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Volume I

Containing 16 brand new feats for your


Dungeons and Dragons 5th Edition games.

By Derek Harrett

Only available at The Dungeon Master's Guild


Art by Roys-Arr Version 1.1
• \¥hen you take damage equal to or less than your
A LCHE MICAL H EALER
constitution score plus half your level and that
Prerequisite: Proficiency with the herbalism kit damage would reduce you to 0 hit points, the
You have mastered the art of medicinal potion-craft damage is halved. If the damage would still reduce
to gain the following benefits: you to 0 hit points, you fall unconscious as normal.
• Increase your Intelligence or Wisdom score
F ORTITUDE
by 1. to a maximum of 20.
• When you use your herbalism kit to craft an You have strengthened your endurance to gain the
antitoxin or potion of healing. you do so at twice
following b enefits:
the usual speed. Costs of crafting the item remain • Increase your Constitution score by 1, to a
unchanged. maximum of20
• Potions ofhealing· that you craft heal an additional • When you are subjected to an effect that allows
amount of hit points equal to your proficiency you to make a Constitution saving throw to take
bonus. only half damage, you instead take no damage if
• Antitoxins that you craft grant a bonus to the first you succeed on the saving throw, and only half
saving throw the imbiber makes against poison damage if you fail.
equal to your proficiency bonus.
LIGHT ARMOR M ASTER
B RUTALITY Prerequisite: Proficiency in light annor
You've learned to strike with force and brutality. You have practiced moving in light armor to gain
You gain the following benefits: the foll01,ving benefits:
• Increase your Strength score by 1, to a • Increase your Dexterity score by 1, to a
maximum of20. maximum of20.
• When you score a critical hit with a melee • When you take damage as a result of a failed
weapon attack against a creature that is large Dexterity saving throw, reduce the damage
or smaller, you knock the target prone. you take by an amount equal to your proficiency
• Before you make a melee attack with a weapon bonus. You must be wearing light armor to
against a creature that is prone, you can choose gain this benefit.
to take a -5 penalty to the attack roll. If the
attack hits. the creature is stunned until the M ASTER P OISONER
start of its next turn. Prerequisite: Proficiency with the poisoner's kit

B ULWARK You have mastered the art of poison craft to gain


the following benefits:
Prerequisite: Proficiency with shields
• When you use your poisoner's kit to craft poisons,
You have practiced defensive techniques using your you do so at twice the usual speed. Costs of
shield to gain the following benefits: crafting the item remain unchanged.
• On your turn. you can forgo your movement for • When a creature makes a Constitution saving throw
the turn in order to take the dodge action if you to avoid or lessen the effects of a poison crafted by
are wielding a shield and your speed is not 0. you, the DC is increased by an amount equal to
• When you are wielding a shield and take the half your proficiency bonus.
dodge action, you are immune to the prone • Basic poisons that you craft and apply to a weapon
condition and cannot b e forcefully moved until or piece of runmunition retain their potency for twice
the start of your next turn. the usual duration, and the damage of basic poisons
you craft becomes a d6.
DIE HARD
You've trained to weather b lows that would kill
most people, gaining the following benefits:
• When you roll a death saving throw, you can
choose to succeed on the saving throw instead.
Once you use this effect, you must finish a long
rest before you can use it again.
1
Design by Derck Harrett
M ERCANTILE ADEPT SUREFOOTED
You have spent time studying the ways of commerce You have practiced your balance to a fine degree
to gain the following benefits: to gain the following benefits:
• Increase your Charisma score by 1, to a • You have advantage on checks made to avoid
maximum of20. being shoved by a creature.
• You have advantage on Charisma (Persuasion) and
• You do not take falling damage when falling from
Charisma (Deception) checks made to barter when
a distance less than 20 feet. Additionally. when
selling or purchasing goods and services. and when
you take damage from falling. if U1e damage you
discussing rewards or payments.
take is an amount less than or equal to 3 + your
• lfyou spend at least I hour conversing with local Dexterity modifier. you do not fall prone.
merchants and shop owners in a settlement. you
• While traveling at a slow pace. you can walk
learn of the best places to purchase supplies. For
across areas as little as I inch in diameter
the next 24 hours. each l gp you spend on items
without needing to make a Dexterity (Acrobatics)
or equipment in the area earns you l sp during
check.
the transaction. and you pay only half the costs
required to live a lifestyle of your choice.

