5e Feat System Rework

5e Feat System Rework

Disclaimer: I am not attempting to claim that this is a wholly original creation, I have ripped several abilities from /ImFromNASA’s Talent Trees homebrew here: TalentTrees_v1.pdfbecause this is primarily intended for my personal home group and I only transferred it online to seek balance feedback. I would highly recommend Talent Trees to pretty much anyone, it just doesn’t accomplish what I’d personally like it to for my own home group..

Overall Goal: Increase the amount of choice and variety in character builds while maintaining balance. I ended up removing free bonus action attacks (example: feats like polearm master and crossbow expert) and made them either 2/short rest or tied to something other than the attack action so they don’t stack up. This will hurt martials a little bit but I also tried to put a number of feats in to make up for this that both increase power and inform a playstyle without making things too strong. I also kept sharpshooter and GWM’s penalty for bonus scheme but made it scale with level so it’s not so disruptive early game and is actually still worth having in the late game. The ASI rework will also greatly improve martial access to feats without gimping ability scores since most feats are now half feats.

ASI: Ability Score Improvements now give you +1 to one ability score of your choice and a feat.

Feats: All characters gain a feat at 1st level. Racial feats have been removed. If a feat would let you add your proficiency bonus to a roll that you are already adding your proficiency bonus to, the bonuses do not stack. This is intended to be a full replacement, so all feats not listed here have been removed from the game.

Races: Variant Human and Custom Lineage have been removed. Racial Feats have been removed, some have been repackaged into new feats.

Combat Feats

Training Feats: Lightly/Moderately/Heavily Armored and Weapon Master are currently unchanged simply because I couldn't think of ways to make them more interesting that doesn't leave them open to abuse by full casters.

Awesome Blow

* Increase your Constitution or Strength by 1, to a maximum of 20.

* As a bonus action, you attempt an Awesome Blow attack. If this attack hits, the creature struck must make a Constitution saving throw (DC 8 + your proficieny bonus + your strength or constitution modifier, whichever is higher) or become Incapacitated until the end of your next turn. You can use this ability twice, after which you must finish a short or long rest to use it again.

* Once per round, when you deal bludgeoning damage to a creature with a melee weapon attack, you can push them 5 feet into an unoccupied space, or 10 feet if the weapon you hit them with has the heavy property. This ability does not work against creatures two or more size categories larger than you.

Axeman

* Increase your Dexterity or Strength by 1, to a maximum of 20.

* Handaxes, battleaxes and greataxes you wield deal double damage to objects with an armor class of 15 or less.

* When you score a critical hit with a handaxe, battleaxe or greataxe, you deal an additional weapon die of damage.

Battle Presence

* Increase your Constitution or Strength by 1, to a maximum of 20.

* You can use Strength instead of Charisma on Intimidation checks.

* Creatures smaller than you cannot move through spaces you occupy unless you allow them to.

* When you make a successful shove attempt against a creature, you can choose to Hobble them. If you do they must make a Dexterity saving throw (DC 8 + your proficiency bonus + your strength or constitution, whichever is higher) or have their speed reduced to 0 until the end of their next turn. You can use this ability twice, after which you must finish a short or long rest to use it again.

Point Blank Shot

* Increase your Constitution or Dexterity by 1, to a maximum of 20

* When a hostile creature attempts to enter a space within 5 feet of you, you may use your reaction to make a single attack against that creature with a held ranged weapon.

* Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.

Blitz

* Whenever you jump at a creature that is at least 5 feet below you (before making the jump) immediately before making an attack against that creature, that attack roll is made with advantage.

* Whenever you use your action to Dash, you can use a bonus action to make one melee weapon attack or to make a Shove attempt against a creature

* If you move at least 10 feet in a straight line immediately before making your first melee weapon attack on your turn, if the attack hits add your proficiency bonus to the damage roll.

Cleave

* Increase your Dexterity or Strength by 1, to a maximum of 20.

* On your turn, when you score a critical hit with a melee weapon attack or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.

