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Effect 4 Effect 5 Effect 6
p a random flaw from the Aberrant Dragonmark Flaws table.
ld, fire, lightning, or poison damage, you can use your reaction to give yourself resistance to that instance of damage. You can use this rea
hin 10 feet of you, you can use your reaction to emanate telekinetic energy. The creature that dealt damage to you must make a Strength
ve wings that can shield you or others. When you or another creature you can see within 5 feet of you is hit by an attack roll, you can use y
e becomes Adamantine Construction if it was not already, and you then lose the Remodeling racial trait, making your model type permane
When you draw a spiked chain, you can do so in such a way that the weapon's reach property is negated, wrapping the chain a
You automatically stabilize when brought to 0 hit points. You do not need to make death saving throws on your turn when at 0
ith an opportunity attack using the weapon, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Stre
t expending a spell slot. When cast as an innate spell, it requires no components for you to cast. You regain the ability to innately cast dete
When you expend charges to activate a magic item you are attuned to, you may reduce the cost of expended charges by 1, to
When you cast mage hand, the hand you create is invisible. Strength or Intelligence (your choice) is your spellcasting ability for this cantri
If you are reduced to 0 hit When your shift ends, if youWhen your shift ends, if you have 1 or more hit points, you heal a num
You gain 1 luck point. Whenever you make an attack roll, an ability check, or a saving throw, you can spend a luck point to roll
ct calming emotions and friendship toward one humanoid you can see within 120 feet of you. The target must succeed on a Charisma sav
You either gain proficiency wYour unarmed strikes are coAs a bonus action, you can morph one or both of your hands into blad
If your game uses the Construct Nature variant rules, you gain the normal effect of healing magic from all sources.
use an arcane spellcasting focus to cast a spell that deals fire damage, you can choose for the spell's damage to be radiant damage instead
th an unarmed strike on your turn, as bonus action you may clasp your hands together and deliver a hammer blow as an unarmed strike. I
led by you and creatures you are grappled by take your unarmed strike damage automatically at the start of their turn.
w a Talenta boomerang, its range becomes 60/100 ft. and it always returns to you at the end of your turn, whether you hit or miss. Further
rily manifest a magical blade of pure psionic energy and make a melee weapon attack with it. It counts as a simple melee weapon with wh
y cantrip, and you can cast it using no components. Intelligence is your spellcasting ability for this spell.
eature you can see within 60 feet of you. The target must succeed on a Charisma saving throw or take 1d6 psychic damage. If it takes any o
eady add your ability modifier to the damage of the attack you make as a bonus action when engaging in two-weapon fighting, you may n
s once with this ability: Blindness/Deafness, Blur, and Disguise Self. You regain the ability to cast these spells when you finish a long rest. In
black vapor, allowing you to float through the air. While transformed, you have a flying speed of 30 feet. You can maintain this form for u
en you take the Attack action, you can forgo one of your own attacks to allow your servo familiar to make one attack of its own.
n or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 m
don’t gain advantage on attack rolls against you as a result of being unseen by you.
running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
one melee weapon attack or to shove a creature. If you move at least 10 feet in a straight line immediately before taking this bonus action
he Attack action and attack with a one handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.
and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, pot
stow two one-handed weapons when you would normally be able to draw or stow only one.
Travelling at a fast pace doesn't impose the normal -5 penalty on your passive Wisdom (Perception) score.
points you regain from the roll equals twice your Constitution modifier (minimum of 2).
his feat multiple times. Each time you do so, you must choose a different damage type.
ure grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple end
vy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s
aler's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hi
eate unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they
You regain your expended luck points when you finish a long rest.
tage on saving throws against spells cast by creatures within 5 feet of you.
g ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence
his die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expend
d 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.
a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or n
subjected to an effect that allows it to make Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on
m (Perception) and passive Intelligence (Investigation) scores.
e, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.
Your spellcasting ability for this feat's spells is Intelligence, Wisdom, or Charisma (choose when you select this feat).
Your spellcasting ability for this feat's spells is Intelligence, Wisdom, or Charisma (choose when you select this feat).
