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Page 1: Ilonias scroll of feats - gmbinder.com · Lesser category, "Magic initiate" into the Greater category and "Lucky" in the Supreme category. Total feat points Level Feat points Level

Ilonias scroll of featsIlonias scroll of featsIlonias scroll of featsIlonias scroll of featsIlonias scroll of feats

Page 2: Ilonias scroll of feats - gmbinder.com · Lesser category, "Magic initiate" into the Greater category and "Lucky" in the Supreme category. Total feat points Level Feat points Level

Ilonias Scroll of feats

A

s I researched the world of specialist, I sawone great pattern to all the masters in theirfields. Every great artisan, Healer, wrestleror magician had two things in common.Ambition and patience. Without exceptionthese people spent time and experience intheir feats, growing in their talents as they

developed as people. I was This collection is now in yourhands, use it wisely.

Feat growth systemNatural advancementMost feats can now grow into better versions ofthemselves, so they will represent what they should. Atestament to your investment in a specific skill, weapon,racial powers, armor or anything else. instead of onlybeing a number boost that you take because it looksstrong or because it is a nice ribbon to your character.Feats are earned with experience, acquired over time andfueled your characters ambition.

Feat pointsFeat points are a new resource that are crucial to thissystem. Every other character level you gain a feat point.These feat points will be your resource in specializing yourcharacter through feats. Instead of the 2 Ability increasescores you normally would use too gain a feat, you cannow use feat points to gain access to these cool newpowers. This way, characters are not penalized because oftheir lower ASI count regarding feats and all characters willbe able to take feats at around the same time.

The changedA big change from the original feat system is theregrouping of all the features into three new categories.Lesser feats, Greater feats and Supreme feats. The secondbig changed is that ASI's are completely removed from allfeat descriptions, separating feat advancement fromAbility Score advancement. With those ASI's out of the waythe true power of most feats starts to come up, making iteasier to group them up. Additionally, all the feats relatingto weapons and armor are reworked.

Unregistered featsAs not all feats that exist or will exist could fit into thesescrolls, the method of making other feats viable with thissystem will be shared. If the feat contains an ASI to bebalanced normally, remove it from the description and putit into the "Lesser" group. If it doesn't have an ASI or an ASImakes it exceptionally strong, put it into the "Greater"group and remove the ASI if it has one. Lastly, if the feat isExceptionally strong even without an ASI, put it in the"Supreme" category. Examples: "Keen mind" falls into theLesser category, "Magic initiate" into the Greater categoryand "Lucky" in the Supreme category.

Total feat pointsLevel Feat points Level Feat points

2st 1 12th 64nd 2 14th 76th 3 16th 88th 4 18th 9

10th 5 20th 10How to readYou will see the feats grouped into their categories,sorted by name. If you see a certain feat on a page,that means the base feat with the ASI's removed isin that category. The "greater bonus" and/or"Supreme bonus" field means the feat can beupgraded to that level, and details what bonusesget added to the feat at that level. For Example: TheLinguist feat is in the lesser feat group. If you invest1 feat point in it, you gain access to the base feat,as described in the PHB. If you invest an additionalpoint, the greater bonus is added to the feat. If youinvest another point, the Supreme bonus is addedto the feat as well.

Scroll 1| The system2

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Lesser feats

T

hese represent the lower starting powerfeats. To unlock a Lesser feat you simplyneed to spend 1 feat point when it becomesavailable, or when you finish a long rest andyou haven't spent one you got earlier.Because of just one low power feat goesagainst the idea of growing in your

strenghts, most feats here got a greater and/or a supremevariant. To get this higher powered variant you just needto invest more feat points on a long rest. Upgrading by 1tier for every feat point you spend.

Abberant DragonmarkYou can acces your dragonmarks power to greater effect,but at what cost?

Supreme Bonus: You gain access to one additional1st-level spell from the sorcerers spell list that you cancast through your mark.You can regain one use of a dragonmark spell byexpending a hit die as a bonus action. If you do, youmust roll the die and take force damage equal to halfthe number rolled (rounded down, minimum of 1).