* When you deal slashing damage to a creature with a melee weapon attack, you can use your reaction to deal slashing damage equal to your Strength modifier (or Dexterity modifier if using a Finesse weapon) to up to two other creatures within your weapon's reach.

Crossbowman

* Increase your Dexterity by 1, to a maximum of 20.

* You ignore the loading property of crossbows in which you are proficient.

* You no longer require a free hand to load ammunition into a hand crossbow with which you are proficient if you have a hand crossbow in your off hand.

* You can use two weapon fighting with hand crossbows.

Deadeye

* Increase your Dexterity or Strength by 1, to a maximum of 20.

* Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.

* Your ranged weapon attacks ignore half cover and three-quarters cover.

* As a bonus action, you can take aim with a ranged weapon. If you do, your next attack with that weapon has advantage and deals an additional weapon die of damage. You can use this ability twice, after which you must finish a short or long rest to use it again.

Dirty Tactics

* Increase your Dexterity or Strength by 1, to a maximum of 20.

* You are proficient with unarmed strikes and improvised weapons. Your unarmed strikes use a d4 for damage.

* As a reaction, you can throw sand, dirt, dust or spit blood into the eyes of a creature attempting to attack you, imposing disadvantage on their next attack.

* As a bonus action you can deliver a nose-breaking kick or headbutt in the form of an unarmed strike. If this attack hits, the creature struck cannot take reactions until the end of your next turn. You can use this ability twice, after which you must finish a short or long rest to use it again.

Durable

* Increase your Constitution by 1, to a maximum of 20.

* When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).

* Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your constitution modifier and regain a number of hitpoints equal to the total (minimum 1).

Executioner

* Increase your Dexterity or Strength by 1, to a maximum of 20.

* If you deal damage to a creature with a two-handed melee weapon and it has less than 10 hitpoints remaining afterwards, the creature must make a constitution saving throw (DC 8 + your proficiency bonus + your dexterity or strength modifier, whichever is higher) or it is slain instantly.

* As a bonus action, you can take aim with a two handed melee weapon. If you do, your next attack with that weapon has advantage and deals an additional weapon die of damage. You can use this ability twice, after which you must finish a short or long rest to use it again.

Fencer

* Increase your Constitution or Dexterity by 1, to a maximum of 20.

* When you are wielding a rapier or other finesse weapon with which you are proficient and have a free hand, if another creature hits you with a weapon attack, you can use your reaction to add your proficiency bonus to your AC for that attack.

* When you are wielding a rapier or other finesse weapon with which you are proficient and have a free hand, you gain a +1 bonus to your armor class.

Fighting Initiate

* Increase your Constitution, Dexterity or Strength by 1, to a maximum of 20.

* (unchanged)

Ground Fighter

* When you deal damage to a creature who is less than two sizes larger than you with a sickle, flail, trident, war pick or whip, you can use a bonus action to make a Grapple or Shove attempt against them.

* When you hit a grappled or prone creature with a sickle, flail, trident, war pick or whip add double your ability modifier to the damage roll.

* As a bonus action, you can attempt to Pressure your opponent. If this attack hits, the creature struck must make a Charisma saving throw (DC 8 + your proficieny bonus + your dexterity or strength modifier, whichever is higher) or become frightened for 1 minute. While frightened in this manner the creature can still move closer to you but cannot leave your reach. At the end of each of your turns if you did not attack the frightened creature, the frightened effect ends. At the end of each of the affected creature's turns it can make an additional Charisma saving throw to end the effect. You can use this ability twice, after which you must finish a short or long rest to use it again.

Heavy Armor Master

* Increase your Strength or Constitution by 1, to a maximum of 20.

* Wearing heavy armor with a strength requirement doesn't reduce your speed if you don't meet that requirement.

* While you are wearing heavy armor, bludgeoning, piercing and slashing damage you take from nonmagical weapons is reduced by 3.

