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Combat Feats Whip Mastery

You have mastered the art of bending a whip to your will. You
Dervish gain the following benefits:
You’re at your best when you are in constant motion. You gain You gain a +1 bonus to attack rolls you make with a whip.
the following benefits: You may use your whip to interact with objects where
Your speed increases by 5 feet when you are dual wielding applicable. For example, you may use your whip to pull a
light weapons. lever or open a door. The DM may require an Athletics or
When you move at least 15 feet in a straight line, you gain Acrobatics check when performing such an action.
a +1 bonus to AC and a +1 bonus to attack rolls until the When you make an attack roll and hit, you may choose to
start of your next turn. grapple the target instead. The escape DC is equal to your
When you hit a creature with a melee weapon attack, you Dexterity modifier plus your Proficiency Bonus. Until this
can move 5 feet at no movement cost as part of the attack. grapple ends, the target is restrained, and you cannot
move or attack with the whip.
Point Blank Shot
You are trained in making ranged attacks at close quarters. Tool Feats
You gain the following benefits: Herbalist
When making a ranged attack while you are within 5 feet You are a studied botanist and know what plants are harmful
of a hostile creature, you do not have disadvantage on the or helpful. You gain the following benefits:
attack roll.
As a bonus action, you may make a melee attack with your You increase your Wisdom or Intelligence score by 1, to a
ranged weapon on your turn. This attack deals 1d4 maximum of 20.
bludgeoning damage. You gain proficiency with the Herbalism Kit. If you are
When you roll a 1 or 2 on a damage die for an attack you already proficient with it, you add double your proficiency
make with a ranged weapon, the result is instead treated bonus to checks you make with it.
as the average for the die rounded down if the target is If you spend 1 hour foraging, you can then spend 8 hours
within 5 feet of you. to create a Potion of Healing.
Stalwart Defender Mountebank
You hold the line at all costs and have a near impenetrable You have mastered the art of misleading others through
defense. You gain the following benefits: forgery and deception. You gain the following benefits:
At the start of your turn you can reduce your speed to zero You increase your Charisma score by 1, to a maximum of
and impose disadvantage on the next melee attack made 20.
against you before the start of your next turn. You gain proficiency with the Forgery Kit. If you are
You have advantage on ability checks and saving throws already proficient with it, you add double your proficiency
against effects that cause you to move against your will. bonus to checks you make with it.
When you are subject to a critical hit, you can expend your If you spend 1 hour observing a document, you can then
reaction to make the attack a non-critical hit. When you spend 8 hours crafting a similar document. Making the
use this feature, you can’t use it again until you finish a document requires a Forgery Kit. You must make checks
short or long rest. to ensure the handwritting, seal, and stamp are passable
when applicable.
Thrown Weapon Master
You have mastered the art of throwing weapons with pinpoint
accuracy. You gain the following benefits:
You gain a +1 bonus to attack rolls when making a thrown
weapon attack.
When you take the Attack action and make a thrown
weapon attack, you can draw the weapon, or weapons if
applicable, without using your interaction.
Attacking at long range doesn’t impose disadvantage on
your thrown weapon attack rolls.
Whenever you have advantage on a thrown weapon attack
roll and hit, you can add double your ability modifier to the
damage roll if the lower of the two d20 rolls would also hit
the target.

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