ActorWhen you act you immerse yourself completely in yourrole, so much so that even magic becomes faulty.

Supreme bonus: Whenever magic compels you to tellthe truth or is used to read your mind you may make aCharisma (deception) check against the spell save DC. Ifyour succeed, the magic will declare that you are tellingthe truth.

AthleteYou hone your body in it's physical capabilities, graduallyincreasing your endurance and athletic skills.

Greater bonus: Swimming doesn’t cost you extramovement.You gain either a climbing speed or a swimming speed(your choice) equal to your walking speed.Supreme bonus: Choose Constitution or Strength, yougain advantage on saving throws with the chosenability.You gain proficiency with Athletics. If you already wereproficient, Your proficiency bonus is doubled for anyability check with it.

ChargerYou feel best when charging headlong through thebattlefield, pushing aside anyone who stands in your way.

Greater bonus: You gain a +5 to hit when making anattack using this feat.When you use the dash action you gain a +3 to your ACwhile moving towards a hostile creature.Supreme bonus: As part of the dash action, you canmake a relentless charge. Choose a direction andcharge up to your movement speed that way. Everycreature whose space you cross must make a Strengthor Dexterity save (their choice) with a DC equal to 8 +your Strength modifier + your proficiency bonus or beshoved to the nearest available space on either side. Ifthey choose a Strength save and succeed, your chargeends. At the end of your charge you may make a meleeattack as normal with this feat.

Dragon fearYou grow more comfortable with your fearful presence, asit comes more natural every day.

Greater bonus: This abilities range increases by 15ft.You can expend a use of this ability to roll an additionald20 on your next intimidation check, choosing whichresult to take.Supreme bonus: The first time you use this ability youdon’t need to expend a use of Dragon breath. Youregain this use when you finish a short or long rest.

Dragon hideYour body adapts to the stress of adventuring life, growingthicker scales and sharper claws.

Greater bonus: the base for your natural armor AC isnow 14. You may use Constitution instead of Dexterityfor the AC calculation.Supreme bonus: You can use your claw attack as abonus action.Your claws gain finesse and their damage die changesto a D6.

DurableYour body adapts to recover from injuries and stress inshorter time.

Greater bonus: You may spent hit dice from your poolat the end of combat to regain hitpoints.Supreme bonus: Whenever you regain hit points, youregain additional hitpoints equal to your constitutionmodifier.

Scroll 2| Lesser feats3

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Dwarven fortitudeYour Dwarvenblood seems to run stronger then with mostof your folk.

Greater bonus: At the end of a short rest, you gaintemporary hitpoints equal to your con modifier.Supreme bonus: When you use this feat you mayspend an amount of hit dice up to half your proficiencybonus, rounded down, instead.

Elven accuracyYou gain a reliable aim if the need truly calls for it.

Supreme bonus: Whenever you roll a 9 or lower on anattack roll you make with Dexterity, Intelligence,Wisdom, or Charisma, you may forfeit the roll and take8 + (your proficiency modifier) as the result instead.This ability can be used once per combat.

Fade awayYour magic strengthens with each use, hiding you evenfrom those who seek to find you with magic.

Supreme bonus: While invisible, you are hidden fromdivination spells of 5th level or lower and don't leavetracks or make sounds unless you want to.You may move up to 10 ft. as part of the same reactionyou use to become invisible.

Fey teleportationYour knowledge of hidden pathways empowers yourcontrol over where you end up when you teleport.

Greater bonus: You may teleport up to 30ft. furtherwhen you cast misty step with this feat.You can bring one willing creature of your size orsmaller who is carrying gear up to its carrying capacityand is within 5 feet of you.Supreme bonus: When you use this feature, you mayuse it once more for free within 1 minute.

Flames of phlegethosThe flames that engulf you will now also protect you asyour control and power grows.

Greater bonus: While wreathed in flames, you reduceCold and Fire damage by 1d4.Supreme bonus: Your d4’s for this feat change to d6's.

GrapplerWith lots of practice and sparring, you can more easilyread your targets escape attempts and even grapplebigger foes then before.