Your spellcasting ability for this feat's spells is Intelligence, Wisdom, or Charisma (choose when you select this feat).
Your spellcasting ability for this feat's spells is Intelligence, Wisdom, or Charisma (choose when you select this feat).
Your spellcasting ability for this feat's spells is Intelligence, Wisdom, or Charisma (choose when you select this feat).
amiliar is within 60 feet of you, you can be teleported as an action, swapping places with the familiar. If your destination space is too small
When you score a critical hitWhen you make a Charisma (Intimidation) check, spend one cruelty die and add the roll to your ch
pellbook (if you're a wizard) or from your class spell list (if you're not a wizard). This spell must be of a level for which you have spell slots, a
nding a spell slot or material components. You must finish a long rest before you can do so again.
f a spell, potion, or class feature (but not this feat), you regain additional hit points equal to your Constitution modifier (minimum of 1).
echniques of rapid spellcasting. When you use your bonus action to cast a spell of 1st level or higher, you can also use your action to cast a
with a thrown weapon attack using a light weapon, the weapon returns to your grasp like a boomerang at the end of your turn, unless som
When you hit with an attackWhen you cause a creature to make a Strength, Dexterity, or Constitution saving throw, roll a d4 a
ut a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you ha
long rest, you can cook a number of treats equal to your proficiency bonus. These special treats last 8 hours after being made. A creature
geoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn.
the invocation with another one from the warlock class.
e 1st-level spell must be from the Divination or Enchantment school of magic. You can cast each of these spells without expending a spell s
Ability Score Improvement feature, you can replace this feat's fighting style with another one from the fighter class that you don't hav
eet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
magic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spe
cing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes.
ency with the poisoner's kit if you don't already have it. With one hour of work using a poisoner's kit and expending 50 gp worth of materia
1st-level spell must be from the Illusion or Necromancy school of magic. You can cast each of these spells without expending a spell slot. O
hing damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls.
ally shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + yo
uiring no spell slot or components, and you must finish a long rest before you can cast it this way again. Your spellcasting ability for the spe
you succeed, difficult terrain doesn’t cost you extra movement until the end of the current turn.
into the power of your magic. When a creature you can see within 60 feet of you fails on a saving throw against a spell you cast, you can e
roll, an ability check, or a saving throw, and roll a 9 or lower on the d20, you can use your reaction to balance fate and treat the roll as a 10
u can see within 30 feet of you takes damage, you can use your reaction to expend a spell slot and weave protective magic around the tar
emporarily improve the potency of one potion of healing of any rarity. To use this benefit, you must have alchemist’s supplies with you, an
within 60 feet of you that can hear you and that isn’t currently following the command of someone else. You decide now what action the
ect Magic once without expending a spell slot, and you regain the ability to do so when you finish a long rest.
ody or cause them to retract. At the start of each of your turns while the barbs are out, you deal 1d6 piercing damage to any creature grap
an opportunity attack with the weapon, you have advantage on the attack roll.
your carrying capacity.
pending a spell slot. You also learn the Animal Friendship spell, and you can cast it once with this feat, without expending a spell slot. You
u say, you can make a Charisma (Persuasion) check contested by the creature’s Wisdom (Insight) check. If you or your companions are figh
pell slot, and you must finish 1d4 long rests before you can cast it in this way again. You can also cast the spell using spell slots you have of
out a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you h
20 feet if you aren’t wearing heavy armor and aren't exceeding your carrying capacity.
oid you can see within 30 feet of you. Make a Wisdom (Insight) check contested by the target’s Charisma (Deception) check. If your check s
led for any check you make with that skill.
