Misc. House Rules v2

by Biggest of the Milks

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Misc. House Rules, Feats, and Fighting Styles

Character Creation

Free Feat

At 1st level, every player gets one feat of their choice, independent of their race and class selection.

Starting Ability scores

No matter what, you cannot start with higher than a 17 in any ability score at level 1.

Combat and Adventuring

Changes

Two-Weapon Fighting

Two-Weapon Fighting PHB p. 195 now reads: "When you take the Attack action and attack with a light weapon you are holding, you can make a single additional attack with a different light weapon you are holding. You don't add your modifier to the damage of the additional attack, unless that modifier is negative.

If you gain the Extra Attack class feature (or the Thirsting Blade invocation), you can make another bonus attack if you take the second attack granted by Extra Attack, but only if that attack also qualifies for two-weapon fighting. This does not include the Extra Attack (2) and Extra Attack (3) features from the Fighter class. If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.

You cannot engage in in Great Weapon Fighting the same turn you have engaged in Two Weapon Fighting. Any additional attacks cannot be replaced. "

Great Weapon Fighting

Is added right after the section on Two-Weapon Fighting.

"Whenever you take the Attack action and make a melee weapon attack using a heavy two-handed weapon, you can cleave and make a single additional attack against a different target with that same weapon. You don't add your modifier to the damage of this additional attack, unless that modifier is negative.

If you gain the Extra Attack class feature (or the Thirsting Blade invocation), you can cleave one additional time if you take the second attack granted by Extra Attack, but only if that attack also qualifies for great-weapon fighting. This does not include the Extra Attack (2) and Extra Attack (3) features from the Fighter class.

You cannot engage in Two-Weapon Fighting the same turn that you have engaged in Great-Weapon Fighting. Any additional attacks cannot be replaced."

Grappling and Shoving

Making a grapple or shove no longer requires you to take the attack action. Instead, whenever you would normally make an unarmed attack, you can choose to make a grapple or shove attempt instead.

Whenever you move while grappling another creature, you can forgo any of your movement to move one creature you are grappling to another space within your reach. That creature moves 1 foot for every foot of movement you expend.

Grappling and shoving otherwise works the same.

Opportunity Attacks, Grappling, and Shoving

The change to grapples and shoves allows you to make a grapple or shove as part of an opportunity attack. You must still abide by all other rules for opportunity attacks, grapples, and shoves.

Jumping

The following rules supercede the ones on page 182 of the Player's Handbook for jumping.

Your Strength determines how far and high you can jump. You have a jump distance equal to your Strength score and a jump height equal to half that amount.

Whenever you make a jump, you can cover either your full jump distance or your full jump height (you must choose which) if you move at least 10 feet on foot immediately before the jump. Otherwise, you jump at both half your jump distance and your jump height.

Your DM may allow you to make a Strength (Athletics) check to make jumps that clear greater heights or distances. Regardless, each foot you clear on any jump costs a foot of movement.

Because you typically tuck your legs beneath you when you jump, you can only reach about 5 feet above the height you jump, regardless of your normal standing height or reach. At DMs discretion, larger creatures might be able to reach higher during a jump, typically by 5 additional feet for every size category above medium.

Improvising Actions

The following rules supplement the Improvising Actions rules in the PHB.

Whenever you improvise an action, propose a course of action and the intended effect of that action to the DM. You and other players can negotiate with the DM as to the exact effects of the action, but the DM always has the final say in what an improvised action does.

If the action deals damage or imposes some sort of condition onto an enemy, it should almost always require an attack roll or saving throw. At DMs discretion, the attack and DC may be based off one of your ability scores. You never add any modifiers to the damage of an improvised action unless the DM says otherwise.

If you're unsure which attack bonus or save DC you should use, how much damage the action should do, or if the characters own abilities do not factor into the effectiveness of an improvised action, consult the table below.