Greater bonus: You may add your proficiency bonustwice to grapple checks if you are proficient in athletics.Supreme bonus: You can have two creatures (of yoursize category or smaller) grappled at once, or one oftwo size categories larger then you. Both of theseoptions require two free hands.

Infernal constitutionYour infernal blood slowly becomes more powerful,granting you even greater resistances against exhaustion,and even death itself.

Greater bonus: You gain advantage on saves againstexhaustion and immunity to diseases .Supreme bonus: Whenever you would reduce yourexhaustion level by 1, reduce it by 2 instead. Comingback from the dead only gives you a -2 penalty, which isreduced by 2 whenever you finish a long rest.

Keen mindYour mind becomes as sharp as a blade, making you ableto recall facts you have heard or read at a whim.

Greater bonus: The time needed to learn a new toolor language is halved for you.Supreme bonus: Choose two; Arcana, Nature,Religion, history or investigation. Your proficiencybonus is doubled for any ability check you make withthe chosen skills.

LinguistYou investment in reading and analyzing the nature oflanguages starts to pay off, surpassing even mostspellcasters magic in the understanding of word.

Greater bonus: The time needed to learn languages ishalved for you.You gain advantage on Intelligence checks related tolanguages.Supreme bonus: Spells of 5th level or lower cannot beuse to decipher your ciphers.

Scroll 2| Lesser feats4

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ObservantYou train your senses to be even more aware of yoursituation, and can eventually even perfectly recall what youhave perceived.

Greater bonus: Choose one; Hearing, Sight, Smell. Yougain advantage on perception checks related to yourchosen sense.Supreme bonus: You can always perfectly recall apath you have taken, a place you have seen or a personyou have met.If you have observed a place or person for at least aminute you gain advantage on Wisdom (perception)and Wisdom (insight) checks relating tot them for onehour.

Orcish furyYou embrace the fury within further to attack with theferocity of your full blood ancestors.

Greater bonus: You can add your proficiency bonustwice to an attack roll against a creature that has lessthen half it's hitpoints remaining.Supreme bonus: Whenever you take damage, youmay use your reaction to make an attack against theattacker with advantage.

ResilientAs you learn to concentrate your efforts, your resilience tocertain effects grows even stronger.

Supreme bonus: As a reaction to being forced tomake your chosen saving throw, you may add yourproficiency bonus twice to that saving throw.

Revenant bladeYou truly master the art of the double-bladed scimitar,becoming a champion as your ancestor was before you.

Greater bonus: The attack you make with the bonusaction deals 2d4 damage instead.Supreme bonus: You gain a +1 to attack and damagerolls you make with the Double bladed scimitar.

Second chanceAs your bond with lady luck grows, you can ask her tograce allies with her presence.

Greater bonus: You have an additional use of thisfeature, but only to use for allies within 30ft.Supreme bonus: Whenever you force a reroll with thisfeat, the creature rolls with disadvantage.

Squat nimblenessYou learn how to put your smaller size to use when dartingaround the battlefield.

Supreme bonus: You gain a +3 to your AC whilemoving.

Tavern brawlerYou learn how the pressure of hostiles within your safespace can empower you, filling your body adrenaline andcourage.

Greater bonus: Your unarmed die increases to a d6.When you hit a creature with an improvised weapon orunarmed attack on your turn, you may use a bonusaction to attempt to shove them.Supreme bonus: You gain a +1 bonus to Strengthchecks and Melee attack rolls for every hostile creaturewithin 5ft.

Scroll 2| Lesser feats5

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Greater feats

T

hese feats represent the middle groundregarding feat strength. They are quitegood at their own, but not yet the bestthere is. To unlock a Greater feat, you mustspend 2 feat points during a long rest. Toupgrade a lesser feat to a greater feat youjust have to spend 1 feat point instead.

AlertYour senses work in unison, spotting those who would slipby the attention of others.

Supreme bonus: You may take the Search action as abonus action on your turn.You have a +5 to Wisdom (perception) checks to detecthidden or invisible creatures.

Bountiful luckYour wishes become more potent, as even some smallerfailures start to turn around for the better.

Supreme bonus: You can also activate this feat whenan ally rolls a 2.

