User:Quincy/Super-Feats
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Blaster[edit]
You somehow have the natural ability to shoot beams or blasts of energy at your enemies. Your energy blasts have the range and damage of a rifle.
Choose acid, cold, fire, force, lightning, necrotic, radiant, thunder, water, or wind. Instead of using a weapon to make an attack, you can fire an energy blast as a weapon attack with the range (200/600) property. On a hit, you deal 2d8 damage of the damage type you choose. You are proficient with your energy blasts, which count as count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You gain a +1 bonus to attack and damage rolls with your energy blasts. The bonus to attack and damage rolls increases by 1 at 5th level (+2), 11th level (+3), and 17th level (+4).
Regenerator[edit]
Your maximum hit point score increase by 5, and it increases by 5 whenever you gain a level. In addition, you regain 10 hit points at the start of each of your turns. If you lose a body part, the missing part regrows and returns to full functionality after a long rest.
Super Strength[edit]
You are supernaturally strong. You gain the following benefits:
- Your carrying capacity is 2,000 pounds (1 ton) for every point of Strength you possess.
- You can roll double the damage dice when you hit with melee weapon attacks using Strength.
- You deal +5 damage with melee weapon attacks using Strength.
- The distance of thrown weapon attacks you make is tripled.
- Once on your turn, when you hit a creature with a melee weapon attack, you can choose to knock it back. The target must make a Strength saving throw (DC equals 8 + your proficiency bonus + your Strength modifier). On a failed save, the target is pushed 30 feet away from you and knocked prone.
- You have advantage on grapple checks, and on ability checks to escape a grapple.
Unarmed Strike[edit]
You can roll 2d10 in place of the damage of your unarmed strikes, which count as count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You gain a +1 bonus to attack and damage rolls with your unarmed strikes. The bonus to attack and damage rolls increases by 1 at 5th level (+2), 11th level (+3), and 17th level (+4). When you use the Attack action on your turn to attack with an unarmed strike, you can make one additional unarmed strike as part of that Attack action.