Feats (Corebound Awakening Supplement)
Feats[edit]
Common Feats[edit]
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Body Feats[edit]
Titan's Grip[edit]You can wield two-handed weapons in one hand, but attacks with them have disadvantage. Brutal Strikes[edit]When you score a critical hit with a melee weapon, you can roll one additional damage die. Colossal Strength[edit]Increase your Strength by 1. You count as one size larger when determining carrying capacity and push, drag, or lift limits. Unyielding Power[edit]When you use the Attack action and hit a creature with a melee weapon attack, you can push them 5 feet away from you. Bladed Dancer[edit]When you make a melee attack against a creature, you can use a bonus action to move up to 10 feet. Lightning Reflexes[edit]You can add your Dexterity modifier to your Initiative twice instead of once. Acrobatic Mastery[edit]You gain proficiency in Acrobatics. If you already have proficiency, you gain expertise. You can stand from prone without using movement. Evasive Step[edit]When you take the Dash action, your AC increases by Dexterity again, until the start of your next turn. Endurance of the Unbroken[edit]You gain advantage on Constitution saving throws against exhaustion and can go twice as long without food or water. Pain Tolerance[edit]You can reduce damage taken equal to your constitution modifier and you can do this equal to an amount of times equal to your proficiency bonus per long rest. Powerful Leap[edit]Your jump distances are doubled, and you do not require a running start to make a long jump. Grappler's Grip[edit]When you have a creature grappled, they have -5 on checks to escape. Adrenaline Surge[edit]Once per long rest, when you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Tactical Footwork[edit]When you take the Dodge action, you gain advantage on Dexterity Saving Throws until the start of your next turn. Additionally, standing up from prone only costs you 5 feet of movement. Indomitable Willpower[edit]When you fail a Strength, Dexterity, or Constitution saving throw, you can choose to reroll it once per long rest. You must use the new roll. |
Mana Feats[edit]
Mana-Infused Strength[edit]Spend 2 MP to add Intelligence or Wisdom modifier to a Strength check or Strength saving throw. Blink Step[edit]Spend 3 MP to teleport up to 15 feet as a bonus action. Mana Hardened Body[edit]Spend 4 MP as a reaction to gain resistance to non-magical bludgeoning, piercing, or slashing damage for 1 minute. Mana-Fueled Speed[edit]Spend 3 MP at the start of your turn to increase your speed by 15 feet and ignore difficult terrain until your next turn. Mystic Reflexes[edit]Spend 2 MP to gain advantage on Dexterity saving throws. Mana Fortification[edit]Spend 3 MP to gain temporary hit points equal to your Intelligence or Wisdom modifier + your level. Focused Flow[edit]Spend 2 MP to gain advantage on saving throws to maintain concentration. Mana Surge Reflexes[edit]Spend 4 MP as a reaction to impose disadvantage on an attack targeting you. Mind Over Matter[edit]Spend 5 MP to ignore one level of exhaustion for 1 hour. Mana-Fueled Endurance[edit]Spend 3 MP to remove one level of exhaustion (once per long rest). Mystic Leap[edit]Spend 2 MP to triple your jump distance until the end of your turn. Mana Infusion[edit]Spend 3 MP to gain a +2 bonus on an attack roll, ability check, or saving throw. Reinforced Senses[edit]Spend 3 MP to gain advantage on Perception and Insight checks for 10 minutes. Inner Regeneration[edit]Spend 6 MP to heal yourself for Intelligence or Wisdom modifier + half your level (rounded up). Arcane Flexibility[edit]Spend 3 MP to reroll a Strength, Dexterity, or Constitution ability check, taking the new result. Mana Grip[edit]Spend 3 MP to exert telekinetic force on an object up to 10x your Intelligence or Wisdom score in pounds for 1 minute. Mana Construct[edit]Spend 6 MP to create a simple tool, weapon, or