Redline (5e Feat)
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RedlinePrerequisites: 5th level, Constitution score of 14 or higher As a bonus action you can increase the level of exhaustion, the minute is reset and the bonus it grants is added to the bonuses of the previous levels, but you will be affected by the number of corresponding levels at the end of the technique's time. By activating this function you immediately receive a level of exhaustion, but you ignore its effects until the end of the technique and you obtain the following benefits for each level: First level of Exhaustion: You gain +1 to attack and damage rolls, armor class, and saving throws along with 5 feet of extra movement (This benefit is added back for each level of exhaustion). Additionally you can use your reaction to make an unarmed or weapon attack on a creature that made an attack against you. Second level of Exhaustion: Your unarmed attacks deal increased damage. Your damage die size increases by one step (for example, from d4 to d6), you also deal triple damage when you score a critical hit, for last when your attacks hit, your opponent must make a Strength saving throw (DC = 8 + Constitution or Dexterity modifier + your proficiency modifier), on a failure they are pushed back and knocked down 5 feet. Third level of Exhaustion: When you use the Attack action with a weapon or unarmed attack on your turn, you can make an attack as a bonus action and your critical chance is 19-20. Additionally, you can cure all negative conditions (you roll a d6 at the start of your turn; on a 4 or higher, you are freed from the effects of the conditions). Fourth level of Exhaustion: You gain resistance to magical and nonmagical slashing, piercing, and bludgeoning damage, you also gain a number of reactions equal to your Dexterity Modifier or Constitution Modifier (whichever is greater) along with one bonus action. In this state, when using a reaction, if you score a critical hit on a creature you can make a weapon or unarmed attack against that creature. Fifth level of Exhaustion: When you are subject to an effect that allows you to make any saving throw to receive only half damage, you instead receive no damage or conditions if you succeed on the saving throw, and only half damage if you fail. Additionally, you receive temporary hit points equal to your Constitution modifier on each of your turns, which disappear after 1 minute. |
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