If you use the Help action to aid an ally's melee attack while you're wielding the weapon, you knock the target's shield aside m
ith an opportunity attack using a flail, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength m
e a meal that helps you and your allies recover from the rigors of adventuring, provided you have suitable food, cook’s utensils, and other
make an Intelligence (Arcana, History, Nature, or Religion) check to recall information about your chosen foes, you add double your profici
you can make a DC 15 Intelligence (History) check. On a success, that creature’s check gains a bonus equal to your proficiency bonus, as yo
an do so with advantage. Once you use this ability, you can’t use it again until you finish a short or long rest.
out a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you h
makes an attack roll against another creature that is within 5 feet of you, you can use your reaction to grant advantage on the attack roll. Y
her creatures you can see within 30 of you. Each creature can gain temporary hit points equal to a roll of your Hit Die + your proficiency bo
et of you fail an Intelligence, Wisdom, or Charisma saving throw, you can expend a Hit Die. The saving throw increases by an amount equa
afting a disguise you can quickly don to mimic that creature. Making the disguise requires a disguise kit. You must make checks as normal
ng beasts and humanoids. Make a DC 15 Wisdom (Medicine) check for each creature. On a success, if a creature spends a Hit Die during th
ck with an attempt to demoralize one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Intimidati
n meditate for 1 minute, at the end of which you gain the benefits of finishing a short rest, and your Psionic Talent die decreases by one di
ast detect poison and disease once without expending a spell slot, and you regain the ability to do so when you finish a long rest.
your choice that you can see or hear. You must end this move closer to the enemy than you started.
isdom (Perception) checks if you can both see and hear.
o can see and hear you. Make a Charisma (Performance) check contested by the humanoid's Wisdom (Insight) check. If your check succee
plant something on someone else, conceal an object on a creature, lift a purse, or take something from a pocket.
ature, you can use a shield as a spellcasting focus.
ck with an attempt to deceive one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Deception) ch
As a bonus action on your turn, you can increase your reach with a spear by 5 feet for the rest of your turn.
ou can see within 30 feet of you makes a saving throw, you can use your reaction to inspire them. If the target can hear you and understa
ling yourself if you end the move in a position where you're not clearly visible.
l slot, and you regain the ability to do so when you finish a long rest.
in attacking a creature, increase the range of the Help action by 10 feet. Additionally, you can help two allies targeting the same creature w
t Detect Evil and Good once without expending a spell slot, and you regain the ability to do so when you finish a long rest.
can see within 30 feet of you fails a saving throw, you can use your reaction to roll your Psionic Talent die and add the number rolled to th
hecks to track creatures.
ait, you have the following additional options for what you make:
operty when you wield it.
r Lucky racial trait before the end of your next turn
eath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficie
s of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarme
Magic spell and can cast it at will, without expending a spell slot. You also learn Levitate and Dispel Magic, each of which you can cast once
Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).
ence, Wisdom, or Charisma, you can reroll one of the dice once.
become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use
t once without expending a spell slot. You regai
mage, you can cause flames to wreathe you until the end of your next turn. The flames don’t harm you or your possessions, and they shed
st being poisoned.
ndurance trait, you can use your reaction to make one weapon attack.
ur reaction to force that creature to reroll. Once you use this ability, you can’t use it again until you roll initiative at the start of combat or
tics) or Dexterity (Acrobatics) check you make to escape from being grappled.
ected by your people. You learn one Druid cantrip of your choice. You also learn the Longstrider and Pass Without Trace spells, each of wh
e a different persona associated with it. While you are using your Shapechanging trait to assume the identity of that persona, your proficie
e, you can choose to have it inflict radiant damage instead.
cular spell. You learn this spell and can cast it at its lowest level. Once you cast it using this feat, you can’t do so again until you finish a long
ng your Mind Link trait, you can use the Help action to aid them in attacking a creature, even if you are more than 5 feet away from them.
al time. You regain all uses when you complete a short or long rest.
make ability checks using this integrated tool.
orated into your body, your armor can’t be targeted by any effect (such as heat metal or the antennae of a rust monster) against your will
air are unmatched. You can reroll a failed Dexterity save made while you are airborne and use result of the new roll. Once you use this feat
the Athletics skill. In addition, you can now grapple a creature up to four sizes larger than you, and you move at full speed when you drag a
aving throw, it counts as two successes. If you make a third successful death saving throw, you regain 1 hit point and stand up if you are pr
re holding a melee weapon, you can use your reaction to impose disadvantage on the attack roll. If the triggering attack misses, you may m
a potion of healing is halved, and you do not need to spend gp to craft these items provided you have time to scavenge in a place where h
ling damage.
and a casting time of one action into an arrow or other ammunition. To cast the stored spell, choose a creature or point within the weapo
All allies that can see you may make a saving throw to end one effect that is causing them to be frightened, charmed or despo
y check using the chosen skill.