Improvised Actions
Character Level Attack Bonus Save DC Damage
1st-4th +5 DC 13 2d12
5th-10th +7 DC 15 3d12
11th-16th +9 DC 17 4d12
17th-20th +11 DC 19 5d12

This rule isn't intended to give players new permanent action options, but rather to reward creative thinking on the battlefield. Each time the DM lets you or another character repeat an improvised action, that action permanently suffers one of the applicable penalties:

  • Its damage is decreased by at least one die (for example, 3d12 becomes 2d12).
  • One of the the effects of the improvised action is weakened or removed (for example, it may impose the stunned condition instead of the paralyzed condition).
  • Any attacks made as part of the action are at disadvantage, and any saves enemies make against the effects are at advantage.
  • Some other relevant penalty, subject to DM discretion.

If multiple penalties are applicable, the character making the action gets to choose which penalty is permanently gained.

Death Saving Throws

Your death save successes and failures do not reset when stabilized, but still reset whenever you receive any healing.

Additionally, you can still keep making death saving throws while stabilized, treating any result of a 9 or lower as a 10. If you mark three successes, you can no longer make death saving throws.

Short Rests

A short rest is 10 minutes. A creature can gain the benefits of a short rest twice between long rests. You can still spend hit dice to heal at the end of a short rest regardless of whether or not you would normally gain the benefits of one.

Leveling Up Mid Adventure

Though generally characters will level up between sessions or during long rests, in some cases they may level up spontaneously in the middle of an adventure or dungeon. When that happens, the next short rest the characters take confers the benefits of a long rest, even if the creatures have already taken a long rest within the past 24 hours or already gained the benefits of a short rest.

Surprise and Stealth

For the purposes of surprise, stealth checks for groups of creatures (2 or more) will be considered a group check against either a DC or the highest opposing side's passive Perception. In the circumstance that one side is actively searching, the average of Perception checks will be used instead of passive Perception.

Repeating Failed Checks

You generally give your best shot the first time you attempt something. At DMs discretion, anytime you fail an ability check outside of combat, you must wait at least 1 hour before trying again.

Group Checks

When a number of individuals are trying to accomplish something as a group, the DM might ask for a group ability check. In such a situation, the characters who are skilled at a particular task help cover those who aren't.

To make a group ability check, everyone in the group makes the ability check. If at least half the group succeeds, the whole group succeeds. Otherwise, the group fails.

Boon and Doom

Sometimes an effect will tell you to roll a die and either add or subtract its result from a single attack roll, ability check, or saving throw.

Whenever a feature, effect, or spell tells you to roll a die and add its result to an attack roll, ability check, or saving throw, that effect grants the roll boon. Likewise, whenever a feature, effect, or spell tells you to roll a die and subtract its result from an attack roll, ability check, or saving throw, that effect grants the roll doom.

A roll can only ever be under the effect of one source of boon or doom at a time. Whenever a roll has multiple sources of boon or doom, always choose the effect with the largest die. If a roll is affected by both boon and doom, they cancel each other out and the roll is affected by neither, no matter how many boons or dooms the roll has, and regardless of whichever effect has the biggest die.

New Rules

This section provides new rules for combat.

Outmaneuver

Whenever you make an unarmed attack, you can replace that attack with an attempt to shove an enemy out of your way, or to try and acrobatically tumble past them. Make a Strength (Athletics) or Dexterity (Acrobatics) check against the targets own Strength (Athletics) check. If you succeed, you can move through the targets space until the end of your turn, treating them as difficult terrain.

Analyze

As an action, you can attempt to gleam some basic information about a creature you can see. Make an ability check, the type and DC of which your DM determines by consulting the Analyze tables. If you succeed, you learn the creatures type and two additional options of your choice from the list below. On a failure, you cannot attempt to analyze the same creature again until you complete a long rest.

  • The creatures damage resistances, immunities, and vulnerabilities.
  • The creatures condition immunities.
  • One of the creatures abilities or traits, like Pack Tactics, Breath Weapon, or Frightening Presence.
  • The creatures highest and lowest ability score.
Analyze
Skill Type
Arcana aberration, celestial, construct, dragon, elemental, fey, fiend, ooze, undead
Religion celestial, fiend, undead
Nature beast, dragon, elemental, fey, monstrosity, ooze, plant
History humanoid, giant
Rarity DC
Common 5
Uncommon 10
Rare 15
Very Rare 20
Obscure 25
Forgotten or Unknown 30

Replacing Attacks

Whenever a feature, rule, or effect allows you to replace an attack, you cannot replace an attack that is already replacing another unless otherwise specified.

