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Fifth Edition Feats

Over 150 New Core Feats!

5th Edition Compatible

Credits Designed & Written by: Brian Berg Additional Content by: PJ Harn and Edward Long Editing: Brian Berg and PJ Harn Cover Design: Brian Berg Layout: Brian Berg Artwork: ‘Warrior and a Dragon’ Cover Art by Luslo Ludrovan; interior artwork: ‘Water Elemental’ by JE Stock Art, ‘Human Scout’ by Hopsy Graphic Art and ‘ Wizard’ by Vagelio Kaliva.

Legalese Product Identity: The Total Party Kill Games (TPK Games) company, names and logos; the “Fifth Edition Feats” name and logo; all original artwork, backgrounds, and logos; all trade dress, and graphic design elements are ©Total Party Kill Games.

Open Content: All game mechanics, proper names of classes, prestige classes, archetypes, feats, skills, spells, magic items, monsters, rituals, artifacts AND/OR the names of abilities presented within this book are open game content as described in the License.

Published by Total Party Kill Games, LLC. 1st printing, March 1, 2016.

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A QUICK nOTE about aCTIONS • Your Dexterity bonus increases by A lot of the feats in this book are dependent +1. on actions, and in order to understand how • You may substitute your Dexterity the feats truly work, you should have a bonus to any combat maneuver good grasp on actions in 5e. Please refer to attempt that uses Strength instead. the game handbook. • Once per rest, as a bonus action, you can gain advantage on any Dexterity- based combat maneuver* attempt. Acrobatic *See Total Party Kill Games’ Fifth Edition Options title for more You are skilled at leaping, jumping and information on combat maneuvers. flying. Prerequisites: Dex 13+, Acrobatics Alertness proficiency You are always cautious of danger, and are

• Your Strength or Dexterity score rarely caught unaware. (choose one) increases by +1. Prerequisite: Perception proficiency

• You gain expertise with the • You have a +2 bonus to initiative Acrobatics proficiency. checks. • You can stand from prone by only • You are never surprised, so long as expending 5’ of your total you are not stunned or unconscious. movement. • Enemies never gain advantage when • Once per short rest you can gain striking you from stealth. advantage on any Dexterity based skill check. Alignment Channel You can channel divine energy to affect Acrobatic Steps outsiders that possess opposing alignments. You can easily move over and through Prerequisite: Channel Divinity obstacles. Prerequisites: Dex 13+, Acrobatics • Your Wisdom score increases by +1. proficiency • Instead of its normal effect, you can choose to have your ability to • Your Dexterity score increases by +1. Channel Divinity turn outsiders of • Whenever you move, you may opposing alignment subtypes move through up to half of your (Law/Chaos and Good/Evil). Neutral movement through difficult terrain clerics must choose which alignments each round as if it were normal subtypes they can affect when taking terrain. this feat. If you choose to turn • Once per short rest you can ignore creatures of the chosen alignment all slowing effects of difficult terrain. subtype, your channel energy has no effect on other creatures. Note that Agile Maneuvers you cannot destroy creatures with this feat. You’ve learned to use your quickness in • Thanks to your faith and connection place of brute force when performing to an alignment, the save DC for combat maneuvers. your Channel Divinity ability Prerequisite: Dex 13+ increases by +1 against foes with opposing alignments.

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Animal Affinity • You gain expertise with the Athletics skill. You are skilled at working with animals and • You can climb at your full movement mounts. rate instead of halved. Prerequisite: Animal Handling proficiency • You can perform a running long • You gain expertise with all Animal jump or running high jump after Handling skill checks. moving 5’ instead of the usual 10’. • You can verbally command any of • Once per short rest you can gain your beast companions or mounts to advantage on any Strength or take the Attack, Dash, Disengage, Constitution based skill check. Dodge, Help or Move as a free action during your turn. Your beast Augmented Conjuring companion must be able to see or Your conjured creatures are more powerful hear you in order to use this ability. and robust. Prerequisite: Spell Focus (Conjuration) Arcane Shield • Each creature you conjure with any You can convert any spell into a defense. summon spell gains a +2 bonus to Prerequisite: Ability to cast arcane spells attacks and damage and a bonus of • As a reaction, you can sacrifice a spell +2 hit points per HD for the or spell slot of 1st level or higher and duration of the spell that summoned gain a shield bonus to AC equal to it. the level of the spell or spell slot you sacrificed for 1 minute. spells may not be sacrificed in this manner. Backstab Foes unaware of your presence are downed with ease. Arcane Strike Prerequisites: Stealth proficiency, Sneak You draw upon your to Attack class ability. enhance your weapons with magical energy. Prerequisite: Ability to cast arcane spells. • When you attack a foe that is unaware of your presence you gain • Weapons you hold glow with arcane +1 to your critical threat range. power and count as though they are • You also add an amount of damage magical weapons. equal to your sneak attack dice • You gain a +1 bonus to attacks and when you deal a critical hit. damage with these weapons as long as you are holding them. BEAST Slayer • Ranged weapons also grant these You’ve been trained to fight against all bonuses on attacks and damage, but manner of dangerous beasts and survive. the magic fades after striking their Prerequisites: Wis 13+, Nature proficiency target. • You gain a +1 to attacks made Athletic against beasts and a +1 bonus to AC against their attacks. You possess inherent physical prowess. • You gain a bonus equal to your Prerequisites: Str and Con 13+, Athletics proficiency bonus on all Survival proficiency checks to track beasts.

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• Your critical threat range against • When an adjacent ally is attacked, beasts increases by +1. you may use a reaction to redirect the attack to yourself. Blind-Fight You are skilled at attacking opponents that Bouncing Spell you cannot clearly perceive. You can direct a failed spell against a Prerequisites: Wis 13+, Perception different target. proficiency Prerequisite: Ability to cast 2nd level spells.