Defensive dualistGetting used to defensive maneuvers, you gain the abilityto parry multiple enemies, one after another.

Supreme bonus: When you successfully cause anattack to miss you with this feat, you may use it oneadditional time for free before the start of your nextturn, but not against the same attacker. you can gainthis benefit twice per round.

Drow high magicThe understanding of the origin of your magic allows youadditional magical power.

Supreme bonus: You also learn the "darkness" spell,which you can cast with a use of either "levitate" or"dispel magic".

Dual wielderYou learn how to effectively deal damage with both strikesand make them more accurate in follow up strikes.

Supreme bonus: You gain the "Two weapon fighting"fighting style. If you already had it, you may replace itwith another fighting style from the options you hadwhen you chose it.If you hit with your main weapon and use a bonusaction to attack the same target with your otherweapon, you gain advantage on the attack roll.

Dungeon delverAll your underground experiences start to add up, and youseem to have grown accustomed to always walking onyour toes expecting the walls to try and kill you.

Supreme bonus: You have advantage on Wisdom(Perception) and Intelligence (Investigation) checksmade to detect the presence of traps.You gain darkvision out to a range of 60ft. If you alreadyhad darkvision, your range increases by 60ft. instead.

Elemental adeptYour familiarity with your chosen element deeps, resultingin even more destructive power.

Supreme bonus: Whenever you deal damage of yourchosen type, You may add your spellcasting modifier toone damage roll.

HealerYou are even further trained in the profession of a Healer,granting better aid and with less material then otherscould only imagine.

Supreme bonus: Whenever you use the healers kit totend a creatures wounds, that creature gains bonustemporary hitpoints equal to your proficiency bonus.Whenever you use a healers kit you may roll a d4. on a4, you don't use up a charge. this effect can trigger anumber of times equal to your proficiency bonus perhealers kit. If you are proficient in the Medicine skill, theeffect also triggers on a 3.

Inspiring leaderYou learned to speak in such a way that you not onlystrengthen the resolve of your allies, but also their abilityto strike true.

Supreme bonus: You can inspire an additionalamount of creatures equal to your proficiency bonus.Allies effected by this feat also gain a d8 that they canuse on the first Attack roll, skill check or saving throwroll they make. This d8 is lost when they take a short orlong rest.

Mage slayerYou learned to read the movements of even a quick castspell, enabling you to dodge them to greater effect.

Supreme bonus: Whenever a creature within 5ft ofyou makes a spell attack against you, they do so withdisadvantage.

Scroll 3| Greater feats6

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Magic initiateHaving practiced your initiate spell over and over again,gaining the ability to recover from it more quickly.

Supreme bonus: You regain the use of your chosenspell on a short rest instead.

MobileYou are exceptionally mobile and know how to use yourmomentum for impressive travel methods.

Supreme bonus: You may run up and across walls forup to your speed if you take the dash action.Additionally, your long jump distance is increased by anumber of feat equal to your Dexterity modifier.

Mounted combatantYou have learned how to guide your mounts in the heat ofbattle, using their strengths to aid you and your control toprotect them.

Supreme bonus: Your mount gains a bonus to itssaving throws and AC equal to half your proficiencybonus (rounded down).while mounted you gain a bonus to your damage rollsequal to your mounts proficiency bonus.

ProdigyYou are very talented, and sometimes even a glimpse of askill enables you to replicate your teacher in a burst ofinspiration. to their justified annoyance.

Supreme bonus: If you see a creature use a Skill orTool proficiency, you may use your reaction to try toreplicate that proficiency. Make an DC 15 Intelligence(Insight) check. on a success, you can use theirproficiency for the next check you make with that skillwithin one hour. If you have copied a certainproficiency, you cannot copy it again until you finish along rest and you can only have one proficiency copiedat a time.

Ritual casterYou have grown in your ability to memorise a spell for anextended period of time, enabling you to cast one withouteven needing your precious book. For a time at least.

Supreme bonus: At the end of a long rest, choose anumber of spells equal to your Intelligence modifierfrom your ritual book. You may cast these spells as aritual without having your book with you until you finishyour next long rest.The cost and time required to copy spells into your spellbooks is halved for you.

