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Alchemist Blindfighting

You have studied the secrets of alchemy and are an expert in You have honed your senses to be able to acutely detect
its practice. You gain the following benefits: your surroundings, even without sight. You gain the
following benefits:
Increase your intelligence score by 1, to a maximum of 20. You gain 5 feet of hearing-based blindsight.
You gain proficiency with alchemist's supplies. If you are When something makes a sharp or loud noise, you can
already proficient with them, double your proficiency roughly judge the distance and direction it came from. If
bonus to checks you make with them. the noise come from somewhere within 60 feet you can
As an action, you can identify one potion within 5 feet of determine the exact location.
you as if you have tasted it. You must see the liquid for this As an action, you can make a sharp noise and listen to its
benefit to work. response to learn the locations of any walls, dropoffs, or
Over the course of any short rest, you can temporarily other major terrain features within 60 feet and any
improve the potency of one potion of healing of any rarity. medium or larger creatures within 30 feet. In combat you
To use this benefit you must have the alchemist's supplies make this check with disadvantage except during a
with you and the potion must be within reach. If the potion surprise round.
is drunk no more than 1 hour after the short rest ends, the You cannot use this feat if you are deafened.
creature drinking the potion can forgot the potion's die roll
and regains the maximum number of hit points the potion Burglar
can restore. You pride yourself on your kickness and your close study of
Axe Mastery certain clandestine activities. You gain the following benefits:
You master the battleaxe, handaxe, greataxe, glaive, and Increase your dexterity score by 1 to a maximum of 20.
halberd. You gain the following benefits when using any of You gain proficiency with thieve's tools. If you are already
these weapons if you are proficient with it: proficient with them, you add double your proficiency
bonus to checks you make with them.
You gain a +1 bonus to attack rolls you make with the
weapon Diehard
Whenever you have advantage on a melee attack roll you It's never quite your time. You gain the following benefits:
make with the weapon, your weapon attacks score a
critical hit on a roll of 19-20 You gain +1 bonus to death saving throws
Whenever you have disadvantage on a melee attack roll When you are reduced to 0 hit points, you can
you make with the weapon, the target takes slashing immediately move half your speed. This movement does
damage equal to your Strength modifier (minimum of 0) if not provoke attacks of opportunity.
the attack misses, but if the higher of the two d20 rolls
would have hit Fell Handed
Whenever a melee attack you make with the weapon You master the club, greatclub, light hammer, mace, maul,
reduces a creature to 0 hit points, any excess damage and warhammer. You gain the following benefits when using
from that attack might carry over to another creature any of these weapons if you are proficient with it:
nearby. You can target another creature within reach and
if the original attack roll would have hit, apply any You gain a +1 bonus to attack rolls you make with the
remaining damage until there are no valid targets or the weapon.
damage carried over fails to reduce a creature to 0 hit Whenever you have advantage on a melee attack roll you
points. make with the weapon and hit, you can knock the target
prone if you the creature is no more than one size larger
Blade Mastery than you and the lower of the two d20 rolls would also
You master the dagger, shortsowrd, longsword, scimitar, have hit the target.
rapier, and greatsword. You gain the following benefits when Whenever you have disadvantage on a melee attack roll
using any of these weapons if you are proficient with it: you make with the weapon, the target takes bludgeoning
damage equal to your Strength modifier (minimum of 0) if
You gain a +1 bonus to attack rolls you make with the the attack misses but the higher of the two d20 rolls
weapon would have hit.
On your turn, you can use your reaction to assume a Whenever you score a critical hit against a living creature
parrying stance, provide you have a greatsword, that has a head, you may daze the target as well. If the
longsword, rapier, or scimitar in hand. Doing so, grants target is no more than one size larger than you (your size
you a +1 bonus to your AC until the start of your next turn or smaller if using a club or light hammer), it must
or until you're not holding the weapon. succeed on a Constitution saving throw (DC 8 + your
Whenever an opponent tries to grapple or shove you while proficiency bonus + your Strength modifier) or be stunned
you're wielding a dagger or shortsword, you can make an until the end of its next turn.
opportunity attack against it.