• As long as you can hear an • Whenever a bouncing spell targeting opponent, they do not gain a single creature has no effect on its advantage on attacks against you intended target (whether due to when you cannot see. resistance or a successful saving • As long as you can hear an throw) you may, as a bonus action, opponent, your attacks do not suffer redirect it to target another eligible disadvantage when you cannot see. creature within the spell’s range. The • You can make Perception checks to redirected spell behaves in all ways discern the location of targets within as if its new target were the original 30’ while unable to see. You can target for the spell. Spells that affect discern the location of targets farther a target in any way (including a away than 30’, but suffer lesser effect from a successful saving disadvantage on the skill check. throw) may not be redirected in this manner. A bouncing spell uses up a Blocking Expertise spell slot or level one level higher than the spell’s actual level. You turn away even the fiercest blows with your shield. Prerequisite: Shield proficiency Metamagic? Feats of metamagic allow for spellcasters to • Your Strength score increases by +1. further enhance their spells, much like • When you wield a shield and are sorcerers. To perform metamagic, you must dealt a critical attack, you have a be able to cast spells. When you do cast a 50% chance to negate the critical spell, you choose a level of ability for that hit. spell, and then increase the spell slot a number of levels based on the cost of the Bodyguard metamagic feat. You do not gain any Your are adept at warding off enemies benefits of casting the spell at this higher attacking nearby allies. level, aside from what is listed in the Prerequisite: Shield proficiency, Combat metamagic feat. Reflexes

• You may grant your shield bonus to Burning Spell a single adjacent ally instead of You cause creatures to take extra damage yourself. when you affect them with a spell that has • When an adjacent ally is attacked, the acid or fire descriptor. you may use a reaction to cause the Prerequisite: Ability to cast 2nd level spells attack to suffer disadvantage. • If you cast a spell that deals acid or fire damage, you can cause that 4

spell to continue to burn, dealing • If you take the Dash action, you may more damage the following round. spend a bonus action to make a You must increase the level of the melee attack or Shove attack during spell cost by one, and the spell or after your movement. deals two dice of damage the • If you move at least 10’ in a straight following round to all affected line during your Dash action, you targets. Saves continue to apply. gain a +5 bonus to damage on your attack or Shove a target 10’ away. Catch Off-Guard • You do not suffer advantage on attacks against you in rounds in Foes are surprised by your skilled use of which you have charged. unorthodox and improvised weapons.

*See Total Party Kill Games’ Fifth Edition Options title for more • You do not suffer disadvantage when information on combat maneuvers. using an improvised melee weapon. • You gain advantage on attacks Cleave against unarmed opponents when You can strike many adjacent foes with a wielding an improvised melee single blow. weapon. Prerequisites: Str 13+, Power Attack • If an opponent is unaware of your

intention to use an improvised object • You can make an attack against a foe as a weapon, your first attack with within reach that cleaves into other that improvised melee weapon is foes. If you hit, you deal damage made with advantage. normally and can make an additional

attack as a bonus action against a foe Channel Smite that is adjacent to the previous foe You can channel your divine energy through and also within reach. This cleave a melee weapon you wield. attack only counts as one action (and Prerequisites: Channel Divinity or Lay on your bonus action). Hands class feature. • When you cleave, your movement is halved for your current turn. • You can choose to spend one use of • At 5th level, and each additional five your channel divinity abilities as a levels, you may make an additional bonus action. If you are good and hit attack against another adjacent foe an undead creature, that creature that you also threaten as part of your takes 2d6 additional radiant damage. cleave action. If you are evil and you hit a living creature, that creature takes 2d6 additional necrotic damage. Combat Caster • When you hit with an attack, as a You are adept at spellcasting when bonus action you can add an amount threatened or distracted. of radiant damage up to your level from your Lay on Hands pool. • Whenever attempting to maintain concentration on spells in combat, you gain advantage. Charging Expertise • You can cast spells, even when You rush into combat, making a brutal holding weapons or shields. attack at the end of a charge. • When opponents provoke attacks of opportunity, you can spend your 5

reaction to cast a cantrip at that cleric makes a spellcasting check and target. the highest roll takes control. • You can control a number of undead Combat Expertise whose combined hit dice are equal or less than your cleric level. You can increase your defense at the expense of your accuracy. Prerequisite: Dex 13+ Concussive Spell You cause creatures to be disoriented when • Your Dexterity score increases by +1. you affect them with a spell that has the • You may choose to suffer sonic descriptor. disadvantage on all attacks in a Prerequisite: Ability to cast 3nd level spells round in order to force all opponents to suffer disadvantage on • When you deal thunder damage all attacks against you. with a spell, a concussive wave of energy rattles creatures affected by the spell. A concussive spell causes Combat Reflexes creatures that take damage from a You quickly press the advantage of your spell that has the sonic descriptor to foes’ mistakes. have disadvantage on attack rolls, Prerequisite: Dex 13+ saving throws, skill checks, and

ability checks for a number of • You can perform a number of opportunity attacks per round equal rounds equal to the actual spell to your Dexterity modifier level of the spell. A concussive spell (minimum 1). only affects spells with the sonic descriptor. A concussive spell uses • You gain advantage on all opportunity attacks. up a spell slot two levels higher than the spell’s actual level.

Command Undead rossbow xpertise Using foul powers of necromancy, you can C E command undead creatures, making them You are a master with the crossbow. into your servants. Prerequisite: Crossbow proficiency

Prerequisites: Evil Alignment, Channel • You can make the normal amount of Divinity class feature. attacks with loaded weapons,

ignoring the loading quality. • As an action, you can use one of your uses of Channel Divinity to • You do not suffer Disadvantage on mentally enslave undead within 30 ranged attacks made within 5’ of a feet. You make a Turn Undead threatening creature. check as normal. Those undead that • If you have a loaded hand crossbow would be destroyed fall under your in your off-hand, you can fire it as a control, obeying your commands to bonus action. the best of their ability. Intelligent undead shrug off your control after Danger Sense 24 hours. Controlled undead can Your skill at sensing danger allows you to have their will usurped by other avoid harm more easily than others. clerics with this ability. When Prerequisites: Wis 13+, Insight proficiency attempting to maintain control, each

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• Your Wisdom score increases by Deceitful +1. You are skilled at deceiving others, both • Once per short you can gain with the spoken word and with physical advantage on any initiative roll. disguises. • When subjected to any effect Prerequisite: Deception proficiency that allows a Wisdom or Intelligence save, you may make • You gain expertise in the Deception an Insight check instead. skill. • Once per short rest you can gain Darting Strike advantage on any Deception skill Your quick attacks are more difficult to check. dodge. Prerequisite: Dex 15+ Defensive Combat

• Your Dexterity score increases by Training +1. You excel at defending yourself from all • When moving at least a 10’ before manner of combat maneuvers. an attack, you gain a +1 bonus on Prerequisite: Dex 13+

that attack. • You add your proficiency bonus as a

bonus on all saves against combat Dazzling Display maneuvers such as trips, pushes, Your skill with your weapon can frighten disarms, etc.* enemies. • You can spend a reaction to negate a Prerequisite: Intimidate proficiency charging opponent’s free attack. • You do not suffer advantage on • While wielding a weapon or attacks against you when you are unarmed strike, you can perform a flanked. bewildering show of prowess. You *See Total Party Kill Games’ Fifth Edition Options title for more can take an action to make an information on combat maneuvers. Intimidate check to frighten all foes within 30 feet who can see your display. Defensive Weapon Training Deadly Stroke You know how to defend yourself against a With a well-placed strike, you can bring a certain class of weaponry. swift and painful end to most foes. Prerequisite: Int 13+