Charging

Creatures barreling straight towards their targets gain certain advantages from charging. Once per turn, whenever you move at least 15 feet in a straight line, you can gain charge until the end of the turn, or until you stop moving. Charge is a binary state; you either have it or you don't.

On its own, a charge does nothing, but some rules let you expend charge for additional effects. Two basic options for charging that any creature can use are outlined below:

  • If you make a shove while charging, you can use your charge to turn it into a ram. If the shove succeeds, you push the target an additional 5 feet, in addition to the normal effects of a shove.
  • If you make a grapple while charging, you can use your charge to turn it into a tackle. If the grapple succeeds, both you and your target are knocked prone, in addition to the grapple. If the grapple fails, only you fall prone.

Toss

If you make an unarmed attack against a creature you are grappling, you can forgo that attack to attempt to toss the target. Make a grapple attempt. If you succeed, you shove the creature up to 10 feet away and they fall prone. On a failure, the target escapes your grapple.

First Strike

There are sometimes situations where a defining action starts combat, whether it be an angry bar patron brandishing a knife, a mysterious blast of fire erupting from the middle of the street, or an assassin running around the corner with a sword drawn. The action that initiates combat is known as First Strike.

If a creature gains First Strike, the action, bonus action, item interaction, reaction, or movement it takes that initiates combat happens at the start of initiative before all other creatures regardless of initiative roll. In return, that creature loses that action, bonus action, item interaction, reaction, or movement on its first turn of combat.

For the purposes of class features and other effects, First Strike is considered to be both "on your turn" and before any other creature acts.

Not all situations call for a First Strike. The Dungeon Master has the final say in whether or not a creature gains First Strike in a given situation.

If one side is hidden from the other but has not started combat, the creature who decides to take the first action will almost always have First Strike.

Retraining

Whenever you gain a level, you can change various aspects of your character, representing the waning of some of your skills in exchange for your training in a new one. You can change any aspect of your character listed below, using the rules described in their section.

Skills

You can exchange any of your skill proficiencies with any other skills. These skills do not have to be from the same source as you originally gained them from. For example, a fighter could choose to replace their proficiency in Athletics for Arcana despite the fact that the skill is not on their list. Skill lists represent the natural skills and tendencies gained before adventuring, but adventuring can force characters to adapt their skillsets in unusual or unexpected ways.

Tools

You can exchange any tool you are proficient in for any other tool, whether they be an artisan tool, vehicle, or musical instrument. For example, a rogue could exchange their proficiency in thieves' tools for vehicles (land).

Expertise

If you get a feature that lets you add twice your proficiency bonus to a skill or tool, you can exchange that expertise for another skill or tool, but you must follow the rules for the feature or trait that gave you that expertise. For example, a bard could trade their expertise in Persuasion for another skill like Deception, but could not trade it for expertise in flutes. However, a rogue could exchange their expertise in thieves' tools for expertise in Stealth.

You cannot use these rules in regard to traits that give double proficiency in very specific scenarios, such as dwarf's Stonecunning, or features that do not give you a choice of skill at all, such as Scout rogue's Survivalist feature. Expertise granted this way cannot be exchanged.

Ability Score Increase

You can exchange any feat or ability score increase you gain for another feat or ability score increase. Your ability scores change appropriately to reflect any changes you make, and you lose any benefits and features gained from feats you no longer possess.

For example, if you had the Heavy Armor Master feat and exchanged it for the Dual Wielder feat, you would lose the +1 Strength gained from the feat.

Weapons and Armor

You cannot exchange armor proficiencies under any circumstance (with the exception of exchanging feats that grant armor--see Ability Score Increase) and you cannot exchange weapon proficiencies granted by your class. However, if a source of weapon proficiency gives you a choice in weapon (for example, hobgoblins Martial Training trait) you can exchange that proficiency, following the rules provided by that source of proficiency.