Whenever you make an opportunity attack with the
weapon you have advantage on the attack roll.
Field Medic When you make an attack roll, an ability check, or a saving
throw, you can do so with advantage. Once you use this
You're an expert at saving people in dire circumstances and ability, you can't use it again until you finish a short or long
can provide emergency first aid and trauma care even on the rest.
battlefield. You gain the following benefits:
Investigator
Allies within 60 feet of you must fail an additional death
saving throw before dying You have an eye for detail and can pick out the smallest clues.
You can use your bonus action to move up to half your You gain the following benefits
speed towards an unstable creature. This movement does Increase your Intelligence score by 1, to a maximum of 20.
not provoke attacks of opportunity. You gain proficiency in the Investigation skill. If you are
You have advantage on Wisdom (Medicine) checks to already proficient in the skill, you add double your
stabilize a dying creature proficiency bonus to checks you make with it.
Gourmand You can take the search action as a bonus action
You are a cook of great skill, allowing you to prepare exotic Master of Disguise
dishes with useful effects. You gain the following benefits: You have honed your ability to shape your personality and
Increase your Constitution score by 1 to a maximum of 20. read the personalities of others. You gain the following
You gain proficiency with cook's utensils. If you are benefits:
already proficient with them, you add double your Increase your Charisma score by 1 to a maximum of 20.
proficiency bonus to checks you make with them. You gain proficiency with the disguise kit. If you are
As an action, you can inspect a drink or plate of food already proficient with it, you add double your proficiency
within 5 feet of you and determine whethere it is poisoned, bonus to checks you make with it.
provided you can see and smell it. If you spend 1 hour observing a creature, you can then
During a long rest, you can prepare and serve a meal that spend 8 hours crafting a disguise you can quickly don to
helps you and your allies recover from the rigors of mimic that creature. Making the disguise requires a
adventuring, provided you have suitable food, cook's disguise kit. You must make checks as normal to disguise
utensils, and other supplies on hand. The meal serves up yourself but you can assume the disguise as an action.
to six people and each person who eats it regains 2
additional Hit Dice at the end of the long rest. In addition, Menacing
those who eat the meal also have advantage on
Constitution saving throws against disease for the next 24 You become fearsome to others. You gain the following
hours. benefits:
Grude-Bearer Increase your Charisma score by 1 to a maximum of 20.
You gain proficiency in the Intimidation skill. If you are
Prerequisite: Dwarf already proficient in the skill, you add double your
You have a deep hatred for a particular kind of creature. profiency bonus to checks you make with it.
Choose your foe, a type of creature to bear the burden of your When you take the Attack action on your turn, you can
wrath: aberrations, beasts, celestials, constructs, dragons, replace one attack with an attempt to demoralize one
elementals, fey, fiends, giants, monstrosities, oozes, plants, or humanoid you can see within 30 feet of you that can see
undead. Alternatively, you can choose two races of humanoids and hear you. Make a Charisma (Intimidation) checkk
(such as gnolls and orcs). You gain the following benefits: contested by the target's Wisdom (Insight) check. If your
check succeeds, the target is frightened until the end of
Increase your Strength, Constitution, or Wisdom score by your next turn. If your check fails, the target can't be
1, to a maximum of 20 frightened by you in this way for 1 hour.
During the first round of any combat against your chosen
foes, your attack rolls against any of them have advantage. Mustachioed
When any of your chosen foes makes an opportunity
attack against you, it makes the attack roll with a Prerequisite: The ability to grow facial hair You have a
disadvantage. beautiful mustache that may be accompanied by an equally
Whenever you make an Intelligence (Arcana, History, beautiful beard. You gain the following benefits:
Nature, or Religion) check to recall information about your Your facial hair is immune to all damage and cannot be
chosen foes, you add double your proficiency bonus to the removed from your face.
check, even if you're not normally proficient. You gain advantage on Charisma (Persuasion) Checks
Human Determination made relevant to the best interests of other mustachioed
creatures' facial hair.
Preqrequisite: Human By stroking your facial hair introspectively, you gain
You are filled with a determination that can draw the greater insight of the world around you.
unreachable within your reach. You gain the following
benefits:
Increase one ability score of your choice by 1, to a
maximum of 20.