The first time on your turn when you reduce a creature to 0 hit points with an attack using a sickle or scythe, you may immedi
e in all things. If you miss with an attack roll, or fail an ability check or a saving throw, you can gain a bonus to the roll equal to your Intellig
completing a short or long rest.
complete a short or long rest. If you have the Wild Shape feature from another source, you gain an additional use with the benefits and r
ends, you regain a number of hit points equal to your Constitution score, up to your Hit Point Maximum, instead of your Constitution mod
to frighten it as an action. The creature must succeed on a Wisdom saving throw (DC equals 8 + your Intelligence modifier + your proficien
nicate simple ideas through sounds and gestures with other creatures of the same type as your mount.
t line right before you make a melee weapon attack using Strength and you hit, you can add your Strength modifier to the damage twice, i
an’t be sentient. Transferring the armor’s magical properties requires 8 hours of uninterrupted work, which you can complete when you fi
ure ends, you regain a number of hit points equal to your Constitution modifier, up to your Hit Point Maximum.
you would normally be able to drawor holster only one. Before you make an attack roll you can choose to fire both guns as part of a single
el ofyour gun. You gain proficiency with improvised weapons if you don't have it already. You get +2 to damage rolls with these weapons.
pportunity attacks with ranged weapons.
he loading time and reload action for a light firearm in one hand ifyou are holding nothing in the other hand
isma or Wisdom as your spellcasting ability for these spells, and you cast any spells gained by this feat at their lowest possible levels.
and you can now craft primitive firearms. You are assumed to have gotten the materials for the firearm you wish to craft before you took t
a bulky firearm you can make one ofthose attacks with it. You can ignore the reload action for this firearm when and only when making th
ve firearms and know how to handle them to avoid excessive wear, even in the heat of combat. When you make more than two attacks w
You have advantage on attack rolls against any unmounted creature smaller than your mount within your frrearm's normal ran
weapons, two-handed firearms deal 1d8 bludgeoning damage, and heavy firearms deal 1d10 bludgeoning damage.
If you roll a critical hit with one of these weapons, or an attack with one of them reduces a creature to 0 hit points, you can us
you make an attack against a creature while wielding your shield, you are considered to be in half cover when they attack you, and you are
You can load all of the ammo for shell loading firearms with the scatter property using a bonus action.
tionary stance with your sidearm. When in this stance, if a creature would make an attack against you or target you with a harmful spel~ a
se weapons.
r or hand cannon and are not holding anything in your other hand, you can use your bonus action to make two additional attacks. You do
Ifyou make a ranged attack roll with advantage, you can reroll one of the attack rolls once.
Ifany creature moves or takes an action within the area or ifa creature moves into the area for the first time, you can make an
uals your Gunslinger level, you use your highest class level instead
you succeed, you treat creatures in occupied squares as two sizes larger than you.
e creature within 30 feet of you up one step on the Condition Track. Once you use this feature, you must finish a short or a long rest befor
om hunting.
tage on Charisma checks made to gain audience with nobles and lords.
n fighting for a number of rounds equal to your Constitution modifier, to a minimum of 1. You must still make death saving throws, and yo
ency with Scribe’s kit.
e potions and extracts.
oll initiative, you can draw or stow one firearm. Additionally, when using your object interaction to draw or holster a firearm, you may ma
malfunction rolls.
feet equal to your Proficiency Bonus + your Strength modifier + your Dexterity modifier.
ng only one hand, provided you are proficient with it, and it lacks the heavy property.
res a saving throw, you must be using firearm that has the burst or spread properties. The spells can use the firearm’s range, burst or spre
You can use your reaction toIf your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only
en you finish a short rest. If your mount is already summoned when you use the spell, you can instruct it to lead nearby friendly mounts to
mage. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a lo
ou must make a Strength saving throw (DC equals 8 + your proficiency bonus + the ability modifier of the score increased by this feat). On
an attack roll, you can use your reaction to manifest spectral wings from your back for a moment. You grant a bonus to the target’s AC equ
your model type permanent.