Prerequisite: Weapon Specialization. • Choose a type of weapon (finesse,

heavy, light, reach, thrown or two- • If you attack a blinded, restrained, stunned or incapacitated foe with the handed). By spending a reaction, weapon you have chosen with you force opponents wielding weapon specialization, you weapons of that category to suffer automatically deal a critical hit. disadvantage on their attack against you. • When you drop a foe to below 0 hit points, they suffer an additional amount of damage equal to your Defensive Expertise weapon’s base damage dice. You never let down your guard, and take advantage of every time your foes do. 7

Prerequisite: Dex 13+ EMON layer D S • If you hit a target with an attack of You’ve been trained to fight creatures of the opportunity, they are not able to lower planes and survive. move until the beginning of their Prerequisite: Wis 13+, Arcana or Religion next turn. proficiency

• All creatures leaving your threatened • You gain a +1 bonus to attacks made spaces suffer opportunity attacks. against demons or devils and a +1 Using the disengage action does not bonus to your AC against their avoid this attack of opportunity, but attacks. other special abilities or feats that • You may reroll a failed save against a state you can avoid attacks of devilish or demonic creature’s special opportunity from movement do. ability. You may only use this ability • When a foe that you threaten rolls a once per short rest. 1 on an attack roll, you may make an • Your critical threat range against attack of opportunity as a reaction. demons and devils increases by +1.

Deflect Arrows Diehard You can knock arrows and other projectiles You are especially hard to kill. off course, preventing them from hitting Prerequisite: Endurance. you. Prerequisites: Dex 15+, Unarmed Fighting • You gain a +1 bonus to your or Martial Arts class feature Constitution score.

• You do not die immediately until • If you would normally be hit with a you reach an amount of negative hit ranged attack and are not unaware, points equal to your Con score plus you may make a Dexterity save as a your level. reaction. If your save is greater than • You gain a +2 bonus on death saves. the attack, it is deflected.

Dirty Fighter Deft Hands You’ll use anything to your advantage in You have exceptional manual dexterity. combat. Prerequisite: Sleight of Hand proficiency Prerequisite: Int 13+

• You gain expertise in the Sleight of • As a bonus action, you can cause a Hand skill. foe to suffer disadvantage on their • You gain a bonus equal to your attacks this round. The target gains proficiency bonus on Dexterity an Intelligence or Dexterity save checks made to disable devices and (their choice) with a DC of 8 + your traps. proficiency bonus + your Intelligence • Once per short rest you can gain bonus. If they save, there is no advantage on any Sleight of Hand effect. skill check or any Dexterity check • By expending a bonus action, you made to disable devices or traps. gain +1d4 on all attack rolls against a single target during this round.

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Disarm Expertise the spell. Targets that avoid the spell’s effects avoid this feat’s effect You are skilled at disarming an enemy. as well. A disruptive spell uses up a Prerequisites: Str or Dex 13+ spell slot one level higher than the • When you perform a disarm spell’s actual level. maneuver, you do so with advantage on your ability check. • Opponents suffer disadvantage when Distant Spell they attempt to disarm you. Your spells are capable of a far reach. • You do not suffer disadvantage when Prerequisite: Ability to cast 2nd level spells attempting to disarm two-handed weapons. • When you cast a spell that has a range of 5 feet or greater, you can *See Total Party Kill Games’ Fifth Edition Options title for more information on combat maneuvers. increase the spell level by one to double the range of the spell. • When you cast a spell that has a Disorienting Blow range of touch, you can increase the You make a hammering attack that spell level by one to make the range disorients your target. of the spell 30 feet. Prerequisite: Str 13+

• Your Strength or Dexterity score Dodging Expertise (choose one) increases by +1. Your training and reflexes allow you to react • You may make an attack with a -5 swiftly to avoid an opponent’s attacks. penalty. If that attack hits, your Prerequisite: Dex 13+ target is unable to use reactions or bonus actions until the beginning of • You gain a +1 bonus to your AC as their next turn. long as you are not unaware of an attack. • Once per short or long rest you can Disrupting Strike use a reaction to take the Dodge With a well-placed attack, you make it action. harder for a nearby opponent to cast spells.

• If you make a successful melee or Dragon Slayer ranged attack against an opponent You’ve been trained to fight dragonkind and casting a spell within 30 feet, the survive. concentration DC to successfully cast Prerequisite: Wis 13+, Arcana or Nature the spell is increased by +4. proficiency

• You gain a +1 to attacks made Disruptive Spell against dragons and a +1 bonus to Your magical energies cling to enemies, AC against their attacks. interfering with their spellcasting. • You add a bonus equal to your Prerequisite: Ability to cast 2nd level spells proficiency bonus on all saves against dragon fear or breath weapons. • Targets affected by a disruptive spell • Your critical threat range against must make concentration checks dragons increases by +1. when using spells or spell-like abilities (DC equals the save DC of the disruptive spell) for the duration of 9

Dreadful Carnage • You gain a +1 bonus to AC when fighting with a single weapon and no Slaying an enemy demoralizes your other shield. nearby foes. • As a reaction when you are attacked Prerequisites: Str 15+, Power Attack by a melee attack you can add your • Whenever you reduce an enemy to 0 proficiency bonus to your AC against or fewer hit points, you can make an that attack. Intimidate skill check to demoralize all enemies within 30 feet as a free Dungeoneer action. Enemies that cannot see both You are a master of underground and you and the enemy you reduced to 0 dungeon exploration. or fewer hit points are unaffected. Prerequisite: Perception proficiency

Demoralized (Condition) • When searching for (or passing by) Demoralized targets suffer disadvantage on secret doors, you gain advantage on all attacks and skill tests against you for a skill checks to notice them. number of rounds equal to your proficiency • You add your proficiency bonus on bonus. Resisting the Intimidate skill is a Dexterity saves made to avoid the Wisdom save DC 8 + the creature’s effects of traps. proficiency bonus + Strength or Charisma • When searching for traps, you do bonus. not suffer any movement penalties.

Duelist Eagle-Eyed You are a consummate master of the fencing Your eyesight is especially keen, and you blade. To you, combat is an art form. pick up on minute details. Prerequisite: Dex 13+ 10

Prerequisites: Perception or Investigation proficiency lemental astery E M • You gain expertise with the You are a master of the elemental forces, Perception and Investigation skills. marrying the elements to magic. • You can read lips of targets you can Prerequisite: Ability to cast spells.

see as long as you speak the same • Choose an energy type (acid, cold, language. fire, lightning or thunder). When • You never suffer disadvantage on you cast spells of this type, your Perception checks due to distance. target does not gain any resistance to that energy type. Elemental Channel • Once per short rest when you cast a Choose one elemental subtype, such as air, spell of the chosen energy type you earth, fire, or water. You can channel can reroll the damage and take the divinity energy to turn or destroy outsiders best result. that possess your chosen elemental subtype. Prerequisite: Channel Divinity class feature. lemental pell E S • Your Wisdom score increases by +1. You can manipulate the elemental nature of • Instead of its normal effect, you can your spells. st choose to have your ability to Prerequisite: Ability to cast 1 level spells

Channel Divinity turn or destroy outsiders of your chosen elemental subtype. If you choose to turn or destroy creatures of the chosen elemental subtype, your channel energy has no effect on other creatures. • Thanks to your connection to an element, the save DC for your Channel Divinity ability increases by +1 against foes with that elemental subtype.

