied to a weapon or piece of ammunition, the poison retains its potency for 1 minute or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, that creature must succeed on a DC 14 Constitution saving throw or take 2d8 poison damage and become poisoned until the end of your next turn. Polearm Master Source: Player's Handbook 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. The weapon's damage die for this attack is a d4, and it deals bludgeoning damage. While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon. Resilient Source: Player's Handbook Choose one ability score. You gain the following benefits: Increase the chosen ability score by 1, to a maximum of You gain proficiency in saving throws using the chosen ability.
Ritual Caster Source: Player's Handbook Prerequisite: Intelligence or Wisdom of 13 or higher You have learned a number of spells that you can cast as rituals. Savage Attacker Source: Player's Handbook 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 Source: Player's Handbook 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. 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.
Shadow Touched Source: Tasha's Cauldron of Everything Your exposure to the Shadowfell's magic has changed you, granting you the following benefits: Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of You learn the Invisibility spell and one 1st-level spell of your choice. The 1st-level spell must be from the Illusion or Necromancy school of magic. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest.
The spells' spellcasting ability is the ability increased by this feat. Sharpshooter Source: Player's Handbook 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 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. Shield Master Source: Player's Handbook 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. Skill Expert Source: Tasha's Cauldron of Everything You have honed your proficiency with particular skills, granting you the following benefits: Increase one ability score of your choice by 1, to a maximum of You gain proficiency in one skill of your choice.
Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.
Skilled Source: Player's Handbook You gain proficiency in any combination of three skills or tools of your choice. You gain the following benefits: You can try to hide when you are lightly obscured from the creature from which you are hiding. When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.
Dim light doesn't impose disadvantage on your Wisdom Perception checks relying on sight. Once per turn when you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 feet until the start of your next turn. When you score a critical hit that deals slashing damage to a creature, you grievously wound it.
Until the start of your next turn, the target has disadvantage on all attack rolls. Spell Sniper Source: Player's Handbook 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. You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list.
Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, and warlock; Wisdom for cleric or druid; or Intelligence for wizard. Tavern Brawler Source: Player's Handbook Accustomed to the rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits: Increase your Strength or Consititution score by 1, to a maximum of You are proficient with improvised weapons.
Your unarmed strike uses a d4 for damage. When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target. Telekinetic Source: Tasha's Cauldron of Everything You learn to move things with your mind, granting you the following benefits: Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of You learn the Mage Hand cantrip.
You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this feat. As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. A creature can willingly fail this save. Telepathic Source: Tasha's Cauldron of Everything You awaken the ability to mentally connect with others, granting you the following benefits: Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of You can speak telepathically to any creature you can see within 60 feet of you.
Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn't give the creature the ability to respond to you telepathically. You can cast the Detect Thoughts spell, requiring no spell slot or components, and you must finish a long rest before you can cast it this way again.
Your spellcasting ability for the spell is the ability increased by this feat. If you have spell slots of 2nd level or higher, you can cast this spell with them. Tough Source: Player's Handbook 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 War Caster Source: Player's Handbook Prerequisite: The ability to cast at 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. When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature. Weapon Master Source: Player's Handbook 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 You gain proficiency with four weapons of your choice.
Each one must be a simple or a martial weapon. Unearthed Arcana. Source: Unearthed Arcana 38 - Feats for Skills You become more nimble, gaining the following benefits: Increase your Dexterity score by 1, to a maximum of You gain proficiency in the Acrobatics skill. As a bonus action, you can make a DC 15 Dexterity Acrobatics check. You gain the following benefits: Increase your Wisdom score by 1, to a maximum of You gain proficiency in the Animal Handling skill. You decide now what action the beast will take and where it will move during its next turn, or you issue a general command that lasts for 1 minute, such as to guard a particular area.
Actor UA Source: Player's Handbook Skilled at mimicry and dramatics, you gain the following benefits: Increase your Charisma score by 1, to a maximum of You have an advantage on Charisma Deception and Charisma Performance checks when trying to pass yourself off as a different person. You can mimic the speech of another person or the sounds made by other creatures.
You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom Insight check contested by your Charisma Deception check allows a listener to determine that the effect is faked. Alchemist UA Source: Unearthed Arcana 15 - Feats You have studied the secrets of alchemy and are an expert in its practice, gaining the following benefits: Increase your Intelligence score by 1, to a maximum of If you are already proficient with them, you double your proficiency bonus to checks you make with them.
As an action, you can identify one potion within 5 feet of you, as if you had tasted it. You must see the liquid for this benefit to work. Over the course of any short rest, you can temporarily improve the potency of one potion of healing of any rarity. You gain proficiency in the Arcana skill. You learn the Prestidigitation and Detect Magic spells. You can cast Detect Magic once without expending a spell slot, and you regain the ability to do so when you finish a long rest. On your turn, you can use your reaction to assume a parrying stance, provided you have the weapon in hand.
When you make an opportunity attack with the weapon, you have advantage on the attack roll. You gain proficiency in the Athletics skill. You count as if you were one size larger for the purpose of determining your carrying capacity. Burglar UA Source: Unearthed Arcana 15 - Feats You pride yourself on your quickness and your close study of certain clandestine activities. You gain the following benefits: Increase your Dexterity score by 1, to a maximum of If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
You gain proficiency in the Persuasion skill. If you are already proficient in this skill, you add double your proficiency bonus to checks you make with it. If you or your companions are fighting the creature, your check automatically fails.
Lyre 30 gp 2 lb. Horn 3 gp 2 lb. Pan flute 12 gp 2 lb. Shawm 2 gp 1 lb. Viol 30 gp 1 lb. The table shows examples of the most Common types of tools, each providing items related to a single craft.
Disguise kit : This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical Appearance. Proficiency with this kit lets you add your Proficiency Bonus to any Ability Checks you make to create a visual disguise. Forgery kit : This small box contains a variety of papers and parchments, pens and inks, seals and Sealing wax , gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents.
Proficiency with this kit lets you add your Proficiency Bonus to any Ability Checks you make to create a physical forgery of a document. Gaming Set : This item encompasses a wide range of game pieces, including dice and decks of cards for games such as Three-Dragon Ante. A few Common examples appear on the Tools table, but other kinds of Gaming Sets exist. If you are proficient with a Gaming Set , you can add your Proficiency Bonus to Ability Checks you make to play a game with that set.
Each type of Gaming Set requires a separate proficiency. Herbalism kit : This kit contains a variety of Instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and Potions. Proficiency with this kit lets you add your Proficiency Bonus to any Ability Checks you make to Identify or apply herbs.
Also, proficiency with this kit is required to create Antitoxin and Potions of Healing. Musical Instrument : Several of the most Common types of musical Instruments are shown on the table as examples.
If you have proficiency with a given musical Instrument , you can add your Proficiency Bonus to any Ability Checks you make to play music with the Instrument. A bard can use a musical Instrument as a Spellcasting focus. Each type of musical Instrument requires a separate proficiency.
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