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Hyperalert (5e Feat)

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Revision as of 09:47, 19 November 2019 by Green Dragon (talk | contribs) (Reverted edits by 177.41.25.76 (talk) to last revision by ConcealedLight)
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This content deviates from 5th standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5th rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
Traditionally chained feats were done away within 5th edition. However, this feat requires you to already have the Alert feat(p.166 PHB). Check with your Dungeon Master first to see if they are ok with using something from previous editions of Dungeons and Dragons in their setting.


Hyperalert

Prerequisites: Alert Feat
Constantly being on the lookout for danger has made you alert and overtime your almost paranoia like acuteness has developed into almost a sixth sense granting you the following benefits:

  • Whenever you roll an initiative check, you treat a roll lower than 10 on the d20 as a 10.
  • When sleeping you are not considered unconscious, and you can see and hear as normal.
  • You are proficient in the Perception skill, if you are already proficient in this skill, you can add double your proficiency bonus to the check, instead of your normal proficiency bonus.

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