Elemental Focus Your spells of a certain element are more difficult to resist. Prerequisite: Ability to cast 1st level spells

• Choose one energy type (acid, cold, electricity, or fire). Add +1 to the Difficulty Class for all saving throws against spells that deal damage of the energy type you select. • Once per long rest when you cast a spell with your chosen energy type, you can force an opponent to suffer disadvantage on their saving throw. 11

• Choose one energy type: acid, cold, Extra Channel electricity, or fire. You may replace a You can channel divine energy more often. spell’s normal damage with that Prerequisite: Channel Divinity class feature. energy type or split the spell’s damage, so that half is of that energy • You can channel energy three type and half is of its normal type. additional times per long rest. An elemental spell uses up a spell slot one level higher than the spell’s actual level. Extra Fighting Style Your versatility training in combat allows you to gain an additional fighting style. Empowered Spell Prerequisite: Fighting Style class feature. Your channel additional energy into your spells, causing them to deal great harm. • You may choose an extra combat Prerequisite: Ability to cast 2nd level spells. style from your class.

• When you roll damage for a spell, Extra Ki you can increase the spell’s level by Your ki pool is greater than most. one to reroll a number of the Prerequisite: Ki class feature. damage dice up to your primary casting stat modifier (minimum of • Your ki pool increases by 3. one). You must use the new rolls.

Extra Lay On Hands Endurance You can use your Lay on Hands ability more Harsh conditions or long exertions do not often. easily tire you. Prerequisite: Lay on Hands class feature. Prerequisite: Con 13+ • You treat your effective paladin level • Your Constitution score increases by as +3 higher when determining your +1. Lay on Hands pool. • You have advantage on all saves made to resist exhaustion, running out of breath, starvation and thirst, Extra Inspiration heat and cold. Your performances are greatly inspiring. • You can sleep in armor that you are Prerequisite: Bardic Inspiration class feature. proficient in. • You gain three additional bardic inspiration dice whenever you use Extended Spell the bardic inspiration class feature. Your spells can last a great deal longer than normal. Prerequisite: Ability to cast 2nd level spells. Extra Rage You can use your rage ability more than • When you cast a spell that has a normal. duration of 1 minute or longer, you Prerequisite: Rage class feature. can increase your spell’s level to double its duration, to a maximum • You can rage for 3 additional times duration of 24 hours. per day.

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Extra Skills temporary hit points, you fall unconscious and are dying as normal. You have a versatile skill set.

• Choose any three skills you are not Fleet already proficient in. You gain You are faster than most. proficiency with those skills. Prerequisite: Dex 13+

Favored Defense • Your movement increases by 5 feet. • While you are wearing light or no Your cunning is your shield against your armor, your base speed increases by quarry’s attacks. an additional 5 feet. Prerequisite: Favored enemy class feature. • When you move at least 30 feet • Your Wisdom or Intelligence (choose during your turn, your AC increases one) increases by +1. by +1. • You add half of your proficiency bonus to your AC when attacked by Fortuitous a favored enemy. You have an uncanny amount of luck. Prerequisites: Cha 15+ or Feint Expertise • You gain four d4s you can use You are skilled at faking out an enemy in towards lucky moments each day. combat. • You can add these dice to any attack, Prerequisite: Int 13+ skill check or saving throw, even • When you perform a feint after you see the results. You may maneuver, you do so with advantage also use more than one die. on your ability check. • You can use these dice to subtract • Opponents suffer disadvantage when from a foe’s attack or skill check they attempt to feint you. against you, or on their save against • You can attempt to feint a target a one of your abilities. number of times equal to your Intelligence modifier instead of just Giant Slayer once. You’ve been trained to fight creatures much *See Total Party Kill Games’ Fifth Edition Options title for more larger than yourself and survive. information on combat maneuvers. Prerequisite: Dwarf or Wis 13+ and Nature proficiency Fight On • You gain advantage on all attacks You can keep fighting even after you should made against creatures at least two be dead. size categories larger than you. Prerequisites: Con 13+ • You gain a +2 bonus to AC when • Once per long rest and as a reaction, fighting creatures at least two sizes you can gain a number of temporary larger than you. If the creature is hit points equal to your 1d8 + your only one size larger, you only gain a Constitution modifier. These +1 bonus to AC. temporary hit points last for 1 • Your critical threat range against minute. If your hit points drop giants increases by +1. below 0 due to the loss of these 13

Great Fortitude you and the creature are restrained and immobile. You are resistant to poisons, diseases, and • You can grapple creatures up to one other maladies. size larger than you without them Prerequisite: Con 13+ escaping automatically.

• Increase your Constitution score by *See Total Party Kill Games’ Fifth Edition Options title for more +1. information on combat maneuvers. • You gain proficiency in Constitution saves. Healing Chakra You can use Ki to heal yourself and others. Great Strength Prerequisites: Wis 15+, Ki class feature

You are herculean in strength, capable of • As an action, you can spend a Ki great feats of endurance. point to automatically stabilize Prerequisite: Str 13+ another creature. They become • Increase your Strength score by +1. conscious with a number of hit • You gain proficiency in Strength points equal to your Wisdom saves. modifier. • If you fail a death save, you can expend a point of Ki to reroll that Great Weapon Expertise save. You are a master of wielding heavy • As an action you can expend a point weapons. of Ki to heal another creature. They regain 1d6 points plus your Wisdom • When wielding a heavy weapon, modifier. you may reroll damage once per round, keeping the better result. • When wielding a heavy weapon, Heavy Armor Expertise you can take a penalty of -5 to grant You know how to use heavy armor to its a +5 bonus to your damage. fullest. • If you hit a foe with a heavy Prerequisite: Heavy Armor Proficiency weapon, you may spend a bonus • Increase your Strength score by +1. action to make a Shove attack • If you are wearing heavy armor, you against that same target. reduce all physical damage taken by 3 points. Grappling Expertise You are adept at grappling and close-quarter Heavy Armor physical combat. Prerequisite: Str 13+ Proficiency You can wear heavy armor without penalty. • If you have a creature grappled, you Prerequisite: Medium armor proficiency gain advantage on all attacks against them. • Increase your Strength score by +1. • If you have a creature grappled, you • You gain proficiency with heavy can spend a bonus action to attempt armors. to pin the creature. Make another grapple check. If you succeed, both