One Step Ahead Sure-Footed
You are not only smart enough to predict your enemy's The ground doesn't like you very much and you don't like it.
movements, but fast enough to act on your predictions too. You gain the following benefits:
You gain the following benefit: You have advantage on saving throws to remain standing
Once per short rest, you may shift your intiative up enough up.
to act before the creature that would act before you in the You may stand up from prone for 5 feet of movement
initiative count rather than half of your speed
Spear Mastery Trip Weapon Master
You master the javelin, lance, pike, spear, and trident. You You master the flail, morningstar, quarterstaff, sickle, war
gain the following benefits when using any of these weapons, pick, and whip. You gain the following benefits when using
if you are proficient with it: any of these weapons, if you are proficient with it:
You gain a +1 bonus to attack rolls you make with the You gain +1 bonus to attack rolls you make with the
weapon. weapon
When you use a spear or trident, its damage die changes As a bonus action on your turn, you can prepare yourself
from a d6 to a d8, and a d8 to a d10 when wielded with to extend your weapon to sweep around or pull down your
two hands (this benefit has no effect if another feature target's shield. Until the end of this turn, your target loses
already improved the weapon's die). their shield bonus to their AC against your attacks.
As a bonus action on your turn, you can set the weapon to If you use the Help action to aid an ally's melee attack
receive a charge. Until the start of your next turn, if a while you are wielding the weapon, you knock the target's
creature you can see at elast 20 feet away from you moves shield aside momentarily. In addition to the ally gaining
into your weapon's reach, you can make a melee attack advantage on the attack roll, the target loses the shield's
with the weapon against that creature as a reaction if no bonus to its AC for your ally's first attack.
other opponents are adjacent to you. If the attack hits, the When you score a critical hit with an opportunity attack
target takes one additional weapon die of damage. You using the weapon, you can trip your opponent as well. If
can't make this attack against a creature that has used the the target is no more than one size larger than you (your
Disengage action before moving. size or smaller if using a sickle), it must succeed on a
As a bonus action on your turn, you can increase the reach Strength saving throw (DC 8 + your proficiency bonus +
with the weapon b 5 feet until the start of your next turn your Strength modifier) or be knocked prone.
(this benefit has no effect if another feature already
increased the weapon's reach). Wonder-Maker
Spellbreaker Prerequisite: Gnome (rock)
You master the tinkerer techniques of your people. You
Your intolerance of magic has lead you to learn gain the following benefits:
countermeasures. You gain the following benefits:
Increase your Dexterity or Intelligence score by 1, to a
You learn the counterspell spell and can cast it once at its maximum of 20.
lowest level without expending a spell slot. Once you cast When you make a check using your proficiency with
it, you must finish a long rest before you can cast it again. tinkerer's tools, you add double your proficiency bonus to
Your spellcasting ability for these spells is Wisdom the check.
When you make a device with your Tinker trait, you have
Stalwart the following additional options for what you make:
When you hold position, your defenses become near Alarm. This device senses when a creature moves to
impenetrable. You gain the following benefits: within 15 feet of it without speaking aloud a password
At the start of your turn, you can reduce your speed to chosen when you create it. One round after a creature moves
zero and impose disadvantae on the next melee attack into range, the alarm makes a shrill ringing that lasts for 1
made against you before the start of your next turn. minute and can be heard from up to 300 feet away.
When an effect causes you to move without expending Calculator. This device makes doing sums easy
your movement, you can choose to move half of the Lifter. This device can be used as a block and tackle,
distance instead. Round down to the nearest 5 foot allowing its user to hoist five times the weight the user can
interval (to a minimum of 0). normally lift.
Timekeeper. This pocket watch keeps accurate time.
Studied Warrior Weather Sensor. When used as an action, this device
Your devotion to fighting transcends simple practice. You predicts weather conditions in a 1-mile radius over the next 4
have studied the masters and learned their techniques. You hours, showing one symbol (clouds, sun/moon, rain, or snow)
gain the following benefit: for each hour.
You learn one fighting style that you do not already know.

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