For example, a Bladesinger wizard could exchange their proficiency in longswords for a rapier as per their Training in War and Song feature, but could not exchange it for proficiency in greatswords.

Languages

You cannot exchange languages for another language unless they were gained through a feat (see Ability Score Increase) or if they were gained from a feature that gave you a choice of language (such as ranger's Favored Enemy).

Spells and Powers

You can exchange any spell, power, cantrip, or talent you know with another upon leveling up, following the rules provided by their source. For example, an Eldritch Knight fighter could not exchange any spell for find familiar unless they were replacing a spell learned from any school of magic at 3rd, 8th, 14th, or 20th level in the class.

The exception to these rules is any written spell, such as those in a wizard's spellbook. These cannot be exchanged.

Other Features

Other features such as maneuvers, metamagic, invocations, and favored enemies that let you choose from a list of options can be all changed. You must still meet any prerequisites and abide by any restrictions imposed by those features.

Class Levels

You can exchange one class level per level up with a level into another class, following the multiclassing rules as normal. You lose any features, including ability score increases, feats, spells, and proficiencies granted by that level.

The exception is the first level in your starting class--you can never exchange this level. For example, a level 1 fighter reaches level 2 and decides to multiclass into wizard. They could not choose to also exchange their first level in fighter for another in wizard. However, if a level 6 fighter reaches level 7 and decides to multiclass in wizard, they can exchange their 6th level in fighter for a 2nd level in wizard, with their final level split being fighter 5/wizard 2.

You cannot exchange more than one level in any class at a time.

Subclasses

You can exchange your subclass with any other subclass from your class. If you have multiple classes, you can only change the subclass of one of them at a time.

Feats

The following feats are banned: Sharpshooter, Crossbow Expert, Polearm Master, Gunner, and the Strixhaven feats.



The following feats are added or changed:

Defensive Duelist

You've mastered the art of the duelist, able to parry and riposte with ease. You gain the following benefits:

  • Increase your Dexterity or Strength score by 1, to a maximum of 20.
  • Any melee weapon that you are proficient in and lacks the heavy or two-handed qualities is considered a finesse weapon for you.
  • If you are hit by a melee weapon attack while holding a finesse weapon, you can use your reaction to add your proficiency bonus to your armor class, potentially causing the attack to miss. If the attack misses and the creature that attacked you is within your reach, you can make an opportunity attack with a finesse weapon you are holding against that creature as part of the same reaction.

Dual Wielder

You master fighting with two weapons, gaining the following benefits:

  • You can engage in two-weapon fighting even with weapons that do not have the light quality. This benefit does not extend to improvised weapons.
  • You can draw or stow two weapons or items whenever you would normally be able to draw or stow one.
  • Whenever you engage in two-weapon fighting and are holding two melee weapons, you can forgo any additional attacks gained from two-weapon fighting to enter a parrying stance. All attacks have disadvantage against you until the start of your next turn. This benefit ends early if you are incapacitated or are no longer holding two melee weapons.

Spell Sniper

Prerequisite: The ability to cast at least one spell


You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:

  • Your Intelligence, Wisdom, or Charisma increase by 1, to a maximum of 20.
  • When you cast a spell that requires you to make an attack roll, or that is capable of targeting only one creature, the spell's range is doubled.
  • Whenever you deal damage with a cantrip that makes a spell attack or forces a saving throw, you can add your spellcasting ability modifier to the damage of that cantrip, unless you add it already.

Fey Touched

Your exposure to the Feywild's magic has changed you. You learn the misty step spell and one 1st-level spell of your choice. The 1st-level spell must be from the bard or druid spell list. You can cast each of these spells 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 long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is either Wisdom, Charisma, or Intelligence (choose when you gain this feat).

Shadow Touched

Your exposure to the Shadowfell's magic has changed you. You learn the invisibility spell and one 1st-level spell of your choice. The 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. 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 rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.