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Heighten Spell to do so. You can use this ability again after a long rest. Your spells are incredibly difficult to resist. Prerequisite: Ability to cast 3rd level spells. Improved Beast • When you cast a spell that forces a creature to make a saving throw to Companion resist its effects, you can increase the Your beast companion is of greater power spell by two levels to give one target than most of its kind. of the spell disadvantage on its first Prerequisite: Beast Companion class saving throw made against the spell. feature, Animal Handling proficiency

• Your beast companion may be up to HERBAL HEALER CR ½. You know which plants and herbs to use to • Your beast companion’s natural make herbal poultices and unguents. attacks count as magical and silver Prerequisites: Wis 13+, Nature proficiency for the purposes of over-coming resistance. • You gain proficiency with the herbalist kit. • You can spend one hour to create a Improved Channel number of herbal healing salves Divinity equal to your proficiency bonus. Your divine energy is harder to resist. These salves add +1d6 hit points to a Prerequisite: Channel Divinity class feature. target’s recovery dice during rest. Your salves are only good for 24 • Add +1 to the DC of saving throws hours. made to resist the effects of your • You can spend one hour to create a channel divinity abilities. powerful healing salve that functions • You treat your effective cleric level as as lesser restoration. +2 levels higher for the purposes of calculating affected undead with the Heroic Defiance Destroy Undead class feature. You struggle on when others would fall. Prerequisites: Diehard or Endurance. Improved Critical Attacks made with your chosen weapon are • Once per day as an immediate action quite deadly. you can delay the onset of one Prerequisite: Weapon Specialization harmful condition or affliction (such as frightened, paralyzed, stunned, • When using the weapon you selected and so on). Activating this feat for Weapon Specialization, your delays the onset of the condition threat range is increased by +1. until the end of your next turn, after which time the condition takes its normal effect. This feat has no effect Improved Initiative on hit point damage or ability Your quick reflexes allow you to react damage. rapidly to danger.

• You may reroll failed saving throws • You gain a +5 bonus on initiative three times each day. You may use checks. the new result if it would benefit you

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• You always go first in initiative when can benefit from these temporary hit tied with other creatures unless they points again until they have taken at too have Improved Initiative. If so, least a short rest. roll again or use the highest Dexterity score. Iron Will

You are more resistant to mental effects. Improvised Weapon Prerequisite: Wis 13+

Mastery • Increase your Wisdom score by +1. You can turn nearly any object into a deadly • You gain proficiency in Wisdom weapon, from a razor-sharp chair leg to a saves. sack of flour. Prerequisite: Catch Off-Guard Ironskin • Increase the amount of damage dealt Through body hardening techniques, you can by the improvised weapon by one shrug off some blows without the use of step (for example, 1d4 becomes 1d6) armor. to a maximum of 1d8 (1d10 if the Prerequisite: Con 15+ improvised weapon is two-handed). • Improvised weapons in your hands • Your Constitution score increases by also have a critical threat range of +1. 19–20. • You may add your Con bonus to AC when not wearing armor.

Initiate You have studied with spellcasters, and Keen Intellect picked up a few tricks. Your intellect is practiced and sharp. Prerequisite: Int 15+ • Choose two and a first level spell from the spell list of any single • Your Intelligence score increases by class. You may cast the cantrips at +1. will and the first level spell once per • You can recall anything you’ve seen long rest. Your primary casting stat or heard within a number of weeks and save DCs are determined by the equal to your Intelligence modifier. casting stat of the class chosen. • Once per long rest you can gain advantage on any Intelligence-based skill check. Inspiring Leadership • By discussing a problem with your You are capable of awe-inspiring leadership, allies, you can turn any Insight or and that leadership gives your allies strength. Investigation check into a group skill Prerequisite: Cha 13+ check.

• If you spend at least 5 minutes giving a rousing speech you can make a Light Armor Charisma or Performance check with Proficiency a DC of 15. If you succeed, all allies You know how to wear light armor without within 30’ gain 5 temporary hit penalty. points. If you succeed with a DC of 20 or better, this bonus increases to • Increase your Strength or Dexterity 10 temporary hit points. No creature score (choose one) by +1. 16

• You gain proficiency with light codes is equal to your Intelligence armors. score + your proficiency bonus.

Lightning Reflexes LungING Attack You have faster reflexes than normal. You can strike foes that would normally be Prerequisite: Dex 13+ out of reach.

• Increase your Dexterity score by +1. • You can declare that any attack you • You gain proficiency in Dexterity make is a lunge attack. This increases saves. the reach of your melee attacks by 5 feet. • When you do so, you gain a +2 Lightning Stance bonus to damage on all lunge The speed at which you move makes it attacks, but put yourself in an nearly impossible for opponents to strike awkward position, and all attacks you. made against you have advantage Prerequisites: Dex 17+, Dodging Expertise until the beginning of your next turn.

You must decide to use this ability at • If you Dash during your turn, you the beginning of your turn, before also gain the benefits of the Dodge any attacks are made. action. • When lunging, you threaten an additional 5 feet. Lookout You help your allies avoid being surprised. Lycanthrope Slayer Prerequisite: Perception proficiency You’ve been trained to fight shapeshifters • Your Dexterity or Wisdom score and survive. (choose one) increases by +1. Prerequisite: Wis 13+, Arcana proficiency

• Allies within 30’ may use your • You gain a +1 bonus to attacks made Perception checks to determine against lycanthropes and a +1 bonus surprise. to your AC against their attacks. • Adjacent allies may use your • You gain advantage on all Insight or initiative checks to determine Investigation checks made to initiative order. discover the true nature of a lycanthrope. Linguistics Expert • Your critical threat range against You are a scholar of languages, ancient lycanthropes increases by +1. tongues and scripts. Prerequisite: Int 13+ Magical Aptitude • You learn three languages of your You have a knack for magic. choice. Prerequisites: Int 13+, Arcana proficiency

• You can get rough impressions of the • Your Intelligence, Wisdom or meaning of written and spoken Charisma score (choose one) languages you don’t know with a DC increases by +1. 15 Intelligence check. • You gain expertise in the Arcana skill. • You can also create secret codes. The DC to understand your 17