shield from pure mana for 1 hour. Arcane Pressure[edit]Spend 4 MP to impose disadvantage on attack rolls against you for 1 minute. Mystic Strings[edit]Spend 5 MP to create invisible mana threads that function like Mage Hand, but at double the usual weight limit for 10 minutes. Forceful Manipulation[edit]Spend 3 MP to double the range and effectiveness of an ability that moves an object or creature. Invisible Strings Mastery[edit]Mana-based manipulation of objects lasts twice as long without extra MP. Veil of the Arcane[edit]Spend 5 MP to make creatures have disadvantage on Perception checks to detect you for 10 minutes. Dimensional Anchor[edit]Spend 4 MP to become immune to forced movement and teleportation against your will for 1 minute. Arcane Threads[edit]Spend 4 MP to control up to 5 pounds of material like Mage Hand, but on up to 3 objects at once. Telekinetic Slam[edit]Spend 3 MP to hurl an object or creature forcefully, dealing 1d6 bludgeoning damage per 10 feet moved (max 5d6). Mana Ward[edit]Spend 5 MP to create an invisible shield around yourself or an ally within 10 feet, granting +2 AC for 1 minute. Spatial Awareness[edit]Spend 3 MP to sense all creatures and objects within 30 feet, even through walls, for 1 minute. Arcane Anchor[edit]Spend 4 MP to fix a creature or object in place for 1 minute unless they succeed on a Strength saving throw. Mystic Echo[edit]Spend 4 MP to send your voice up to 120 feet away, making it appear to come from a different source. Phantom Grip[edit]Spend 5 MP to create a floating force that grapples a creature within 30 feet, using your spell save DC instead of Athletics. The grapple lasts for 1 minute or until broken. Deep Mana Pool[edit]Increase MP maximum by 10. Efficient Caster[edit]Reduce the MP cost of an ability by 1 (minimum 1), a number of times per long rest equal to proficiency bonus. Mana Flow Mastery[edit]Regain MP equal to Intelligence or Wisdom modifier (minimum 1) when taking a short rest. Overchanneling[edit]Once per long rest, when out of MP, cast a spell or ability as if you had 5 MP, but suffer 1 level of exhaustion. Resilient Spirit[edit]When dropping to 0 MP, roll a d6. On a 5 or 6, regain 3 MP (once per long rest). Meditative Regeneration[edit]Spend 10 minutes in meditation during a short rest to regain MP equal to half your proficiency bonus (rounded up). Overflowing Reserves[edit]Increase MP maximum by 5. Once per long rest, regain MP equal to proficiency bonus as a free action. Rapid Recharge[edit]When rolling initiative, regain 3 MP (once per short or long rest). Conservational Casting[edit]Halve the MP cost of an ability once per long rest. Effortless Flow[edit]The first MP-based ability or spell used after a long rest costs 1 MP less. Overflowing Potential[edit]Whenever you regain MP through a means other than resting, regain 1 extra MP. Arcane Battery[edit]If you do not use MP during your turn, you store 1 MP (max 5 stored MP). Stored MP vanishes after a long rest. Resonant Mana[edit]When you regain MP from any source, you regain an additional 1 MP. Leyline Attunement[edit]Once per long rest, you can attune to the environment and regain MP equal to your proficiency bonus as an action. Arcane Wellspring[edit]Once per long rest, when you roll initiative and have less than half your MP remaining, you instantly regain MP equal to your proficiency bonus. |
Elemental Feats[edit]
Fire Feats[edit]
Earth Feats[edit]
Water Feats[edit]
Wind Feats[edit]
Lightning Feats[edit]
Steam Feats[edit]
Glass Feats[edit]
Ice Feats[edit]
Plant Feats[edit]
Illusion Feats[edit]
Gravity Feats[edit]
Metal Feats[edit]
Magma Feats[edit]
Sound Feats[edit]
Soulfire Feats[edit]
Poison Feats[edit]
Black Metal Feats[edit]
Void Wind Feats[edit]
Emitter Feats[edit]
Diviner Feats[edit]
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Archetyp Feats[edit]
Augmenter Feats[edit]
Conjurer Feats[edit]
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