Savage attackerYour ferocity on attacks becomes even greater, makingalmost every blow a testament to your strength.

Supreme bonus: You may treat any 1's on a damageroll as a 2.You may use this feat twice per turn.

Sharpshooter (Reworked)You have mastered ranged weapons and can make shotsthat others find impossible. You gain the followingbenefits:

your ranged attacks ignore half cover and three-quarters cover.Long range doesn't impose disadvantage on yourranged attack rolls.Supreme bonus: Once per turn you may take apenalty to your attack roll equal to your proficiencybonus to deal twice your proficiency bonus bonusdamage on a hit.

Spell sniperAs you train with hurling spells over long distances, a newmagical power reveals itself to you.

Supreme bonus: You learn a first level spell from thesame spell list as your chosen cantrip. you may cast thisspell once per day without expending a spell slot.

SentinelProtecting your allies almost comes as natural for you, asyour reflexes act instead of your mind.

Supreme bonus: Whenever you hit a creature with anopportunity attack, you regain your reaction. This canhappen only once per round.

SkulkerWhen you strike from the shadow, none will know where itcame from.

Supreme bonus: You don't give away your position byattacking, whether you hit or miss.

Svirneblin MagicThe magic of your people grows stronger in you thenmost, unlocking abilities only some posses.

Supreme bonus: You gain the Magic stone cantrip.Additionally, you can now also cast the "Meld intostone" spell with this feat.

ToughYou have trained your body to shrug of weak hits as if theywere just an annoyance.

Supreme bonus: You reduce all damage you take thatis less then your Constitution modifier by half.

Scroll 3| Greater feats7

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War casterYour familiarity and training with both weapons and magicenables you to use them them to benefit the other.

Supreme bonus: Weapons can act as your spellcastingfocus. If the weapon gives a magical +1, +2 or +3 bonusto your weapon attack rolls, it also gives this bonus toyour spell attack rolls while using the weapon as thespellcasting focus.

Wood elf magicYour elvish magic can aid your slower allies to keep upwith you while moving for long distances.

Supreme bonus: When out of combat, you can grantallies within 10ft. your walking speed to use instead oftheir own for an amount of hours equal to yourproficiency bonus. This movement speed is suppressedduring combat or while they are more then 60ft. awayfrom you, but not dispelled. Once you use this feat, youcannot use it again until you finish a long rest.

Scroll 3| Greater feats8

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Supreme FeatsThese feats are at the pinnacle of feat power, representingyour investment through the time you have put into them.To gain a supreme feat, you must spent 3 feat pointsduring a long rest to gain their benefit. if you upgradefrom a Lesser or Greater feat, you must spend 2 or 1 featpoint(s) respectively instead.

LuckyYour luck seems to impact you in some smaller ways,protecting you from some harm

(New): After you use a luck point, you gain a +2 to thenext saving throw you make within 1 minute.

Quick break (New)Your life as an adventurer hones your recovery speed, asyou learn how to get yourself back together when youneed to keep going.

You can get the benefits of a short rest by spendingonly one minute. You regain the use of this feat whenyou finish a long rest.

Tales of epics (New)Your dedication to uncovering the tales of demigods andtheir powers grants you with a pinch of their ability.

You gain one epic boon of your choice.

Optional RulesThis system is far from perfect and as with anythingin Dungeons and Dragons, its effectiveness andsatisfaction are subjective. It is very likely there is atleast one thing you would like to do differently.Here are some suggestions on variant rules asinspiration for those who would like to change thesystem for their own usage.

Optional variants of this system could include:

Base game variant rules:

You don't need a long rest to spent feat points.You don't gain feat points every other level, butASI's are used as feat points.

More feats variant rules:

You gain 2 feat points at first level.You gain a feat point every level.

More gritty variant rules:

You need an additional feat point to gain accessto the supreme feats.You may only spent 1 feat point per long rest.You must be at least level 6 to get a supremefeat.The amount of feat points needed double, butyou get an amount of feat points equal to yourintelligence modifier every other level instead.(Minimum of 1)

Choose wisely variant rules:

ASI's are not usable as Feat points.You cannot get more then 2 supreme feats.ASI's can only upgrade feats already chosen.