• Once per short rest you can gain Medium Armor advantage on any Arcana skill check. Expertise You are well-trained in the use of medium Mage Killer armor to deflect blows. You are a hunter and slayer of all who practice spellcraft. • You no longer suffer disadvantage on Prerequisite: Arcana proficiency Stealth skill checks. • Your maximum Dexterity bonus to • Spellcasters that you threaten AC increases by +1 when you are provoke attacks of opportunity wearing medium armor. when casting spells in your presence. • If you harm a spellcaster while they are concentrating on a spell, they Medium Armor suffer disadvantage on the Proficiency concentration check. You can wear medium armor without • If you see a creature cast a spell, you penalty. gain a bonus of +1d4 on all attack Prerequisite: Light armor proficiency rolls against that creature for one minute. • Increase your Strength by +1. • You gain proficiency with medium Manyshot armors. You can fire multiple arrows in a single shot. Prerequisite: Dex 15+, Rapid Shot Mobility You can easily move through a dangerous • When you make a ranged attack, melee. you can make another ranged attack Prerequisite: Dex 13+ against the same target or another target within 10’ of that target. • If you take the Dash action, you are not hindered by difficult terrain that Master Craftsman turn. • When you exit a creature’s You are a master artisan, capable of crafting threatened area, you do not provoke great works of stunning beauty and attacks of opportunity. effectiveness. • You can move through a number of Prerequisite: Int 13+ enemy squares equal to your

Dexterity bonus each round as • You gain proficiency with any two tools of your choice. though they were friendly.

• You craft items at a rate of 50 gp per day instead of 25 gp. Mounted Warrior • You can craft weapons and armor You are adept at warfare on the back of a that are effectively a +1 enhancement mount. bonus, but they do not count as Prerequisite: Animal Handling proficiency magical, nor radiate magic. • While mounted, you gain advantage on melee attack rolls against foes that are smaller than your mount.

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• You do not suffer disadvantage when Parting Shot making ranged attacks while You are an expert skirmisher, able to rain mounted. missiles upon your enemies whether • As a reaction to an attack on your advancing or retreating. mount, you can make an Animal Prerequisite: Dex 15+ Handling check and treat this result as your mount’s AC or if you have a • When you use the disengage action, shield, you can grant your shield’s you can make a single ranged attack AC to your mount as a reaction. at any point during your movement You lose your shield bonus until the as a bonus action. beginning of your next turn.

Penetrating Strike Overrun Expertise Your attacks penetrate the defenses of most You are a master of the overrun maneuver. foes. Prerequisite: Str 13+ Prerequisites: Power Attack or Weapon Specialization • You gain advantage on all overrun maneuver attempts that you make. • Your Strength or Dexterity score • Opponents suffer disadvantage on (choose one) increases by +1. overrun maneuver attempts against • Once per short rest, when you make you. a successful attack, your attack • If you make a charge as part of a ignores nonmagical physical damage Dash action, you can overrun a resistance. target as a free action.

*See Total Party Kill Games’ Fifth Edition Options title for more Persistent Spell information on combat maneuvers. You can modify a spell to become more tenacious when its targets resist its effect. Parry Spell Prerequisite: Ability to cast 3rd level spells You can parry an enemy spell back at its caster. • Whenever a creature targeted by a Prerequisites: Dex 13+, Arcana proficiency persistent spell or within its area succeeds on its saving throw against • As a reaction, you can attempt to the spell, it must make another parry any spell that requires an saving throw against the effect. If a attack roll. You make an attack roll creature fails this second saving against the attack roll of the throw, it suffers the full effects of the incoming spell attack. If you spell, as if it had failed its first saving succeed, you parry the spell away throw. A persistent spell uses up a harmlessly. spell slot two levels higher than the • If you take a -5 penalty to your parry spell’s actual level. Spells that do not roll and succeed, you can parry that require a saving throw to resist or spell back at its caster. Use your lessen the spell’s effect do not benefit parry roll as the spell attack roll. from this feat.

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Persuasive • You gain advantage on any ranged attack made within 30’ against You are skilled at swaying attitudes and targets that do not have cover. intimidating others into your way of • Ranged attacks made against thinking. adjacent targets have neither Prerequisites: Cha 13+, Persuasion advantage nor disadvantage. proficiency

• You gain expertise with the Polearm Expertise Persuasion skill. You are a master of polearm weapons. • Once per short rest you can gain advantage on any Charisma-based • When you attack with a pole skill check. weapon or staff, you can use a bonus action to attack with the other end of your weapon, dealing 1d4 bludgeoning damage plus your Strength modifier. • While using a reach weapon, opponents incur opportunity attacks when they enter and exit your threatened area.

Power Attack You can make exceptionally deadly melee attacks by sacrificing accuracy for strength. Prerequisite: Str 13+

• When wielding any non-light melee weapon, you can choose to suffer a - 5 penalty to attack rolls to gain +10 points of damage. • In addition, you may reroll 1s on damage rolls when using power attack. You must use the new result. • You treat object’s ACs as if they were 3 points less.

Physician You are a capable healer, able to mend wounds and treat ailments. Point-Blank Shot Prerequisites: Int or Wis 13+, Medicine You are especially accurate when making proficiency ranged attacks against close targets. Prerequisites: Dex 13+, Perception • When you use a healer’s kit and proficiency stabilize a dying target, they become conscious with 1d4 hit points. • You can use a healer’s kit to tend to a character’s wounds. The character

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regains a recovery die, and this Raging Vitality recovery die does not count against While raging, you are full of vigor and their daily total. A character may health. only benefit from this bonus Prerequisites: Con 15+, rage class feature. recovery die once per long rest. • Under your care, characters • Whenever you are raging, you gain a expending recovery dice during rest number of temporary hit points gain a bonus amount of additional equal to your level. These hit points equal to your Intelligence temporary hit points do not stack or Wisdom modifier (choose one) with temporary hit points from any for each recovery die they spend. other source. These temporary hit points are removed when you exit Quick Draw rage. • While raging, you have advantage You can draw weapons faster than most. on Constitution checks and Prerequisite: Dex 13+ Constitution saves. • You can draw weapons as a free action instead of as part of a move Rapid Shot action. You can make an additional ranged attack. • You gain a +2 bonus on Initiative. Prerequisite: Dex 13+ • Even if you are surprised, you can still draw your weapons. • When making a attack action with a non-loading ranged weapon, you can make an additional attack this Quicken Spell round as a bonus action. You gain You can cast spells in a blink of an eye. your full Dexterity bonus to damage Prerequisite: Ability to cast 4th level spells on this bonus attack.

