New Feats 2
Here are some new feats:
You know how to fully take advantage of a lucky hit or moment of weakness. Once per turn when you score a critical hit, you can add your relevant ability score modifier to the damage a second time.
You prefer to protect yourself and avoid injury, even if it means your enemy avoids your attacks. When you take the Attack action, you can choose to fight defensively. Until the start of your next turn, you take a -5 penalty on all attacks but add your proficiency bonus to your Armour Class.
Few can match the iron constitutions of a dwarf. When you make a Strength, Constitution, or Wisdom saving throw, you can choose to reroll the saving throw.
Alternatively, when suffering from an effect that allows you to make a saving throw to end the effect at the end of your turn you can choose to roll the saving throw at the start of your turn as a bonus action. Once you use this feat, you must complete a short or long rest before you use it again.
The connection to your draconic ancestors is strong, and increases as you age. You were born with or grew small vestigial wings, which have only become larger and stronger. The wings now grant you the following benefits:
- When you fall from a height that would cause falling damage, as a reaction you can slow your descent. You fall at a rate of 30 feet per round for 1 minute or until you land.
- As a bonus action you can glide, gaining a fly speed equal to your walking speed for 10 minutes. Half your movement must be downward, either diagonally or straight down. After you use your wings to glide, you cannot use them again until you complete either a short or long rest.
Prerequisite: Elf or half-elf
Your keen elven eyes enable you to make shots that others would miss. When you attack with a ranged weapon, you can choose to reroll the attack roll. You must take the result of the second roll, even if it is lower. Once you use this ability, you cannot use it again until you complete a short or long rest.
Your fiendish anatomy is pronounced, granting you the following benefits:
- Your tail can hold an object that weighs no more than 10 lbs. If the object is a weapon, you can hold it with your tail but you are unable to wield it.
- Your tail can retrieve items stored in belt pouches, coin purses, or pockets.
- Your can use your horns to make unarmed strikes that deal 1d6 piercing damage.
- Once per day you can cast darkness. Once cast you must finish a long rest before you can cast this spell again.
Gnome Fey Magic
You have learned to tap into your ancestral fey magic. You gain the following abilities:
You can cast each of the following spells once: dancing lights, minor illusion, and prestidigitation. You regain the ability to cast these spells after a short or long rest.
When you take damage from an attack, as a reaction you can become invisible until the end of your next turn. This invisibility ends early if you take an action. Once you use this ability you must complete a long rest before you can use it again.
You recover swiftly from physical exertion and injuries. You gain an additional Hit Die, which is a d8 and can be spent and regained normally.
You are an experienced traveler who is adept at orienteering and mapmaking. When travelling, you can contribute your passive Wisdom (Perception) score to the group’s while navigating or drawing a map. Alternatively, you can navigate and draw a map at the same time. If you are not navigating or drawing a map you have advantage on your passive Wisdom (Perception) score.
The blood of your orc progenitors fills you with rage and the desire for violence. As a bonus action, you can choose to move up to half of your walking speed towards a hostile creature that you can see.
Quick to strike and even quicker to act, your readiness grants you the following benefits:
- You can take reactions when surprised.
- When you make an opportunity attack and miss, you do not use your reaction for that turn.
- When you hit with an opportunity attack, you can also choose to move 5 feet as part of the reaction.
You can strike with both weapons at once, dragging them apart to create a painful wound. Once per turn, when you hit the same creature with both your main and offhand weapon that turn, each weapon deals an additional 1d4 damage.
In your hands, your weapon’s scabbard is a deadly weapon in its own right. You gain the following benefits:
- You treat scabbards as improvised weapons that deal 1d6 bludgeoning damage.
- You are proficient in attacking with scabbards.
- When you take the Attack action while holding a scabbard, you can draw or sheath your weapon as part of an attack.
- While wielding an empty scabbard and being targeted by an attack with a weapon that would fit inside the scabbard, you can use your reaction to try and catch the weapon in the scabbard, imposing disadvantage on the attack roll.
Prerequisite: Proficiency with shields
Shields are a deadly weapon in your hands, granting you the following benefits:
- You treat shields as martial melee weapons that deal 1d8 bludgeoning damage and has the thrown trait with a range of 15/45.
- You can use shields with two-weapon fighting even though they aren’t a light weapon.
- Donning or doffing a shield does not take your action.
Prerequisite: Intelligence or Charisma 13 or higher
Through guidance and a shared workload, more can be accomplished together than apart. When you take the Help action to aid a friendly creature with a task you are proficient in, instead of gaining advantage they can add your proficiency bonus to their check.