Post by Kahz on Sept 17, 2015 2:29:34 GMT 10
A bundle of new feats, including the thrown weapon one listed in the sapper.
Work to progress.
You have mastered the art of throwing weapons. You gain the following benefits:
Prerequisite: Proficiency in at least one type of Artisan's tools or the Herbalism kit
You have mastered your craft, working with greater efficiency and producing goods of higher quality. Select one type Artisan's tools or the Herbalism kit you have proficiency in, you gain the following benefits whilst using it:
You can select this feat multiple times. Each time you do so, you must select a different set of Artisan's tools or the Herbalism kit you are proficient in.
Prerequisite: The ability to cast at least one spell
You can warp the nature of spells you cast to better suit your needs. You gain the following benefits:
Multi-Attacker
Prerequisite: Proficiency Bonus of +3 or higher, Dexterity of 13 or higher
You are capable of multiple swift strikes against your opponents. You gain the following benefit:
Opportunist
Prerequisite: Intelligence 13 or higher
You are capable of exploiting situations on the field of battle, gaining the following benefits:
Prerequisite: Charisma 13 or higher, Proficiency in the Persuasion or Deception skill
You speak words layered with honey, enticing those to believe and accept anything you say.
Spellflair
Prerequisite: The ability to cast at least one spell of 3rd level or higher, Charisma or Intelligence or Wisdom 15 or higher
You are particularly adept in specific school of magic. When you gain this feat, choose one of the following schools of magic: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Transmutation, or Necromancy. Spells you cast from this school gain the following benefits:
You can select this feat multiple times. Each time you do so, you must select a different school of magic.
Prerequisite: Strength 13 or higher and Dexterity 13 or higher
You are adept at multiple styles of combat, and are capable of using weapons in ways most cannot even fathom. You gain the following benefits:
Thoughts, feedback, criticism?
Work to progress.
Hail Mary
You have mastered the art of throwing weapons. You gain the following benefits:
- When making a ranged weapon attack with a thrown weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
- When you use the Attack action and attack with a thrown weapon, you can use a bonus action to attack with another thrown weapon.
- You increase the minimum range of a thrown weapon you wield by a value equal to 5 ft multiplied by the ability modifier (Str or Dex) used for the attack, and add double this value to its maximum range.
- When making a ranged attack roll against a target you cannot see but are aware of, you can make a Wisdom (Perception) check against the target (DC = Targets Dexterity (Stealth) check if actively hiding, or passive Dexterity (Stealth) score if not) to maintain your accuracy by sound alone. On a success, your inability to see the target doesn't impose disadvantage on your attack rolls against it.
You cannot use this ability whilst deafened.
Master Craftsman
Prerequisite: Proficiency in at least one type of Artisan's tools or the Herbalism kit
You have mastered your craft, working with greater efficiency and producing goods of higher quality. Select one type Artisan's tools or the Herbalism kit you have proficiency in, you gain the following benefits whilst using it:
- You add double your proficiency bonus to any checks you make using the tool you've selected.
- When you craft something with the tool you've selected, the total market value you can craft per day increases by an amount of gp equal to your character level.
- If you wish, an item you craft using the tool you've selected gains a damage threshold equal to your proficiency bonus, as appropriate. If the item already has one, increase it by this value instead.
- If you use the tool you've selected to practice a profession during downtime, you can support a lifestyle one higher than you would normally be able to.
You can select this feat multiple times. Each time you do so, you must select a different set of Artisan's tools or the Herbalism kit you are proficient in.
Metamagician
Prerequisite: The ability to cast at least one spell
You can warp the nature of spells you cast to better suit your needs. You gain the following benefits:
- You gain 2 sorcery points. If you already have sorcery points, your maximum increases by 2 instead. You regain these points at the end of a long rest.
- You learn one Metamagic option from the Sorcerer class list that has a sorcery point cost of 2 or less.
- When you use this Metamagic option, you can apply your normal spellcasting ability instead of Charisma, as appropriate.
Multi-Attacker
Prerequisite: Proficiency Bonus of +3 or higher, Dexterity of 13 or higher
You are capable of multiple swift strikes against your opponents. You gain the following benefit:
- You gain the Extra Attack feature. If you already have this feature, increase its value by 1.
Opportunist
Prerequisite: 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 a creature would make an attack of opportunity against you, you can use your reaction to make a melee weapon attack against the attacking creature.
- Whenever you Ready an action, you gain advantage on the first attack roll or ability check that action allows or requires you to make.
Silver Tongue
Prerequisite: Charisma 13 or higher, Proficiency in the Persuasion or Deception skill
You speak words layered with honey, enticing those to believe and accept anything you say.
- You have advantage on Charisma (Deception) and Charisma (Persuasion) checks when attempting to have someone believe something you say.
- When negotiating with someone, you can almost always find yourselves agreeing on an outcome favorable to you in some way, often without the other party realizing it.
- You can attempt to shift an NPC's attitude toward you by one step toward friendly. Whilst conversing with an NPC, as an action you can make a Charisma (Deception) or Charisma (Persuasion) check contested by the targets Wisdom (Insight) check. If you succeed, the NPC's attitude towards you shifts from hostile to indifferent, or indifferent to friendly. You can repeat this check for each minute you are in conversation with the NPC.
If you fail this check by 5 or more, the NPC's attitude becomes hostile toward you and you cannot repeat this check on it for 24 hours. You can fail this check willingly, if you so wish.
Spellflair
Prerequisite: The ability to cast at least one spell of 3rd level or higher, Charisma or Intelligence or Wisdom 15 or higher
You are particularly adept in specific school of magic. When you gain this feat, choose one of the following schools of magic: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Transmutation, or Necromancy. Spells you cast from this school gain the following benefits:
- You add an additional half your proficiency bonus (rounded down) to spell attack rolls you make, and to the spell save DC for spells you cast from this school.
- You have advantage on Concentration saving throws you make to maintain a spell from this school.
- Once per day, when you cast a spell from this school you can choose to cast it one spell level higher than normal, without having to increase the spell slot level accordingly. You still cannot cast a spell at a level higher than you have spell slots for.
You can select this feat multiple times. Each time you do so, you must select a different school of magic.
Versatile Combatant
Prerequisite: Strength 13 or higher and Dexterity 13 or higher
You are adept at multiple styles of combat, and are capable of using weapons in ways most cannot even fathom. You gain the following benefits:
- You gain 1 fighting style, chosen from the Fighter class list.
- When you wield a melee weapon, you can wield it one or two handed with equal ease. The melee weapon gains the Versatile property for you. The damage die for this is 1 die size higher for one-handed weapons when you wield them two-handed, or one die size lower for two-handed weapons you wield in one hand. Weapons that already have the Versatile or Special property cannot benefit from this.
- When making a weapon attack, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Thoughts, feedback, criticism?