• When you cast a spell that has a casting time of 1 action, you can Razortooth increase the spell level by three to Your powerful jaws and steely teeth are change the casting time to 1 bonus deadly enough to give you a bite attack. action for this casting. Prerequisite: Half- • A quickened spell does not suffer disadvantage when cast adjacent to • Your Strength or Constitution score threatening foes. (choose one) increases by +1. • As a bonus action, you can make a bite attack for 1d4 points of damage. Raging Strength You’re considered proficient in this While raging, your attacks do even more attack and can apply feats or effects damage. appropriate to natural attacks to it. Prerequisites: Str 15+, Rage class feature

• Whenever you are raging, you deal Ritualist +3 additional points of damage with You know how to cast some of your spells your melee attacks. as rituals. • You can reroll 1s on damage Prerequisites: Int, Wis or Cha 13+ rolls. You must keep the new result. • You can cast spells as rituals. These spells must have the ritual tag. You 21

cannot cast a ritual with a spell level Rousing Performance of greater than half your level. Your bardic inspiration can affect more than • When you gain this feat, choose two one person. first level spells from a class of your Prerequisites: Cha 15+, Performance choosing that have the ritual proficiency, Bardic Inspiration class feature. tag. You cast these spells as a member of that class, using their • When you perform a bardic primary casting stat. performance, you can choose to • You can add other rituals to your affect more than one target. Until spellbook. The rituals must belong the end of the encounter, all allies to your chosen ritual casting within 60’ of you gain +1d4 on class. Adding new rituals costs 50 gp attacks, saves or skill checks (choose per level of spell and takes 2 hours one each time you activate this per level of the spell. ability).

Savage Warrior Your blows strike with great fury, driving your enemies before you. Prerequisite: Str 13+, Intimidate proficiency

• You can reroll damage dice results of 1 or 2. You must use the new result, even if they are 1s or 2s. • You gain expertise with the Intimidate skill.

Selective Spell Your allies need not fear friendly fire. Prerequisite: Int 15+, Arcana proficiency, Ability to cast 2nd level spells

• When casting a selective spell with an area effect and an instant duration, you can choose a number of targets in the area equal to your primary spellcasting ability modifier. These targets are excluded from the effects of your spell. A selective spell uses up a spell slot one level higher than the spell’s actual level. Spells that do not have an area of effect or a duration of instantaneous do not benefit from this feat.

Sharp Shot Your skill with ranged weapons allows you to make amazing shots with ease. 22

Prerequisite: Dex 15+ hield of wings S S • You do not suffer disadvantage when A wild frenzy of attacks serves to bolster attacking beyond your weapon’s your defenses. normal range. Note that this does Prerequisite: Extra Attack class feature

not allow you to shoot beyond your • If you attack more than once per weapon’s maximum range. round using your extra attack class • Your ranged attacks ignore all but feature, you gain a +1 bonus to your total cover and you never suffer AC for each extra attack you make disadvantage for firing into melee. that round. • When making a ranged attack, you can choose to suffer a -5 penalty to the attack roll. If the attack hits, you Sidestep gain a +10 bonus to the attack’s You can reposition yourself after a foe’s damage. missed swing. Prerequisites: Dex 13+ Shield Expertise • Your Dexterity score increases by +1. Your skill with shields allows you to fight • Whenever an opponent misses you with it without hindrance. with a melee attack, you may move Prerequisites: Str 13+, Shield proficiency 5 feet as a reaction. • You can make an attack or Shove • This movement does not provoke action with a shield as a bonus opportunity attacks and does not action. Medium-sized shields deal count against your total movement. 1d6 points of damage. • As long as you are aware of an Skill Focus attack and not otherwise You are particularly adept at a certain skill. incapacitated, you can add +2 to Prerequisite: Proficiency in a chosen skill. your Dexterity saves against spell or attack effects that only affect you. • You gain expertise in a chosen skill. • When faced with a Dexterity save for half damage while wielding a shield greater than a buckler, you Slam Expertise automatically take half effect (even if You are skilled at slamming into an enemy you fail), and if you succeed, you and throw them off balance. suffer no damage. Prerequisite: Str 13+

• When you perform a slam Shield Mastery maneuver, you do so with advantage Your skill with shields is nearly unmatched. on your Strength check. Prerequisite: Shield Expertise • You can slam or shove targets up to two sizes larger than you. • When you wield a shield of any • In addition to knocking a foe back or kind, your AC improves by +1. prone, your slam also deals 1d6 • You may add your Strength modifier damage plus your Strength modifier. to off-hand attacks made with shields. *See Total Party Kill Games’ Fifth Edition Options title for more information on combat maneuvers.

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Snap Shot • Your Intelligence score increases by +1. With a ranged weapon, you can take • Each time you take this feat, choose a advantage of any opening in your number of spells that you already opponent’s defenses. know equal to your 3 + your Prerequisite: Dex 13+ Intelligence modifier. From that • While wielding a ranged weapon point on, you can prepare these you are proficient in, you may attack spells without referring to a adjacent foes without suffering spellbook. disadvantage. • You can make ranged attacks as Spell Penetration attacks of opportunity and gain +2 Your spells break through resistances more damage on all such attacks of easily than most. opportunity. Prerequisite: Spell Focus

Spell Assassin • When casting a spell of the school you have chosen for Spell Focus, you You cast spells with a deadly finality. ignore the resistance of targets. Prerequisites: Dex 13+, Ability to cast any spell Spirited Charge • Your range with spells that require Your mounted charge attacks are capable of attack rolls is doubled. dealing a tremendous amount of damage. • You ignore all but total cover when Prerequisites: Mounted Warrior making spell attacks. • You can subtract -5 on a spell’s attack • When mounted and using the Dash roll and gain +5 to damage. action to charge, your threat range increases by +1. Spell Focus • You may choose to subtract -5 from your attack rolls when using Spirited Spells you cast of a particular school are Charge to deal an additional +10 more difficult to resist. damage. Prerequisite: Ability to cast spells.

• Choose a school of magic. You add Stand Still half your proficiency bonus as an You can stop foes that try to move past you. additional bonus to the DC of saving Prerequisites: Str 13+, Combat Reflexes. throws against spells from the school of magic you select. • When a foe moves through squares • You gain advantage on all saves you threaten, you can spend a against that school of magic. reaction and that enemy cannot move for the rest of his turn unless it makes a successful overrun Spell Mastery attempt. An enemy stopped in this You have mastered a small handful of spells, way can still take the rest of his and can prepare these spells without action, but cannot move. referencing your spellbooks at all. Prerequisite: 1st-level wizard. *See Total Party Kill Games’ Fifth Edition Options title for more information on combat maneuvers.

