Stressed Out (5e Feat)
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Stressed Out
Prerequisites: Level 4, Constitution 18 or higher
You are stressed, you want to win, but you cant... You have to try harder but you cant... BUT YOU HAVE TO.
"It is not stress that kills us, it is our reaction to it." -Hans Selye
This feat gives you the following effects
- Stress Points. You gain a new variation of point type called Stress Points. There is no limit to the amount of Stress Points you may have, but they reset after a short rest. You gain Stress Points when you either miss an attack or from taking damage. Missing an attack gives 1 Stress Point, while getting attacked gives you a Stress Points equivalent to the damage of the attack/10 Rounded down (It can be 0).
Stress Point Features
- Stressed Enhancement. You may spend 1 Stress Point to increase your Dexterity or Strength by +2 for 1 turn as a Free Action.
- Relaxation. You spend 2 Stress Points and take a deep breath healing 1d8 + Constitution as a bonus action, this follows the progression of the spell Cure Wounds. This ability is able to stack.
- Stress Surge You may spend 10 Stress Points to use Action Surge.
- I Hate You. When you gain 20 Stress Points, you automatically enter a form called Corrupted in this form. When in this form, you lose 2 stress points every turn with no way to gain them back. When you come out from the form you also have to roll a Wisdom saving throw, or gain a point of exhaustion
Corrupted Features
- Stress Explosion. As an attack action, you stab the ground and are able to make a 10ft explosion that deals 2d10 + Constitution force damage. Any creature within the radius must then make a Dexterity saving throw taking half damage on a success. The dice increases by 1d10 at levels 8, 11 and 17.
- Corruption Laser. As an action you point out your hand and fire out a devastating beam, that can even cut through metal. The beam has a modifier to hit equal to your Constitution + your proficiency. The beam also has the range of 50/150 and deals 2d10 radiant damage on a hit.
- Stressful Miasma. As an action you may put out a miasma with a square radius of 10ft. If a creature is standing in the miasma at the start of their turn they make a Constitution saving throw. The creature takes 3d10 poison damage on a failure, and half damage on a success. This increases by 1d10 at levels 8, 11 and 17.
- Stress Crack. When you hit you may choose to forgo your weapons damage instead bypassing any immunities dealing 1d6+Constitution true damage.
- Stress Claws. When in stressed form you gain claws that deal 1d10 + Constitution slashing damage, with which you have Dexterity + proficiency to hit or Strength + proficiency. If you already deal equal to or, do more damage than 1d10 your damage dice instead goes up by 1.
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