Acrobat

You've become adept at moving with flourish and panache. You gain the following benefits:

  • Increase your Dexterity or Strength by 1, to a maximum of 20.
  • You can use Dexterity in place of Strength for determining how far and high you can jump.
  • Whenever you start your turn next to a free-standing object or piece of terrain (such as a wall or cabinet) that is the same size or larger than you, you can backflip off of it, jumping up to 10 feet without expending additional movement or provoking opportunity attacks
  • Whenever you fall from a great height, you can choose to land on your feet if the height is no more than 10 times your level in feet. Alternatively, you can choose to land prone from such a height to only take half the normal damage as you "roll" into it.

Great Weapon Master

You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:

  • On your turn, when you score a critical hit with a heavy melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack with that same weapon as a bonus action.
  • Whenever you engage in great weapon fighting, your weapon sweeps around you until the start of your next turn. Whenever a creature moves into your reach, you can make an opportunity attack against that creature with that same weapon you engaged in great weapon fighting with.

Medium Armor Master

You have practiced moving in medium armor to gain the following benefits:

  • Increase your Strength, Dexterity, or Constitution by 1, to a maximum of 20.
  • Wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks.
  • When you wear medium armor, you can add one additional point of Dexterity to your AC if you have a Dexterity of 16 or higher.

Brutal Finisher

You know how to make examples of your enemies to those around you, giving you the following benefits:

  • Increase your Charisma by 1, to a maximum of 20
  • Whenever you reduce a creature to 0 hit points on your turn, you can immediately use your bonus action to attempt to terrify your foes. Each creature of your choice within 15 feet of the creature you killed that can either see or hear them must make a Wisdom saving throw, the DC of which is equal to 8 + your proficiency bonus + your Charisma modifier. On a failed save, a creature is frightened of you for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on a success. A creature that succeeds its save is immune to this ability for 24 hours.

Shield Mastery

You have learned how to use a shield not only as a defensive tool, but as a weapon. You gain the following benefits:

  • Increase your Strength, Dexterity, or Constitution by 1, to a maximum of 20.
  • While wielding a shield, you can use your reaction to add your shield bonus to a Dexterity saving throw either you or an ally within reach makes against an effect you can see. If the target succeeds on the saving throw and would normally take half damage on a success, they instead take no damage.
  • You are considered proficient with your shield when you make improvised weapon attacks with it. Attacks with shields you wield deal 1d6 bludgeoning damage. Additionally, shields you wield gain the thrown (20/60 ft.) property.
  • Whenever you successfully shove a creature while holding a shield, you can choose to bash them, shoving them 5 feet in addition to the normal effects of the shove.

Skilled

Now reads: "You gain any combination of four skills, tools, or languages of your choice.

Alternatively, you can forgo two of those proficiencies, choosing one skill or tool you are already proficient in for every two proficiencies you forgo. You gain expertise with those chosen skills or tools, meaning your proficiency bonus is doubled for any ability check you make with it. The skills and tools you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus."

Tavern Brawler

Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:

  • Increase your Strength or Constitution by 1, to a maximum of 20.
  • You are proficient with improvised weapons.
  • You can use a d6 in place of the normal damage for your unarmed attacks and attacks with improvised weapons. Additionally, you deal 2d6 damage with an improvised weapon if it requires you to hold it in two hands.
  • If you successfully grapple or shove a creature on your turn, you can make an unarmed attack or attack with an improvised weapon attack as a bonus action.

Weapon Master

Whenever you take the Weapon Master feat, you can choose to forgo one of the benefits to instead gain either a Fighting Style or proficiency in shields. You must meet the prerequisites for the fighting style. You cannot forgo both benefits to gain two fighting styles.

Additionally, you can take the feat multiple times, choosing a different ability score/fighting style/weapons each time.



Backstabber

Prerequisite: Charisma 13


You know the best way to betray ones trust. You gain the following benefits:

  • Increase your Charisma by 1, to a maximum of 20.
  • Whenever a creature's disposition toward you is friendly (p. 244 DMG), they are considered charmed by you.
  • You have advantage on attack rolls against creatures who are charmed by you.
  • Whenever you hit a creature with an attack and they are charmed by you, you can choose to deal an extra 2d6 damage to the target.