Impale

* Increase your Dexterity or Strength by 1, to a maximum of 20

* As a bonus action, you can attempt an Impaling attack. If this attack hits a creature less than two sizes larger than you, the creature struck must make a Strength saving throw (DC 8 + your proficiency bonus + your dexterity or strength modifier, whichever is higher) or become Restrained until the end of your next turn. You can use this ability twice, after which you must finish a short or long rest to use it again.

* Once per round, when you deal piercing damage to a creature with a weapon attack, you can reduce their speed by 5 feet until the beginning of your next turn, or 10 feet if the weapon you hit them with has the heavy property. This ability does not work against creatures two or more size categories larger than you.

Inspiring Leader

* (unchanged)

* The range of your Help action increases by 10 ft (when aiding allies in attacking a creature, you can choose enemies who are up to 10 feet farther away from you than normal, allowing you to help at a 15 foot range, instead of 5).

* When an allied creature within 30 feet of you is hit by an attack, you can call out a word of aid and encouragement. As a reaction, you can take the Help action. You can use this ability twice, after which you must finish a short or long rest to use it again.

* During your turn you can use a bonus action to issue a command to change tactics. Two friendly creatures of your choice within 60 feet of you that can see or hear you exchange their initiative scores. Their scores must be lower than yours for the feature to apply. You can use this ability twice, after which you must finish a short or long rest to use it again.

Kingfisher

* On your turn, weapons you wield with the reach property extend your reach by 10 feet instead of 5.

* While you are wielding a spear, quarterstaff or weapon with the reach property, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.

* When you deal damage to a creature less than two sizes larger than you with a weapon that has the reach property, you may attempt to Hook them. If you do they must make a Strength saving throw (DC 8 + your proficiency bonus + your constitution or strength modifier, whichever is higher) or be pulled up to 10 feet towards you into an unoccupied space you can see. You can use this ability twice, after which you must finish a short or long rest to use it again.

Mage Slayer

* (unchanged)

* (unchanged)

* When a creature adjacent to you attempts to teleport a distance of 1000 feet or less, you can attempt to follow them. To do so roll a Strength saving throw against that creature's spell save DC, if you fail or there is no unoccupied space adjacent to the creature's destination, you take 1d6 points of force damage per level of the spell being cast as you are shunted out of the teleportation effect at your original location, otherwise you teleport into an unoccupied space directly adjacent to that creature.

Martial Adept

* Increase your Constitution, Dexterity or Strength by 1, to a maximum of 20.

* (unchanged)

* (unchanged)

* When you reach 8th level, you gain an additional maneuver known and an additional superiority die.

Medium Armor Master

* Increase your Dexterity or Constitution by 1, to a maximum of 20.

* (unchanged)

* (unchanged)

Mounted Combatant

(unchanged)

Power Attack

* Increase your Dexterity or Strength by 1, to a maximum of 20

* When you roll damage on a melee weapon attack you can treat any 1 on a damage die as a 2.

* Before you make a melee weapon attack, you can choose to take a penalty to the attack roll equal to your proficiency bonus, if you do and the attack hits, it deals additional damage equal to twice your proficiency bonus.

Power Shot

* Increase your Dexterity or Strength by 1, to a maximum of 20.

* You can add your Strength modifier to attack and damage rolls with shortbows, slings and longbows instead of your Dexterity modifier.

* Before you make a ranged weapon attack, you can choose to take a penalty to the attack roll equal to your proficiency bonus, if you do and the attack hits, it deals additional damage equal to twice your proficiency bonus.

Sentinel

(unchanged)

Shield Master

* If you are wielding a shield you can use your bonus action to attempt to Shove that creature or perform a shield bash attack. This attack uses the same ability modifier as the primary attack. The shield's damage die for this attack is a d4, and it deals bludgeoning damage. You can use this ability twice, after which you must finish a short or long rest to use it again.

* If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a breath weapon, spell or trap.

* If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.

Skirmisher

* Your walking speed increases by 10 feet.

* When you take the Dash or Dodge action on your turn, you can make a single weapon attack as a bonus action. If you move at least 10 feet in a straight line before making this attack, you gain advantage on the attack roll.

* When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit them or not.

Swordsman

* Increase your Dexterity or Strength by 1, to a maximum of 20.

