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( 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

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