Heavily Armored

Prerequisite: Proficiency in medium armor


You have trained to master the use of heavy armor, gaining the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.
  • You gain proficiency with heavy armor and shields.

Disposition and Player Characters

The rules in the Dungeon Master's Guide are intended for use with NPCs only. Unless a player says otherwise, their disposition is always considered indifferent.

Cannibal

You've acquired a taste for mortal flesh. You gain the following benefits:

  • Your Constitution increases by 1, to a maximum of 20.
  • You have advantage on saving throws against becoming sick from raw meat. You can never get sick from consuming raw humanoid meat if it is fresh
  • Over the course of 10 minutes, you can consume some flesh of a humanoid that has died within the past hour. You immediately regain a number of hit dice equal to half your proficiency bonus (round down) and can immediately choose to spend that hit die to heal. Once you use this feature, you cannot use it again until you complete a short or long rest.

Grunt

You are an expert at mid to close ranged combat, switching from ranged to melee with ease. You gain the following benefits:

  • Attacking a prone creature with a ranged weapon attack grants advantage to your attack instead of disadvantage if the target is in your first range increment.
  • If you successfully shove or ram a creature on your turn, you can use a bonus action to draw or stow a weapon before making a ranged weapon attack against that creature.
  • Whenever you are hit with a melee attack while holding a ranged weapon, you can use your reaction to stow that weapon and immediately draw a melee weapon, making a single opportunity attack with it against the creature who attacked you.

Deadeye

You're an expert at landing long-distance shots and keeping hidden from your enemy. You gain the following benefits:

  • Increase your Dexterity or Wisdom by 1, to a maximum of 20.
  • You ignore the penalty for making ranged attacks while prone.
  • Making a ranged weapon attack while hiding does not immediately reveal your position, though the target learns the general direction where the attack came from.
  • If you ready your action to make a ranged attack, you have advantage on the first attack you make as part of that readied action.

Heavy Armor Master

The second benefit now reads:

  • While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by an amount equal to your proficiency bonus. If you wear magical heavy armor, this benefit extends to all bludgeoning, piercing, and slashing damage from weapon attacks.

Light Armor Master

Prerequisite: proficiency in light armor


You learn to take full advantage of the mobility that light armor provides. You gain the following benefits:

  • Increase your Dexterity or Constitution by 1, to a maximum of 20.
  • Whenever you suffer a critical hit, you can use your reaction to turn it into a grazing blow, gaining resistance to the damage. You must not be wearing medium or heavy armor to use this reaction.
  • While in light or no armor, you ignore difficult terrain when moving through other creatures spaces and when moving through mundane phenomenon, such as dense foliage or uneven rubble.
  • You can move through the space of a creature that is only one size larger than you instead of two.

Mage Slayer

First benefit now reads:

  • When a creature within your reach begins begins casting a spell, you can make an opportunity attack against that creature. If you deal damage, the target must make a Constitution saving throw against the damage as if they were concentrating on a spell, losing the spell on a failure.

Crusher

Third benefit now reads:

  • Whenever you score a critical hit that deals bludgeoning damage to a creature, you can choose to knock that creature prone if they are no more than one size category larger than you.

Piercer

Third benefit now reads:

  • Whenever you score a critical hit that deals piercing damage to a creature, you can reduce the targets speed to 0 until the start of your next turn as the blow impales them in place.

Elemental Adept

You've become adept at harming foes with the elements, gaining the following benefits:

  • Increase any ability score by 1, to a maximum of 20.
  • Choose one of the following damage types: acid, cold, fire, lightning, or thunder. Damage you deal ignore resistance to that chosen damage type. In addition, when you roll damage for that damage type, you can treat any 1 on a damage die as a 2.

You can select this feat multiple times. Each time you do so, you must choose a different damage type.

Charger

You become adept at charging down your foes, gaining the following benefits:

  • Increase your Strength by 1, to a maximum of 20.
  • You can charge even if you move only 10 feet in a straight line.
  • While charging, you can expend that charge to grant yourself advantage on a melee weapon attack, and if you use your charge to ram or tackle, you gain advantage on the check you make as part of that ram or tackle.