* As a bonus action you can attempt a Lacerating Strike. Make a melee weapon attack with a held dagger, falchion, greatsword, longsword, scimitar or shortsword. If you hit with the attack, you deal an additional 1d4 necrotic damage, and the creature struck takes 1d4 necrotic damage at the start of each of it's turns until it takes an action to make a medicine check (DC 15) to staunch the bleeding. You can use this ability twice, after which you must finish a short or long rest to use it again.

* You score a critical hit with the dagger, falchion, greatsword, longsword, scimitar or shortsword on a roll of 19 to 20.

Tough

* Your hit point maximum increases by twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.

* When you take damage, you can use your reaction to reduce it by 1d6 + your proficiency bonus. You can use this ability twice, after which you must finish a short or long rest to use it again.

Two Weapon Fighting

* Increase your Dexterity or Strength by 1, to a maximum of 20.

* As a bonus action you can attempt a Double Strike. Make a melee weapon attack with the weapon in your main hand. If you hit with the weapon in your main hand, you deal additional damage equal to the weapon damage die of the weapon in your off hand. You can use this ability twice, after which you must finish a short or long rest to use it again.

* You can draw a weapon that has the thrown property as part of the attack you make with the weapon and you can draw or stow two one-handed weapons when you would normally be able to draw only one.

* You can use two weapon fighting with all one handed melee weapons.

Two Weapon Defense

* Increase your Constitution or Dexterity by 1, to a maximum of 20

* While wielding a weapon in each hand, you gain a +1 bonus to your armor class.

* You can use your offhand weapon to deflect projectiles. As a reaction, you can impose disadvantage on a single ranged weapon attack made against you. You can use this ability twice, after which you must finish a short or long rest to use it again.

Wrestler

* Creatures you grapple provoke an opportunity attack from you when they attempt to escape your grapple.

* You can use your bonus action to make a Shove or Grapple attempt.

* You can use your bonus action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, the creature is knocked Prone until the grapple ends.

General Feats

Alert

* Your Dexterity or Wisdom increases by 1, to a maximum of 20.

* (unchanged)

* (unchanged)

* (unchanged)

Athlete

* Increase your Dexterity or Strength by 1, to a maximum of 20.

* When you are prone standing up on your turn only uses 5 feet of your movement, and you can use your reaction to stand up as long as your movement speed isn't 0.

* Climbing doesn't cost you extra movement and you can climb with one hand free as long as you aren't on a slippery surface or surface with no handholds.

* You can make a running long jump or a running high jump without needing to move beforehand.

* You can high jump and long jump a number of additional feet equal to your Dexterity modifier.

* You can move along vertical surfaces on your turn without falling during the move.

Doctor

* Increase your Wisdom score by 1, to a maximum of 20.

* When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point.

* As an action you can spend one use of the healer's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.

* During a short rest you can clean and bind the wounds of up to six willing beasts and humanoids. If a creature spends a hit die during this rest they can forgo the roll and regain the maximum number of hit points the die can restore instead. A creature can benefit from this ability only once per short rest no matter how many hit dice it spends. This ability expends one use of a healer's kit.

* You can use your knowledge of medicine to treat minor status conditions. As an action, you can expend 5 uses of a healer’s kit to tend to a creature, ending a temporary conditon afflicting it. These conditions can be blinded, deafened, or poisoned.

Historian

* Increase your Intelligence by 1, to a maximum of 20.

* Through your vast and detailed study of lore and rote memorization of primary sources, you have become a living historical archive. As an action, you can consult your accumulated knowledge on a topic. To do so is like consulting a bestiary, travel guide, or library inside your own mind. The DM will give you the text of the relevant entry, though it may not always be immediately or obviously applicable to your situation. You cannot do so again until you finish a short or long rest.