ated, wrapping the chain around your arms and shoulders so you can only strike targets up to 5 feet away from you. If you do, you gain a
ows on your turn when at 0 hit points, but you may still be killed if damage forces you to automatically fail three death saving throws.
n spend a luck point to roll an additional d20. You can choose to spend your luck point after you roll the die, but before the outcome is det
succeed on a Charisma saving throw or be charmed by you until the end of your next turn. The DC to resist this is equal to 8 + your proficie
th of your hands into blades, allowing you to make deadly unarmed strikes. If you hit with an unarmed strike while your hand is in blade fo
om all sources.
be radiant damage instead.
ow as an unarmed strike. If the hammer blow hits, it deals bludgeoning damage equal to 1d12 + your Strength modifier.
her you hit or miss. Furthermore, you automatically succeed on catching a Talenta boomerang that returns to you.
ple melee weapon with which you are proficient. The weapon deals 1d8 psychic damage on hit and has the finesse property. After you ma
ic damage. If it takes any of this damage and is Large or smaller, it is knocked prone. This ability's damage increases by 1d6 when you reac
eapon fighting, you may now do so when wielding a double scimitar or engaging in two-weapon fighting with a scimitar.
en you finish a long rest. Intelligence is your spellcasting ability for these spells
n maintain this form for up to 10 minutes. Once you use this ability, you can't use it again until you finish a short or long rest.
re taking this bonus action, you either gain a +5 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or push th
ow you are holding.
our AC for that attack, potentially causing the attack to miss you.
of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charis
o damage if it succeeds on the saving throw, and only half damage if it fails.
ell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, and warlock; Wisdom
without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a lo
ass that you don't hav
amagic). You regain all spent sorcery points when you finish a long rest.
the target takes.
ing 50 gp worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus. Once applied to a weap
out expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long r
a spell you cast, you can expend a number of Hit Dice equal to the level of the spell. Roll a number of Hit Die equal to half the number of
te and treat the roll as a 10. You can use this reac
ctive magic around the target. Roll a number of d4s equal to the level of the spell slot expended and reduce the damage the target takes b
mist’s supplies with you, and the potion must be within reach. If the potion is drunk no more than 1 hour after the short rest ends, the crea
ecide now what action the beast will take and where it will move during its next turn, or you issue a general command that lasts for 1 min
expending a spell slot. You regain the ability to cast it in this way when you finish a long rest. Wisdom is your spellcasting ability for these s
r your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as
sing spell slots you have of the appropriate level. The spell’s spellcasting ability is the one chosen when you gained the Divinely Favored fe
l using any spell slots you have.
tion) check. If your check succeeds, you have advantage on attack rolls and ability checks against the target until the end of your next turn
the target's shield aside momentarily. In addition to the ally gaining advantage on the attack roll, the ally gains a +2 bonus to the roll if the
cy bonus + your Strength modifier) or be knocked prone.
cook’s utensils, and other supplies on hand. The meal serves up to six people, and each person who eats it regains two additional Hit Dice
ou add double your proficiency bonus to the check, even if you’re not normally proficient.
ur proficiency bonus, as you share pertinent advice and historical examples. To receive this bonus, the creature must be able to understan
antage on the attack roll. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses w
t Die + your proficiency bonus + the ability modifier of the ability score increased by this feat. You can use this feature a number of times e
reases by an amount equal to a roll of that Hit Die, potentially turning a failure into a success. Once you turn a failed saving throw into a s
st make checks as normal to disguise yourself, but you can assume the disguise as an action.
spends a Hit Die during this rest, that creature can forgo the roll and instead regain the maximum number of hit points the die can restore
ake a Charisma (Intimidation) check contested by the target's Wisdom (Insight) check. If your check succeeds, the target is frightened unti
nt die decreases by one die size. You can’t meditate in this way again until you finish a long rest.
