Movie One-liner Feats

by Jadeor

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Movie One Liner Feats

"Adventurers, Assemble!"

Prerequisite: Charisma 13 or higher

As a bonus action, you can issue a rallying call. When you do, choose a number of creatures you can see that can hear you up to your Charisma modifier. As a reaction, all those creatures may move up to their movement speed towards you or towards a point you can see of your choosing without provoking opportunity attacks.

You can do this a number of times equal to your proficiency bonus, after which you cannot do so again until you finish a long rest.

"Dodge This"

You gain the following benefits:

  • Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
  • As a bonus action you give may yourself advantage on your next attack roll you make on the current turn, provided you make the attack with a ranged weapon against a target within 5 feet of you.

"Hasta la Vista"

Whenever you reduce a creature of CR 1/4 or greater to 0 hitpoints, you may choose a number of creatures you can see that can hear you equal to your proficiency bonus. The chosen creatures gain 1d6 temporary hitpoints.

"I Have Come Here to Kick Ass and Eat Rations, and I'm all out of Rations"

Prerequisite: Charisma 13 or higher

Whenever you roll initiative, you may choose a number of creatures equal to your proficiency bonus that can see you and hear you. The chosen creatures must make a Wisdom saving throw with a DC of 8 + your proficiency bonus + your Charisma ability modifier. Each creature that fails the saving throw is frightened of you until the end of its next turn.

"I Didn't Hear no Bell"

Prerequisite: Constitution 13 or higher

Whenever damage would reduce you to 0 hitpoints but not kill you outright, you may make a Constitution saving throw with a DC equal to 10 or to the amount of damage taken minus the amount of hitpoints you had before being dealt this damage (therefore, if you had 10 hitpoints and you took 20 damage, the DC is 10), whichever is higher. On a success, the damage reduces you to 1 hitpoint instead.

Once you've made this saving throw a number of times equal to your proficiency bonus, you cannot make it again until you finish a long rest.

"Give 'em Hell"

As a bonus action, you can encourage a creature you can see within 30 feet of you. The chosen creature is emboldened until the end of its next turn (an emboldened creature has advantange on initiative rolls and the first attack roll it makes each turn and is immune to the frightened condition).

"I Once Saw Him Kill 3 Guys in a Tavern, with a Quill, a flaming Quill!"

Prerequisite: Tavern Brawler feat

You gain the following benefits:

  • Improvised weapons you wield use a d8 for damage. If you are holding an improvised weapon in one hand and no other weapons, they use a d10 instead.
  • Unarmed strikes you make use a d8 for damage.
  • On your turn, when you score a critical hit with an improvised weapon or an unarmed strike, or reduce a creature to 0 hit points with one of of these, you can make one melee weapon attack or throw an improvised weapon as a bonus action.

"That All you Got?"

Whenever you take damage from an attack, you may use your reaction to mock the frailty of your enemy. Your attacker has disadvantage on the next attack it makes against you before the end of its next turn provided it heard you.

"Wanna Dance, Tough Guy?"

Whenever you roll initiative, you may choose a creature you can see. Provided you are within 20 feet of the chosen creature, it has disadvantage on all attack rolls it makes that don't target you. This effect ends if the creature moves more than 200 feet away from you.

You're Already Dead by Zoltan Boros

"You're Already Dead"

Prerequisite: proficiency with martial weapons

At the end of your turn, if you scored a critical hit against a creature with a weapon attack, you may choose to force that creature to make a Constitution saving throw (no action required). The saving throw has a DC of 8 + your proficiency bonus + your Strength or Dexterity modifier, (your choice). On a failure, the target dies if it has less hitpoints than 3 times your level, otherwise it takes 1d4 plus half your level necrotic damage. It takes no damage and suffers no effects on a success.

Once a creature succeeds on a saving throw against this feature, it is immune to it until you finish a long rest.

 

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