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Generelle Feats

Actor

Vorlage:Hinweis You gain the following benefits.

  • Ability Score Increase. Increase your Charisma score by 1, to a maximum of 20.
  • Impersonation. While you're disguised as a real or fictional person, you have Advantage on Charisma (Deception or Performance) checks to convince others that you are that person.
  • Mimicry. You can mimic the sounds of other creatures, including speech. A creature that hears the mimicry must succeed on a Wisdom (Insight) check to determine the effect is faked (DC 8 plus your Charisma modifier and Proficiency Bonus).

Athlete

Vorlage:Hinweis You gain the following benefits.

  • Ability Score Increase. Increase your Strength or Dexterity by 1, to a maximum of 20.
  • Climb Speed. You gain a Climb Speed equal to your Speed.
  • Hop Up. When you have the Prone condition, you can right yourself with only 5 feet of movement.
  • Jumping. You can make a running Long or High Jump after moving only 5 feet.

Chef

Vorlage:Hinweis You gain the following benefits.

  • Ability Score Increase. Increase your Constitution or Wisdom by 1, to a maximum of 20.
  • Cook's Utensils. You gain proficiency with Cook's Utensils if you don't already have it.
  • Replenishing Meal. As part of a Short Rest, you can cook special food if you have ingredients and Cook's Utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 plus your Proficiency Bonus. At the end of the Short Rest, any creature who eats the food and spends one or more Hit Dice to regain Hit Points regains an extra 1d8 Hit Points.
  • Bolstering Treats. With 1 hour of work or when you finish a Long Rest, you can cook a number of treats equal to your Proficiency Bonus if you have ingredients and Cook's Utensils on hand. These special treats last 8 hours after being made. A creature can use a Bonus Action to eat one of those treats to gain a number of Temporary Hit Points equal to your Proficiency Bonus.

Durable

Vorlage:Hinweis You gain the following benefits.

  • Ability Score Increase. Increase your Constitution score by 1, to a maximum of 20.
  • Defy Death. You have Advantage on Death Saving Throws.
  • Speedy Recovery. As a Bonus Action, you can expend one of your Hit Point Dice, roll the die, and regain a number of Hit Points equal to the roll.

Inspiring Leader

Vorlage:Hinweis You gain the following benefits.

  • Ability Score Increase. Increase your Wisdom or Charisma by 1, to a maximum of 20.
  • Bolstering Performance. When you finish a Short or Long Rest, you can give an inspiring performance: a speech, song, or dance. When you do so, choose up to six allies (which can include yourself) within 30 feet of yourself who witness the performance. The chosen creatures each gain Temporary Hit Points equal to your character level plus the modifier of the ability you increased with this feat.

Keen Mind

Vorlage:Hinweis You gain the following benefits.

  • Ability Score Increase. Increase your Intelligence score by 1, to a maximum of 20.
  • Lore Knowledge. Choose one of the following skills: Arcana, History, Investigation, Nature, or Religion. If you lack proficiency in the chosen skill, you gain proficiency in it, and if you already have proficiency in it, you gain Expertise in it.
  • Quick Study. You can take the Study action as a Bonus Action.

Observant

Vorlage:Hinweis You gain the following benefits.

  • Ability Score Increase. Increase your Intelligence or Wisdom by 1, to a maximum of 20.
  • Keen Observer. Choose one of the following skills: Insight, Investigation, or Perception. If you lack proficiency with the chosen skill, you gain proficiency in it, and if you already have proficiency in it, you gain Expertise in it.
  • Quick Search. You can take the Search action as a Bonus Action.

Poisoner

Vorlage:Hinweis You gain the following benefits.

  • Ability Score Increase. Increase your Dexterity or Intelligence by 1, to a maximum of 20.
  • Potent Poison. When you make a damage roll that deals Poison damage, it ignores Resistance to Poison damage.
  • Brew Poison. You gain proficiency with the Poisoner's Kit. With 1 hour of work using such a kit and expending 50 GP worth of materials, you can create a number of poison doses equal to your Proficiency Bonus. As a Bonus Action, you can apply a poison dose to a weapon or piece of ammunition. Once applied, the poison retains its potency for 1 minute or until you deal damage with the poisoned item, whichever is shorter. When a creature takes damage from the poisoned item, that creature must succeed on a Constitution saving throw (DC 8 plus the modifier of the ability increased by this feat and your Proficiency Bonus) or take 2d8 Poison damage and have the Poisoned condition until the end of your next turn.

Resilient

Vorlage:Hinweis You gain the following benefits.

  • Ability Score Increase. Choose one ability in which you lack saving throw proficiency. Increase the chosen ability score by 1, to a maximum of 20.
  • Saving Throw Proficiency. You gain saving throw proficiency with the chosen ability.

Skill Expert

Vorlage:Hinweis You gain the following benefits.

  • Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 20.
  • Skill Proficiency. You gain proficiency in one skill of your choice.
  • Expertise. Choose one skill in which you have proficiency but lack Expertise. You gain Expertise with that skill.

Speedy

Vorlage:Hinweis You gain the following benefits.

  • Ability Score Increase. Increase your Dexterity or Constitution by 1, to a maximum of 20.
  • Speed Increase. Your Speed increases by 10 feet.
  • Dash over Difficult Terrain. When you take the Dash action on your turn, Difficult Terrain doesn't cost you extra movement for the rest of that turn.
  • Agile Movement. Opportunity Attacks have Disadvantage against you.

Street Justice

Vorlage:Hinweis You gain the following benefits.

  • Ability Score Increase. Increase your Strength or Dexterity by 1, to a maximum of 20.
  • Headlock. Your allies have Advantage on attack rolls against a creature Grappled by you.
  • Sturdy Knot. When you use Chain, Manacles, or Rope to bind a creature, add your Proficiency Bonus to the DC to escape or burst the Chain, Manacles, or Rope.
  • Tough Talk. A creature's Hostile attitude doesn't impose Disadvantage on your Charisma (Intimidation) checks to influence that creature.

Telekinetic

Vorlage:Hinweis You gain the following benefits.

  • Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
  • Minor Telekinesis. You learn the Mage Hand spell. You can cast it without Verbal or Somatic components, you can make the spectral hand Invisible, and its range and the distance it can be away from you both increase by 30 feet when you cast it. The spell's spellcasting ability is the ability increased by this feat.
  • Telekinetic Shove. As a Bonus Action, you can telekinetically shove one creature you can see within 30 feet of yourself. When you do so, the target must succeed on a Strength saving throw (DC 8 plus the ability modifier of the score increased by this feat and your Proficiency Bonus) or be moved 5 feet toward or away from you.

Telepathic

Vorlage:Hinweis You gain the following benefits.

  • Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
  • Telepathic Utterance. You can speak telepathically to any creature you can see within 60 feet of yourself. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn't give the creature the ability to respond to you telepathically.
  • Detect Thoughts. You always have the Detect Thoughts spell prepared. You can cast it without a spell slot or spell components, and you must finish a Long Rest before you can cast it in this way again. You can also cast it using spell slots you have of the appropriate level. Your spellcasting ability for the spell is the ability increased by this feat.