finish a long rest.
heck. If your check succeeds, you grab the humanoid's attention enough that it makes Wisdom (Perception) and Intelligence (Investigation
a Charisma (Deception) check contested by the target's Wisdom (Insight) check. If your check succeeds, your movement doesn't provoke
can hear you and understand you, it gains advantage on the saving throw. Once you use this reaction, you can’t do so again until you finish
geting the same creature within range when you use the Help action this way.
hrow (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds on the save if it can’t hear or see you. On
u can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the no
of which you can cast once without expending a spell slot. You regain the ability to cast the spell in this way when you finish a long rest. Ch
total (minimum of 1).
aving throw. Once you use this ability, you can’t do so again until you finish a short or long rest.
possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature wi
ut Trace spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way w
hat persona, your proficiency bonus is doubled for any ability check you make using that skill.
again until you finish a long rest. Your spellcasting ability for this spell is Wisdom or Charisma, chosen when you select this feat.
n 5 feet away from them.
or point within the weapon’s range and loose the missile from a weapon that uses that ammunition. While casting the spell this way, the
htened, charmed or despondent.
r scythe, you may immediately make another melee attack against an enemy within reach using the same weapon as part of the same atta
e roll equal to your Intelligence or Wisdom modifier. You choose when you make the roll, provided you aren’t incapacitated. Once you use
oth guns as part of a single attack, taking a -5 penalty. If the attack hits, roll damage for each of your firearms and add +5 to each damage
rolls with these weapons. Additionally, you can use your reaction to assume a parrying stance with the bayonet, adding your proficiency b
to 0 hit points, you can use your reaction to make another attack at a creature within 15 feet of the target hit.
hey attack you, and you are resistant to piercing, slashing and bludgeoning damage from that creature until the start of your next turn. Mo
you with a harmful spel~ and you are the only target, you can use your reaction to attack the offending creature with your sidearm. You d
additional attacks. You do not add your ability score modifier to the damage ofthese attacks, unless that modifier is negative.
rst time, you can make an attack against that creature. You can make a number ofattacks this way equal to your proficiency bonus.
u cast the spell, you can’t cast it again using this feature until you finish a long rest. Intelligence, Wisdom, or Charisma is your spellcasting a
throw DC 8 + your proficiency bonus + your Strength or Dexterity modifier or be knocked prone.
izontally for every 1 foot you descend, avoiding any falling damage you would have taken from your descent.
ng ends after 1 hour, and you cannot use the spell in this manner again until you complete a long rest.
citated. Mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.
pon’s burst rating. Once on your turn, you can deal an additional 1d8 damage to an object you hit with such firearms.
hen you use it. You regain your expended gut die when you finish a short or long rest. You can take this feat multiple times, adding one ad
ter a firearm, you may make one additional object interaction of similar kind. For example, you can draw or holster two firearms simultane
earm’s range, burst or spread properties, and your spell save DC. Doing so consumes the firearm’s usual ammunition cost, and a spell slot,
saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
d nearby friendly mounts to your location.
uses when you finish a long rest.
ncreased by this feat). On a failed save, the creature takes 2d8 force damage and is pushed up to 10 feet away from you. On a successful
nus to the target’s AC equal to your proficiency bonus against that attack roll, potentially causing it to miss. You can use this reaction a nu
you. If you do, you gain a +1 bonus to AC while wielding a spiked chain in this way. Switching a spiked chain to or from this position while
death saving throws.
is Charisma.
m. When you finish a short or long rest, you may use this ability again.
of your shift.
before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw. You can also sp
s equal to 8 + your proficiency modifier + your Intelligence or Wisdom modifier (your choice). You may use this ability at will.
hile your hand is in blade form, you deal slashing or piercing damage (your choice) equal to 1d6 + your Dexterity modifier + one half your p
se property. After you make the attack, the blade disappears. This ability's damage increases by 1d8 when you reach 5th level (2d8), 11th
ases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
t or long rest.
e attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).
or long rest.
to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long r
t or long rest.
erer, and warlock; Wisdom for cleric or druid; or Intelligence for wizard.
