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This content deviates from healing standards. Its use could dramatically alter campaigns, take extreme care.
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 healing 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:
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Heal and Steal
Prerequisites: The ability to cast at least one spell that restores hit points.
You have gained the ability to lern skills by healing people and monsters. You gain the following benefits:
- Increase your Wisdom score by 1, to a maximum of 20.
- When you cast a spell that choice one creature (you must make contact) to regain hit points, you may take one of his abilitys, if the creature tries to resist this effect, it must perform a Wisdom resistance test against your spell, if it fails you steal the last characteristic used by it our one of his passive characteristic, if it passes nothing happens
- You can use this feat a number of thimes equal your Wisdom score and you can have stolen skills equal half of your proeficience rounded down. This feat resets in a long rest
Back to Main Page → 5e Homebrew → Feats