Skulker

You are expert at slinking through shadows. You gain the following benefits:

  • Increase your Dexterity by 1, to a maximum of 20.
  • You can try to hide when you are lightly obscured from the creature from which you are hiding.
  • You can hide in plain sight, but you are immediately revealed if you do not otherwise meet the conditions for hiding at the end of your turn.
  • Dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight. If you have darkvision, this benefit extends to darkness you can see through as well.

Iron Hand

Prerequisite: 15 Strength


You become an expert at wielding extraordinarily large weapons and equipment. You gain the following benefits:

  • Whenever you miss with an attack using a colossal melee weapon, you can use your bonus action or your reaction to repeat that attack against a different target within reach.
  • Armor you are wearing doesn't count against your carrying capacity, and armor does not slow your speed.
  • Whenever you make an attack roll with a mounted weapon or a siege weapon, you are considered proficient, and you can use your own ranged weapon attack bonus instead of the attack bonus of the weapon.

Fighting Initiate

Prerequisite: 13 Strength or Dexterity


You begin learning how to fight as a soldier does. You gain the following benefits:

  • You gain proficiency in one of the following of your choice: Athletics, Perception, any tool, or any language.
  • You gain proficiency in light armor and three simple or martial weapons of your choice.
  • You learn a Fighting Style of your choice from the fighter class. If you already have a fighting style, you must choose a different one.

Savage Attacker

Your attacks are cruel and powerful, giving you the following benefits:

  • Increase any ability score by 1, to a maximum of 20.
  • You gain a pool of savagery tokens equal to your proficiency bonus, which you can regain at the end of a long rest, or when you reduce a creature to 0 hit points with a critical hit. You can never have more tokens than is equal to your proficiency bonus at one time.
  • You can spend 1 savagery token to give yourself advantage on a single ability check made to intimidate another creature.
  • You can spend 2 savagery tokens to give yourself advantage on an attack roll. This only costs 1 token if the target is frightened by you or if you have successfully intimidated it within the past 24 hours.

Martial Adept

You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:

  • Increase your Strength, Dexterity, or Constitution by 1, to a maximum of 20.
  • You gain the Superior Technique fighting style if you do not have it already. Whenever you finish a long rest, you can replace any maneuver you know through this fighting style with another.

Grappler

Prerequisite: Strength 13


You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:

  • Increase your Strength by 1, to a maximum of 20.
  • You have advantage on attack rolls against creatures you are grappling.
  • Creatures you are grappling cannot take reactions.
  • You can use your action to try to pin a creature grappled by you. To do so, make another grapple attempt. If you succeed, you and the creature are both restrained until the grapple ends.

Dungeon Delver

Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:

  • Increase your Dexterity, Intelligence, or Wisdom by 1, to a maximum of 20.
  • You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.
  • You have advantage on saving throws made to avoid or resist traps.
  • You have resistance to the damage dealt by traps.
  • Traveling at a fast pace doesn't impose the normal -5 penalty on your passive Wisdom (Perception) score.

Durable

Hardy and resilient, you gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier, or the average of your hit die (4 for a d6, 5 for a d8, 6 for a d10, and 7 for a d12), whichever is higher.
  • Critical hits only mark one death save for you, instead of two.
  • Whenever you roll on an injury table, you can roll twice and choose either result.

Keen Mind

You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits:

  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • You always know which way is north.
  • You always know the number of hours left before the next sunrise or sunset.
  • You can accurately recall anything you have seen or heard within the past month. If you can leverage the knowledge of something you can recall in some way, you can give yourself advantage on a single ability check. Once you do so, you cannot do so again until you complete a long rest.

Lightly Armored

You have trained to master the use of light armor, gaining the following benefits:

  • Increase your Strength, Dexterity, or Constitution by 1, to a maximum of 20.
  • You gain proficiency with light armor and medium armor.

Linquist

You have studied languages and codes, gaining the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You learn three languages of your choice. Additionally, learning a new language takes half the time for you.
  • You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.
  • You can communicate to other creatures past language barriers, though they must be able to understand at least one language. At a minimum, you can communicate simple concepts, such as how you are feeling, basic math, and things you have seen recently. Your DM may require you to make an ability check to communicate more abstract concepts.