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Stealthy Strong Personality You are skilled at stealth. Your sense of self never wavers, and your Prerequisites: Dex 13+, Stealth proficiency ego is rarely challenged. Prerequisite: Cha 13+ • You can make hide checks when you are only lightly obscured from sight. • Increase your Charisma score by +1. • If you are hidden and make a ranged • You gain proficiency in Charisma attack against an unaware target, you saves. remain hidden. • You can see in dim light without Subtle Spell penalty. You can cast spells without others being aware of it. Steel Soul Prerequisite: Ability to cast 2nd level spells. You are especially resistant to magic. • When you cast a spell, you can Prerequisite: Dwarf increase the spell level by one to cast • You may add your proficiency bonus it without any somatic or verbal as a bonus on all saves against magic. components. • Once per short rest you can gain advantage on a save against Sunder Expertise magic. You may not use this ability Your devastating strikes cleave through again until you’ve completed a short weapons and armor and into their wielders, rest. damaging both item and wielder alike in a single terrific strike. Steeled Mind Prerequisite: Power Attack Your mind is extraordinarily keen, and your • You gain advantage on all Sunder mental defenses are nearly impossible to attempts. penetrate. • Opponents have disadvantage when Prerequisite: Int 13+ attempting to make Sunder attempts • Your Intelligence score increases by against you. +1. • If you sunder a target’s weapons, • You gain proficiency in Intelligence armor or shield, you can spend a saves. bonus action to also deal your weapon’s base damage to the target.

*See Total Party Kill Games’ Fifth Edition Options title for more Strike Back information on combat maneuvers. You can strike at foes that attack you using their superior reach, by targeting their limbs or weapons as they come at you. Taunt Prerequisite: Combat Reflexes Your vicious words infuriate others. Prerequisites: Cha 13+, Intimidate • Your Dexterity score increases by +1. proficiency • You can expend a reaction to make an opportunity attack against any foe • Your Charisma score increases by +1. that attacks you with reach. • You gain expertise in the Intimidate skill. 25

• When you use the Intimidate skill, you can force an opponent to make a Wisdom save versus your Toppling Spell Intimidate check. If they fail, they Your spells with that deal damage also must use their next action to move knock the affected creatures prone. rd closer and attack you. Prerequisite: Ability to cast 3 level spells.

• If you use the Intimidate skill to • The impact of your spell is strong fluster a target, they suffer enough to knock the target prone. If disadvantage on all Persuasion checks a target takes damage from your for a number of rounds equal to spell, they must also make a your proficiency bonus. Dexterity or Strength (target’s choice) save to avoid being knocked prone. Thespian Use the DC of the spell to determine You are skilled at impersonation and drama. the trip maneuver DC. A toppling Prerequisite: Cha 13+ spell uses up a spell slot two levels higher than the spell’s actual level. • Your Charisma score increases by +1. • When impersonating another person’s looks, mannerisms or Toughness speech, you gain advantage on You have enhanced physical stamina. Deception or Performance skill Prerequisite: Con 13+

checks. • You gain a number of hit points equal to twice your level. Thundering Spell • When you gain new levels, you gain You can conjure your spells into existence an additional +2 hit points. with blaring thunder or fearful shrieks, • You recover 1 additional hit point deafening creatures damaged by their effects. whenever you roll a recovery die. Prerequisite: Ability to cast 3rd level spells

• You can modify a spell to deafen a Trip Expertise creature damaged by the spell. When You can easily knock enemies prone and a creature takes damage from this exploit their weakened position. spell, it becomes deafened for a Prerequisite: Dex 15+ number of rounds equal to the • You gain advantage on all Trip original level of the spell. If the spell attempts. allows a saving throw, a successful • Opponents have disadvantage when save negates the deafening effect. If attempting to make Trip attempts the spell does not allow a save, the against you. target can make a Constitution save • When an opponent stands from to negate the deafening effect. If the prone, you automatically gain an spell effect also causes the creature to opportunity attack against them. become deafened, the duration of this metamagic effect is added to the *See Total Party Kill Games’ Fifth Edition Options title for more duration of the spell. A thundering information on combat maneuvers. spell uses up a spell slot two levels higher than the spell’s actual level. Spells that do not inflict damage do not benefit from this feat. 26

Twinned Spell Two-Weapon Rend You can cast a spell and have it affect two Striking with both of your weapons targets instead of one. simultaneously, you can use them to deliver Prerequisite: Ability to cast 2nd level spells. devastating wounds. Prerequisites: Dex 15+, Two-Weapon • When you cast a spell that targets Fighter only one creature and doesn’t have a range of self, you can choose to • If you hit an opponent with both double the spell’s level to target a your primary attack and your off- second creature in range with the hand bonus attack, you deal an same spell (1 sorcery point if the spell additional +5 points of damage. is a cantrip). To be eligible, a spell must be incapable of targeting more than one creature at the spell’s UNDEAD Slayer current level. For example, magic You’ve been trained to fight the living dead missile isn’t eligible, but firebolt is. and survive. Prerequisite: Int or Wis 13+, Arcana or Religion proficiency Two-Weapon Fighter • You gain a +1 bonus to attacks made You can fight with a weapon wielded in against undead and a +1 bonus to each of your hands. your AC against their attacks. Prerequisite: Dex 13+ • You may reroll a failed save against • You gain your ability bonus on off- an undead creature’s ability. You hand attacks when dual-wielding may only use this ability once per two weapons. short rest. • You can use two-weapon fighting • Your critical threat range against with one-handed melee weapons, undead increases by +1. even if they aren’t light weapons. • You can draw or put away both Unarmed Fighting weapons as a single action when you You are skilled at fighting while unarmed. could normally draw or put away a Prerequisites: Str and Con 15+ weapon. • Increase your Strength or Constitution score by +1. Two-Weapon Fighting • You gain proficiency with improvised Mastery weapons and unarmed strikes. Your unarmed strikes deal 1d4 damage You are especially skilled at fighting with (1d3 for small creatures and 1d6 for two weapons. large). You are treated as armed Prerequisites: Dex 15+, Two-Weapon when unarmed fighting. Fighter • If you hit a target with an unarmed • When fighting with two weapons, strike on your turn, as a bonus action you gain a +1 bonus to AC. you can make a grapple attack. • You gain an extra attack action when wielding two weapons. Weapon Expert You know how to handle more weapons than most of your class. 27

area. Any numeric measurements of • Your Strength or Dexterity score the spell’s area increase by (choose one) increases by +1. 100%. Spells that do not have an • You gain proficiency with any five area of one of these four sorts are martial weapons. not affected by this feat.

Weapon Specialization Wise You are especially skilled with one type of You are possessed of great wisdom and weapon. other seek you out for answers. Prerequisite: Proficiency with selected Prerequisite: Wis 15+ weapon • Your Wisdom score increases by +1. • Choose one weapon. You gain a +1 • You gain proficiency in the Insight bonus on all attack rolls you make skill if you did not already possess it. using the selected weapon. • You always know what direction you • With your chosen weapon, you also are facing and always know the time gain a +2 bonus to damage rolls. of day within an hour. • Once per short rest you can gain • Once per long rest you can gain advantage on an attack roll made advantage on any Wisdom-based with your chosen weapon. skill check.

Widen Spell

You can cast your spells so that they occupy

a larger space.

Prerequisite: Ability to cast 3rd level spells.

• You can increase a spell’s level by two to alter a burst, emanation, or

spread-shaped spell to increase its

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