Scroll 4| Supreme feats9

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Equipment featsThese feats apply to specific weapons or armor and mayreplace certain feats that already existed. You can onlybenefit from a feat when you are using the weapon orwearing the armor unless specified otherwise.Additionally, a new type of weapon was added; TheMedium weapon. all weapons that are considered Mediumare: Mace, Battleaxe, Flail, Longsword, Morningstar, Rapier,war pick, Warhammer. The Greatclub became part of theheavy weapon group, and the weapons consideredpolearms are: Glaive, Halberd, Pike, Quarterstaff, Spear,Trident

Light combatantYou gain proficiency with light armor and simpleweapons.

Moderate combatantPrerequisites: Proficiency with light armor and simpleweapons

You gain proficiency with medium armor and shields.

Heavy combatantPrerequisites: Proficiency with light armor, medium armorand simple weapons

You gain proficiency with heavy armor and martialweapons.

Armor featsAs you train with different armor types you learn abouttheir properties and how to best use them in youradvantage. Light armor for the fast and nimble folk orthose who don't want to feel like they are wearing any,heavy armor for the heavy hitters, and medium armor forthose who want a versatile option.

Light armor prodigyPrerequisites: Dexterity of 13 or higher, proficiency withlight armor

You have been wearing light armor for so long, it almoststarts to feel like a second layer of skin.

Sleeping in light armor gives you no penalty.Light armor doesn't impose disadvantage on stealthchecks.Greater bonus: While wearing light armor, you gain a+2 to your ac while moving.Supreme bonus: You are considered unarmored whilewearing light armor. The AC calculations still don'tstack, but you may benefit from any magical bonusesthe armor provides. If the armor is non-magical, it stillprovides a +1 to your ac.

Medium armor prodigyProficiency with shields Neither light nor heavy armorreally seemed to fit your style, so you choose the middleground instead.

Medium armor doesn’t impose disadvantage onDexterity (stealth) checks.Greater bonus: You gain a +1 to your AC whilewearing medium armor.Supreme bonus: Whenever you make Dexterity savingthrow and the result is lower than the base AC yourmedium armor provides, you may drop the result andtake your armors base AC instead. You don't add yourDexterity modifier nor your proficiency bonus if youchoose to use your armors base AC, but may add othermodifiers like the d4 from the bless spell.

Heavy armor prodigyPrerequisites: Strength 13 or higher, proficiency with heavyarmor

You have tested your steel in battle more times then youcan count.

Your don and doff time is halved for heavy armor.Greater bonus: while wearing heavy armor you mayreduce any non-magical Bludgeoning, Piercing andSlashing damage you take by your proficiency bonus.Supreme bonus: If the armor you wear is magical, youmay apply the damage reduction this feat provides tomagical damage as well.

Shield prodigyProficiency with shields

A shield is a combatants best friend.

While wielding a shield, you may take the shove actionas a bonus action.You can don and doff a shield as a free action.Greater bonus: You may add your shields AC to anyDexterity saving throw you make if the effect targetsonly you.Supreme bonus: When you are subjected to an effectthat allows you to make a Dexterity saving throw totake only half damage, you may use a reaction tointerpose your shield between you and the source,taking no damage if you succeed on the saving throw,and only half damage if you fail.

Scroll 5| Equipment feats10

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Weapon featsWith all these weapons, choosing in which one you wouldwant to specialize can be hard sometimes. Especially wheneven more choices exist now. But every weapon can bemastered and used to their best capabilities in the righthands.

Light weapon prodigyProficiency with a light weapon

You learn to use your momentum and the light weight ofyour weapons to dart through the battlefield and deliverfast blows on each opportunity.