Lucky

You have inexplicable luck that seems to kick in at just the right moment.

You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You can choose whether to take the original d20 roll (after accounting for advantage or disadvantage), or the additional d20 roll granted by this feat.

You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose 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 points cancel each other out; no additional dice are rolled.

You regain your expended luck points when you finish a long rest.

Magic Initiate

You become an initiate into a style of magic, gaining the following benefits:

  • Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list. In addition, choose one 1st-level spell to learn from that same list. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again.
  • The ability score you increase by 1 (to a maximum of 20) and your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.

Fighting Styles

The Archery, Defense, and Protection fighting styles are removed. The Great Weapon Fighting, Two-Weapon Fighting, and Dueling fighting styles have been changed.

Whenever you gain the Fighting Style feature, you can pick from all available fighting styles instead of just the ones available to your class, with the exception of the fighting styles with prerequisites. Those can only be taken if you meet the prerequisite.

Blessed Warrior

Prerequisite: Paladin 2nd level.


You learn two cantrips of your choice from the cleric spell list. They count as paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level, you can replace one of these cantrips with another cantrip from the cleric spell list.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Druidic Warrior

Prerequisite: Ranger 2nd level.


You learn two cantrips of your choice from the druid spell list. They count as druid spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level, you can replace one of these cantrips with another cantrip from the druid spell list.

Dueling

If you are holding a weapon in one hand and no other weapons, and if you don't make any attacks other than with the weapon you are holding this turn, you gain a +2 bonus to damage rolls with that weapon. If you are within 5 feet of the target and no other creatures are within 5 feet of you, this bonus increases to +5.

Great Weapon Fighting

Whenever you engage in Great Weapon Fighting, you can add your ability modifier to the extra attacks you make.

Monkey Grip

You can add your ability modifier twice to the damage you deal with an colossal weapon when you hit with a melee weapon attack using one.

Interception

When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d4 + your proficiency bonus (to a minimum of 0 damage). If you are wielding a shield, you can add your shield bonus to the damage reduced (including any magic bonus, such as from a +1 shield).

Targeting Yourself.

Whenever you use a spell or effect specifies a creature or target you can see, you are considered a valid target for that effect unless the feature says otherwise.

Sharpshooter

At the start of your turn, you can choose to reduce your speed by half until the end of the current turn. While your speed is reduced this way, your attacks ignore half and three-quarters cover and the penalty for attacking in your weapons second range increment. You can also maximize your weapon's damage dice whenever you hit with an attack using a two-handed ranged weapon while your speed is reduced this way.

Superior Technique

You learn two maneuvers of your choice from among those available to the fighter. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

You gain two superiority dice, which are a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

Two-Weapon Fighting

You can add your ability modifier to the damage of any additional attacks granted by engaging in two-weapon fighting. Additionally, you can draw a weapon that has the thrown property as part of the attack you make with the weapon.

Unarmed Fighting

Your unarmed strike uses a d6 for damage. Whenever you succeed on a Strength (Athletics) check to grapple or shove an enemy, you can choose to deal damage equal to your unarmed strikes damage die to that creature.

Additionally, the first time you hit a creature grappled by you with an unarmed strike on your turn, you can roll your unarmed damage die a second time and add it to the damage of the attack.

Dirty Fighting

You are considered proficient with improvised weapons. Additionally, whenever you use a piece of adventuring gear that forces a target to make a saving throw (such as an Alchemist's Fire), you can add your proficiency bonus to the saving throw DC.

Tricks of the Trade

Preqreuisite: Rogue 3rd level

You learn two maneuvers of your choice from among those available to the fighter. Each of these maneuvers must activate whenever you hit a creature with an attack. If your maneuver requires the target to make a saving throw, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

Instead of superiority dice, whenever you want to use a maneuver, you forgo two dice from your sneak attack for the damage roll, using one of them as the superiority die. Once you use a maneuver this way, you cannot use it again until the start of your next turn. You cannot use a maneuver this way on an attack which does not benefit from sneak attack.

 

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