O PPORTUNIST
S URVIVALIST
You have spent countless days training in the
-
wilderness to gain the following benefits:
Learning to capitalize on t he follies of your enemies,
you gain the following benefits: • Increase your Wisdom or Constitution score
• Increase your Dexterity score by l, to a by 1, to a maximum of 20.
maximum of 20. • You have advantage on Wisdom (Survival)
• Once per round. when you make an opportunity checks made to predict the weather or forage
attack against a creatu re. you can attack twice for food in the >vilderness.
instead of once. You have disadvantage on the • You suffer no negative effects from consuming
second attack. unprepared or stale food. Poisoned or rotten
food still effects you as normal. Additionally.

-SHIELD OFFENSIVE
Prerequisite: Proficiency in shields
you can survive on half of the normal amount
of food and water each day. as if it we1·e the
normal amount.
You have trained to master the use of the shield
• 'Vhenever you make a Wisdom (Survival) check
as offense. gaining the following benefits:
to conceal or camouflage your campsite in the
• You are proficient with improvised weapon wilderness. you are considered proficient in
attacks made with a shield. the Survival skill and add double your
• Your improvised weapon attacks made with proficiency bonus to the check. instead of your
a shield use a d6 for damage. normal proficiency bonus. 111e result of this
• When you take the attack action. you can use check is the DC for checks made by creatures
a bonus action to make an improvised weapon to locate your campsite.
attack with your s hield. You do not add your
T ACTI CIAN
ability modifier to the damage of this attack.
You have experience with combat tactics. gaining

-
SILVER T ONGUED
You are an adept liar, and excel at directing blame
the following benefits:
• You can use your Intelligence modifier in place
of your Dexterity modifier when rolling initiative.
elsewh ere. You gain the following benefits:
• Increase your Charis ma score by 1. to a • When you roll initiative . you can choose one
maximum of20. willing creature within 30 feet of you that can
see or hear you. You swap initiative results
• You gain the Thieves' Cant rogue feature.
>vith the creature.
detailed on page 96 of the Player's Handbook.
• You can use the help action to aid a creature
• You have advantage on Charisma (Deception) within 30 feet of you that can sec or hear you.
and Charisma (Persuasion) checks made to
convince someone of your innocence.
2
Desi~ by Derck Harrett
THROWN WEAPON MASTER VERSATILE WEAPON MASTER
Prerequisite: Proficiency in at least one weapon with You have trained to master the use of versatile
the thrown property weapons, gaining the follo\\mg benefits:
You have trained to master the use of thrown • Increase your Strength score by 1, to a
weapons, gaining the following benefits: maximum of20.
• Attacking at Jong range doesn't impose • You gain proficiency in one weapon of your
disadvantage on your ranged attacks made v.Tith choice with the versatile property.
a weapon th at has the thrown property. • \\Then you hit a creature with an attack made
• Your ranged attacks made with a weapon with with a weapon that has the versatile property,
the thrown property ignore h alf cover and you can use the damage value in parentheses
three-quarters cover. even if the attack was made with one hand.
• \\Then you make a ranged attack with a weapon
that has the thrown property. you can draw
another weapon of the same kind after the attack.

Only available at The Dungeon Master's Guild

Design
D erck Harrett
Chris Knight

Balance and Testing


Chris Knight
Jake Rutter-Aulis
Jake East.on

Cover Art
Spellbook and Wand by Roys-Art
http: I I rO)'S-art.deviant.art .com/art/Spell-Book-And-Wand-PNG-Stock-426410115

DUNGEONS & DRAGONS. D&D. Wizards of the Coast, Forgotten Reabns . the dragon ampersand. and all other Wizards of the Coast product names.
and their respective logos are traden1arks of \\lizards of the Coast in the USA and other countries.

l11is \Vork contains n1aterial that is c opyright \\lizards of the Coast an.d /or other authors. Such n1aterial is used \vith pern1ission under the
Con1n1tulity Co11tent Agreen1ent for Dungeon Masters Guild.

AU other original n1ateriaJ in U1is work is copyrig ht (20 16) by Derek Harrett and published under the Conm1u1lity Content Agreen1ent for
Dungeon Masters Guild.

For any questions or con1ments. feel free to en1ail n1e at derekharrett.@hotmail.con1


3
Design by Derck Harrett

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