( for example you missed a target and the arrow Execution Master
Feats : fell into a ravine)
Great weapon master : remplacer le malus par Prerequisite: 6th level or higher proficiencies et bonus par 2x prof Relentless You excel at finishing off enemies in one fell Dual wielder : changer second bullet point par : You can walk 12h a day, rather than 8, and only You can use two-weapon fighting even the subsequent hour of the 12th count as swoop, gaining the following benefits: with non-light weapon(that are still one supplementary hour ( meaning that the DC to walk the 13th hour is 11, the 14th is 12 and so on. When you hit a prone or stunned crea- handed), this is not compatible with the double striking stance, this mean that Brawny ture with an execution weapon, the ex- you can’t add your entire modifier to You become stronger, gaining the following the damage of a one-handed weapon in benefits: tra damage increases to 1d10 your off-hand if this weapon does not Increase your Strength score by 1, to a You can shove as a bonus action. have the light property. maximum of 20. Finesse Weapon Master You gain proficiency in the Athletics skill. If you are already proficient in the Prerequisite: 6th level or higher Attuned to the — Elf, ranger Select one type of terrain from the skill, you add double your proficiency Wild while in this favored terrain bonus to checks you make with it. You have practiced extensively with fast You count as if you were one size weapons, gaining the following benefits: Intensified Dragon Breath larger for the purpose of determining Prerequisite: Dragonborn your carrying capacity. You can disengage as a bonus action. Your inner draconic power swells, amplifying the Instict capabilities of your breath weapon. You have a Before you make a melee attack with a Prerequisite: none number of uses of your Breath Weapon equal to Your inner instinct is developed to the point where finesse weapon you're proficient with, twice your proficiency bonus. When you use your you are very good a parrying : when you parry, add Breath weapon, you can expend additional uses to your wisdom modifier to the number of damage you can choose to add 5 to your attack add one or more of the following effects. absorbed roll. If the attack hits, the weapon's The damage of your Breath Weapon increases by 2d6. Aim Weapon Master damage dice are treated as 1s. The DC of your Breath Weapon's Finesser Prerequisite: 6th level or higher saving throw increases by 2. Prerequisite: Strength and Dexterity Scores of 15 The area of effect of your Breath You have trained with firearms and are able to Weapon increases: breath weapons with or higher use them more effectively, gaining the following a size of 5 by 30 feet increase to a 5 by You excel at both strength and dexterity based 60 feet and breath weapons with a size benefits: of a 15-foot cone increase to a 25-foot fighting, and gain the following benefits: cone. You don't have to use your bonus action You regain one expended use of your Breath When you make a weapon attack using to Aim if you spend all of your move- Weapon when you finish a short rest and all Strength, you can add half your Dexter- expended uses when you finish a long rest. ment for that turn. ity Modifier to your attack bonus. Attuned to the Wild When you have advantage on an attack Prerequisite :Elf, ranger Select one type of When you make a weapon attack using roll and hit, you can add +5 to that at- terrain from the ranger class’s favored terrain class feature. You gain the associated bonus while in Dexterity, you can add your Strength tacks damage up to once per turn. this favored terrain Adaptive Combatant Modifier to the damage roll. Swift Blade Prerequisites: Proficiency with the Katana and at Prerequisite: A Fighting Style You can add both your Strength and least one level in the Fighter, Monk, or Rogue You know how to fight against different oppo- Dexterity Modifiers to both Strength class You gain the following benefits: nents, gaining the following benefits: and Dexterity saving throws. Increase either your Strength or Dexterity score by Flow Master 1, to a maximum of 20. Increase your Intelligence or Wisdom While you are wielding a katana with one hand, its Prerequisite: 6th level damage dice increases to 1d8. If you wield it with Score by 1. two hands using its versatile property, its damage You've focused your training on hitting fast, At the start of every combat, you can dice increases it to 1d10. and quickly recovering from your mistakes, gain- While holding a katana with one hand, your Armor change your Fighting Style to another Class increases by 1. While you are holding a ing the following benefits: katana with two hands, your Armor Class increases one available to your class, if you have by 2. When you attack with a flow weapon as multiple fighting styles, you can change Gunner a bonus action, you can make 2 attacks You have a quick hand and keen eye when all of them. employing firearms, granting you the following Bloodmaster instead of 1. benefits: Increase your Dexterity score by 1, to a maximum of 20. You gain proficiency Prerequisite: 6th level or higher When you miss a melee attack, you can with firearms (see You have honed your skills with particular roll again as a reaction. “Firearms” in the Dungeon Master’s Guide). You ignore the loading property of firearms. Being Half Wielder weapons in order to maximize pain, gaining the within 5 feet of