you can't do so again until you finish a long rest, unless you expend a spell slot of 2nd level or higher to do it again.
y again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting
s. Once applied to a weapon or piece of ammunition, the poison retains its potency for 1 minute or until you hit with the weapon or amm
ain until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting abil
oved 5 feet toward or away from you. A creature can willingly fail this save.
can cast this spell with them.
qual to half the number of Hit Dice expended (rounded up) and the damage the triggering creature takes increases by an amount equal to
damage the target takes by the total rolled on those dice + your spellcasting ability modifier.
e 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 p
mmand that lasts for 1 minute, such as to guard a particular area.
ins two additional Hit Dice at the end of the long rest. In addition, those who partake of the meal have advantage on Constitution saving t
t points the die can restore. A creature can do so only once per rest, regardless of how many Hit Dice it spends.
he target is frightened until the end of your next turn. If your check fails, the target can't be frightened by you in this way for 1 hour.
ovement doesn't provoke opportunity attacks from the target and your attack rolls against it have advantage; both benefits last until the e
can’t hear or see you. On a failed save, a target becomes frightened for 1 minute. If the frightened target takes any damage, it can repeat
modifier, instead of the normal bludgeoning damage for an unarmed strike.
n you finish a long rest. Charisma is your spellcasting ability for these spells.
e present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage.
se two spells in this way when you finish a long rest. Wisdom is your spellcasting ability for all three spells.
ting the spell this way, the weapon counts as a spell focus and the act of firing counts as the somatic component if the spell requires them.
ceeds on this saving throw can’t be frightened by you in this way for 1 hour.
old enchantment is lost and the new one takes its place. If the armor’s magical properties include a curse, you always gain that property,
d add +5 to each damage roll You cannot use your bonus action to attack with the offhand gun if you use this feature for any number of att
, adding your proficiency bonus to your AC against a single melee attack that would hityou, potentially causing the attack to miss. Finally, y
start of your next turn. More than one target can be affected this way if you can attack more than once during your turn.
with your sidearm. You do not add your ability score modifier to the damage ofthis attack, unless that modifier is negative.
r is negative.
proficiency bonus.
risma is your spellcasting ability for the spells (choose when you select this race).
tiple times, adding one additional gut dice and two trick shots each time you do.
ter two firearms simultaneously, or holster one firearm and draw another.
ition cost, and a spell slot, if you cast a spell. If the firearm has a magical bonus to attacks made with it, you may add that bonus to your ra
half damage if it fails.
from you. On a successful save, the creature takes half as much damage and isn’t pushed. You can use this reaction a number of times equ
can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
ing throw. You can also spend a luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses th
ability at will.
modifier + one half your proficiency bonus, instead of the bludgeoning damage normal for an unarmed strike. You cannot hold objects or
each 5th level (2d8), 11th level (3d8), and 17th level (4d8).
s finished a short or long rest.
vel. The spells’ spellcasting ability is the ability increased by this feat.
with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, that creature must succeed on
he spells' spellcasting ability is the ability increased by this feat.
oth benefits last until the end of your next turn or until you use this ability on a different target. If your check fails, the target can't be dece
any damage, it can repeat the saving throw, ending the effect on itself on a success.
if the spell requires them. If the chosen spell requires a spell attack roll to hit its target, make a ranged weapon attack roll using the weap
always gain that property, and can’t replace it with a new enchantment unless you are targeted by the remove curse spell or similar magic
ature for any number of attack rolls you make on your tum.
he attack to miss. Finally, your bayonet attacks now have a reach of 10 feet.
is negative.
add that bonus to your ranged spell attack rolls.
tion a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
n you finish a long rest.
whether the attack uses the attacker’s roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the p
ou cannot hold objects or perform somatic components for spells with a hand while it is in blade form. You can morph your hands back to
creature must succeed on a DC 14 Constitution saving throw or take 2d8 poison damage and become poisoned until the end of your next
ls, the target can't be deceived by you in this way for 1 hour.
attack roll using the weapon instead. Otherwise, the spell comes into effect as though you had touched the targeted point or creature. If t