Your light weapons gain finesseYou gain a +2 bonus to attack rolls with these weapons.Greater bonus: Whenever you hit with a light weaponattack, you don't provoke attacks of opportunity fromyour target until the start of your next turn.Supreme bonus: Whenever an attack misses you, youmay make one opportunity attack with a light weaponagainst the attacker. This trait can be used as part ofthe same reaction to increase your AC against anattack. (Ex: shield spell)

Medium weapon prodigyProficiency with a medium weapon

You embrace the versatility of medium sized weapons,becoming a master of both one handed and two handedcombat with them.

Your medium weapons gain the versatile (Increase diesize by 1) property.You gain a +2 bonus to attack rolls with these weapons.Greater bonus: Whenever you wield a mediumweapon with two hands you gain a +2 bonus to your ACand you cannot be disarmed.Supreme bonus: Your medium weapon damage diesize increases by one.

Heavy weapon prodigyProficiency with a heavy weapon

You learn to use the heavy weight of your weapons toyour advantage, delivering powerful blows and extrastrikes.

You ignore the heavy property.Whenever you crit with a heavy weapon, you may addyour proficiency bonus to the damage roll.Greater bonus: On your turn, when you score acritical hit with a heavy weapon or reduce a creature to0 hit points with one, you can make one melee weaponattack as a bonus action.Supreme bonus: Before you make a melee attack witha heavy weapon that you are proficient with, you canchoose to take a penalty to the attack roll equal to yourproficiency bonus. If the attack hits, you add twice yourproficiency bonus to the attack's damage.

Polearm prodigyProficiency with a Polearm

You learn to use your momentum and the light weight ofyour weapons to dart through the battlefield and deliverfast blows on each opportunity.

When you attack with a polearm, you can use a bonusaction to make a melee attack with the opposite end ofthe weapon; this attack uses the same ability modifieras the primary attack. The weapon's damage die for thisattack is a d4, and the attack deals bludgeoningdamage.Greater bonus: While you are wielding a polearm,other creatures provoke an opportunity attack fromyou when they enter your reach.Supreme bonus: Whenever you hit with a polearmattack, you may force to target to make a Strength orDexterity saving throw (their choice) of 8 + your to hitbonus for this attack. On a failure, they are knockedprone and you cannot use this trait until the start ofyour next turn.You gain a + 2 bonus to your AC while wielding apolearm with two hands.

Bow prodigyProficiency with a bow

You become a great fighter with bow and arrow,drawing quick and striking deadly.

Being within 5ft of your target doesn't imposedisadvantage on your ranged attack rolls.You may use your bow to make melee weapon attacksusing your Dexterity modifier. The damage die for thisattack is a d4, and the attack deals bludgeoningdamage.Greater bonus: Whenever you make an attack with abow, you may use a bonus action to attack again withthe same bow.Supreme bonus: Creatures provoke an attack ofopportunity from you if they leave your bows shortrange. You can only make this opportunity attack with abow.

Crossbow prodigyProficiency with a crossbow

You learn to use your momentum and the light weight ofyour weapons to dart through the battlefield and deliverfast blows on each opportunity.

You ignore the loading property of crossbows withwhich you are proficient.Greater bonus: Being within 5ft of your target doesn'timpose disadvantage on your crossbow attack rolls.When you make an attack with a one handed weaponyou can make an attack with a hand-Crossbow you areholding.Supreme bonus: Whenever you roll a 1 on a damageroll with a crossbow attack you may reroll the die andmust use the new result.

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On the subjectOn the subjectOn the subjectOn the subjectOn the subjectof balanceof balanceof balanceof balanceof balance

None of these feats were playtested in anymeaningful way. As of such, some people canargue a feat is terribly unbalanced and shouldnever be allowed at the table.

And they could very well be right. I did notdesign these feats with perfect balance as agoal, because I knew I could only strive tobalance them to the best of my ability. I did nothave have the resources to test all the basepower levels or their interactions and I certainlydon't have years of insight and experience of aprofessional game designer.

Instead, I designed them with the goal to staytrue to their identity as a feat within the worldof D&D, a way to grow in their power over timeand give all them something unique thatencourages you to actively engage with yourchoice.

Because that is, in my opinion, what makes fora fun feat and satisfying gameplay.

Cover Art: Skiorh

"Good luck adventurer" - Ilonias

Hidden CreditsShava amakiir

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