* Your have learned much about the history of cultures and societies. When you see a coat of arms, livery, logo, insignia, or other piece of identifying information for a noble lineage, guild, country, corporation, or other organization, you have advantage on checks to identify it and on checks to recreate or incorporate such an item into a disguise. While disguised in this way, you have advantage on blending in with the locals. Additionally, when you hear a creature speak, you can tell what language it is speaking. If you know the language, you can tell what dialect it uses and ascertain roughly where the creature is from.

* When in a historically significant area, like a city, ruin, battlefield, or stronghold, or when preparing to enter one, you can spend 10 minutes regaling creatures around you with tales of the locale’s past; Until the next long rest, you and each creature that listens to the entirety of this lesson gains advantage on initiative checks while in the area. In addition, you can choose a number of creatures up to your Intelligence modifier (minimum 1) and give each of them a Historical Accuracy die (a d6). Once within the next 8 hours, the creature can roll the die and add the result to one ability check, attack roll, or saving throw it makes. A creature can only have one Historical Accuracy die at a time and can’t use more than one per long rest per location.

Lucky

(unchanged)

Resilient

* (unchanged)

* (unchanged)

* You have advantage on saving throws against disease, and from exhaustion caused by a forced march or lack of food or water.

* You may add the chosen ability score's modifier to one death saving throw. Once you use this ability it cannot be used again until you finish a long rest.

Savant

* Increase your Intelligence or Wisdom by 1, to a maximum of 20.

* You always know which way is north.

* You always know the number of hours left before the next sunrise or sunset.

* You can accurately recall anything you have seen or heard within the last month.

* You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to the higher of your intelligence or wisdom scores + your proficiency bonus), or they use magic to decipher it.

* You have a +5 bonus to your passive Wisdom (Perception) and Intelligence (Investigation) scores.

Skill Expert

(unchanged)

Social Chameleon

* Increase your Charisma or Wisdom by 1, to a maximum of 20.

* You learn three languages of your choice.

* You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person

* If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.

* You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking or heard a creature make the sound for at least one minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect was faked. Any time you can speak, you can cause your voice to emit from a point up to 30 feet away. If a creature is within 30 feet of you, you can give the impression that sounds you make originate from that creature. Your ventriloquism isn’t limited to words, but includes any sounds you can make, including imitations of animals and the vocal components of spells. 

Skulk

* Increase your Dexterity, Intelligence or Wisdom by 1, to a maximum of 20.

* You can attempt to Hide even when you are only lightly obscured.

* When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.

* Dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight.

* You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.

* You have advantage on saving throws made to avoid or resist traps.

* You have resistance to the damage dealt by traps

Spellcasting Feats

Cantrip Connoisseur

Prerequisite: The ability to cast at least three cantrips from the same spell list.

* You learn an additional cantrip that must be from the same spell list as the cantrips that qualify you to take this feat.

* Add your proficiency bonus to one damage roll of cantrips you cast.

* Choose one cantrip you know that doesn't deal damage and takes an action to cast. You can cast that cantrip as a bonus action. You can use this ability twice, after which you must finish a short or long rest to use it again.

Brute Force

* Creatures that are vulnerable to bludgeoning damage are also vulnerable to force damage you deal to them.

* When you cast the Magic Missile spell using one of your spell slots, the spell fires additional missiles equal to your proficiency bonus. You can use this ability twice, after which you must finish a short or long rest to use it again.

* The first time a spell you cast of 1st level or higher deals force damage to a creature, you can force that creature to make a Strength saving throw against your spell DC. On a failure you can choose to knock that creature prone or push them 15 feet horizontally into an unoccupied space you can see.

Death Grip

* You treat undead who are immune to necrotic damage as resistant to it instead.

* You may add your proficiency bonus to one damage roll of any spell of 1st level or higher you cast that deals necrotic damage.

* The first time a spell you cast of 1st level or higher deals necrotic damage to a creature you regain hit points equal to 1d4 + your spellcasting ability modifier. Any hit points above your maximum you are healed become temporary hitpoints instead. These temporary hitpoints last 1 minute.

Eschew Materials

* Increase your Intelligence, Wisdom or Charisma by 1, to a maximum of 20.

* You can cast spells without a material component as long as that component has no gold cost.