a hostile creature doesn’t impose Prerequisite: Strength 17 or higher disadvantage on your ranged attack rolls. following benefits: You've figured out how to use two-handed FEAT: ADDED EXTRA ATTACK When you score a natural 20 on an at- weapons in one hand by cleverly conserving mo- tack roll, the target takes one level of • Your Strength score increases by 1, to a mentum, gaining the following benefits: maximum of 20 • You gain proficiency with one exhaustion. martial weapon of your choice. You can ignore the two-handed prop- When a creature succeeds on its saving • When you take this feat, you can attack twice, erty of weapons that are not heavy. throw against bleeding from one of instead of once, whenever you take the Attack Weapons with the versatile property al- action on your turn. This extra attack can not be your attacks, it takes half damage in- stacked with the extra attack feature from any other ways use their two-handed damage dice source. stead of no damage. measured shot Critical Hitter for you. You dexterity score increase by 1, to a maximum Heavy Weapon Master Prerequisite: 10th level or higher of 20. when you recover your arrow after a battle, you Prerequisite: 6th level or higher You know how to hit hard, and in the right revocer all of them, unless you can’t access them places. Your critical hit range increases by 1. Your time in the laboratory, surrounded by You’ve learned to put the weight of a weapon dangerous to your advantage, letting its momentum empower substances and vapors, has hardened you. You are immune to your strikes. You gain the following benefits: the poisoned condition and have proficiency in Constitution On your turn, when you score a critical saving throws. Medic hit with a melee weapon or reduce a You master the physician's arts, gaining the creature to 0 hit points with one, you following benefits: Increase your Wisdom score by 1, to a maximum can make one melee weapon attack as a of 20. You gain proficiency in the Medicine skill. If you bonus action. are already Before you make a melee attack with a proficient in the skill, you add double your proficiency heavy weapon that you are proficient bonus to checks you make with it. During a short rest, you can clean and bind the with, you can choose to take a -5 wounds of penalty to the attack roll. If the attack up to six willing beasts and humanoids. Make a DC 15 hits, you add +10 to the attack’s dam- Medicine check for each creature. On a success, if a age. creature spends a Hit Die during this rest, that Light Weapon Master creature can forgo the roll and instead regain the maximum Prerequisite: 6th level or higher number You have trained in techniques to hit quickly of hit points the die can restore. A creature can do so only against multiple targets, gaining the following ben- once per rest, regardless of how many Hit Dice it spends. efits: Master Herbalist When you engage in two-weapon fight- Prerequisite: Intelligence 13, proficiency in the Nature skill ing, the number of attacks you can and the herbalism kit Your knowledge of medicines and their effects on make per action increases by 1. the body Medical Feats is such that you can easily detect and identify Alchemist illness and You have studied the secrets of alchemy and are an poisons wherever you see them. Treat as though expert in you have its practice, gaining the following benefits: detect poison and disease permanently cast though Increase your Intelligence score by 1, to a this trait maximum of 20. isn't itself magical. You gain proficiency with alchemist's supplies. If Naturalist you are Your extensive study of nature rewards you with already proficient with them, you double your the following proficiency benefits: bonus to checks you make with them. Increase your Intelligence score by 1, to a As an action, you can identify one potion within 5 maximum of 20. feet of You gain proficiency in the Nature skill. If you are you, as if you had tasted it. You must see the liquid already for this proficient in the skill, you add double your benefit to work. proficiency Over the course of any short rest, you can bonus to checks you make with it. temporarily You learn the druidcraft and detect poison and improve the potency of one potion of healing of disease any rarity. spells. You can cast detect poison and disease once To use this benefit, you must have alchemist's without expending a spell slot, and you regain the supplies ability to with you, and the potion must be within reach. If do so when you finish a long rest. the potion is drunk no more than 1 hour after the short rest ends, the creature drinking the potion can forgo the potion's die roll and regains the maximum number of hit points that the potion can restore. Expert Poisoner You have studied the ignoble art of poisoning and your degree of mastery of it has granted you the following benefits: Increase your Intelligence or Wisdom score by 1, to a maximum of 20. You gain proficiency with the poisoner's kit. You are able to disguise the poisons you make to appear innocuous. Anyone attempting to identify your poisons must roll with disadvantage. The DC for you to learn formulae for poisons is lessened by 2. Iron Constitution Prerequisite: Constitution 13, proficiency in the Medicine skill and the poisoner's kit
The Ultimate RPG Character Backstory Guide: Expanded Genres Edition: Prompts and Activities to Create Compelling Characters for Horror, Sci-Fi, X-Punk, and More