* If you cast a spell that has a component with a gold piece cost that the spell consumes, you can substitute raw gold for the material component.

* You don't need a free hand to cast spells if you are holding a spell focus in one hand.

Elemental Mastery

* Choose Acid, Cold, Fire, Lightning or Thunder. You may add your proficiency bonus to one damage roll of any spell of 1st level or higher you cast that deals damage of that type.

* Spells you cast ignore resistance to damage of the chosen type.

* When you roll damage for a spell you cast that deals damage of the chosen type, you can treat any 1 on a damage die as a 2.

Eldritch Adept

* Increase your Charisma by 1, to a maximum of 20.

* (unchanged)

High Magician

Prerequisite: Magic Initiate or the ability to cast 2nd level spells using spell slots.

* Increase your Intelligence, Wisdom or Charisma by 1, to a maximum of 20. The chosen ability score is your spellcasting ability score for spells gained by this feat.

* You can cast Detect Magic at will without expending a spell slot.

* You can cast one 2nd level wizard spell of your choice and Dispel Magic each once without expending a spell slot. You regain the ability to cast those two spells in this way after you finish a long rest.

Magic Initiate

* Increase your Intelligence, Wisdom or Charisma by 1, to a maximum of 20.

* Choose a class whose spell list you would like to learn from. You learn two cantrips of your choice from that class's spell. list In addition choose a 1st level spell to learn from the same list. Using this feat, you can cast that spell once without expending a spell slot, and you must finish a long rest before you can cast it again in this way. You can also cast this spell using spell slots you have of the appropriate level. The spellcasting ability for each of these spells is the ability score increased by this feat.

Master Manipulator

* Increase your Charisma or Intelligence by 1, to a maximum of 20.

* Creatures subject to your Friends cantrip or Charm Person spell do not know you charmed them once the spell wears off.

* You learn to disguise your enchantment and illusion spells to avoid detection. Whenever you cast an enchantment or illusion spell you can roll a Dexterity (Sleight of Hand) or Charisma (Deception) check to disguise the somatic or verbal component of the spell respectively. Each creature than can see you rolls Wisdom (Perception) if you are disguising a somatic component or Wisdom (Insight) for a verbal component, creatures who beat your check notice that component as they would normally. This ability does not completely disguise a spell being cast unless the component you are disguising is the only component of the spell.

Metamagic Adept

* Increase your Charisma by 1, to  a maximum of 20.

* (unchanged)

* (unchanged)

Ritual Caster

(unchanged)

Smoke and Mirrors

* Creatures have disadvantage on Intelligence (Investigation) checks to made to discern your illusions.

* If a solid object would pass through one of your illusions, you can use your reaction to either move the illusion up to 10 feet in any direction, or cause the illusion to mimic the impact that object would have on it if it were a real object. In either case those observing the illusion make an Intelligence saving throw against your spell DC, on a success they see through the illusion.

* You can concentrate on two spells at once if one of them is Silent Image.

Soul of Radiance

* Spells you cast that create light such as the Daylight spell are considered to be 2 levels higher than normal for the purposes of functioning in or dispelling magical darkness.

* When you cast a spell of 1st level or higher that causes a creature to regain hitpoints, you may choose a creature within 30 feet of you. If you do, that creature takes radiant damage equal to 1d4 + your spellcasting modifier from this feat.

* When you cast a spell of 1st level or higher that deals radiant damage, you may choose a creature within 30 feet of you. If you do, that creature regains hit points equal to 1d4 plus your spellcasting ability modifier from this feat.

Spell Sniper

* Increase your Intelligence, Wisdom or Charisma by 1, to a maximum of 20.

* (unchanged)

* (unchanged)

* (unchanged)

Telekinetic

* (unchanged)

* (unchanged)

* As a bonus action you can perform a telekinetic thrust against one target creature you can see within 30 feet of you. When you do so the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or take 1d10 points of force damage and be knocked prone or moved up to 10 feet horizontally to an unoccupied space you can see.

Telepathic

(unchanged)

War Caster

(unchanged)

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