Preternatural Combatant (Feat)

PRETERNATURAL COMBATANT (Feat)

Prerequisites: 12th level, have at least 4 levels of a class in the Preternatural List (more details in the feat description)

You have physically trained so hard that you are starting to do things that are beyond the common people's capabilities. When you take this feat choose one of your classes that is feasible for this feat, and that doesn't have less levels of another class you have (for example you can choose Fighter if you are a Fighter 7/Wizard 7, but not if you are a Fighter 5/Wizard 7). You gain the benefits based on the class you chose (the following list is also the Preternatural List of the classes that can take this feat):

  • Fighter / Barbarian / Rogue: you learn six Preternatural Actions from the Preternatural Action list below. You must meet the prerequisites of the Preternatural Action if there are any. You have 3 Preternatural Points, and regain all spent points when you complete a long rest.

  • Monk / Ranger / Paladin: you learn three Preternatural Actions from the Preternatural Action list below. You must meet the prerequisites of the Preternatural Action if there are any. You have 2 Preternatural Points, and regain all spent points when you complete a long rest. And also increase one of your ability scores by 1, to a maximum of 20.

Additionally, when you gain a level in the class you chose with this feat, you can choose one of the Preternatural Action you know and replace it with another Preternatural Action, of which you still must meet the prerequisites.

You can get this feat more than once. Every time you get it over the first, you can choose another class that satisfies the prerequisites for the feat or the same class, but you do not get additional known Preternatural Actions or additional Preternatural Points as written in the class section of the feat. Instead you get just an additional Preternatural Action known, and two additional Preternatural Points if the class is Fighter, Barbarian or Rogue, or one additional Preternatural Point if the class is Paladin, Ranger or Monk.

PRETERNATURAL ACTIONS

Whirlwind Attack

You start spinning and make a myriad of strikes against all the enemies around you

Prerequisites: Extra Attack Feature

As an action, you can spend a Preternatural Point to make an amount of melee attacks against all the enemies that you can see within your reach, equal to the amount of attacks you are able to do normally with your Attack Action.

Burst Attack

You fire your weapon at such an high speed that you can hit multiple enemies before they can even react

Prerequisites: Extra Attack Feature

When you take the Attack Action, you can spend a Preternatural Point to make two additional ranged attacks as part of the same action. Those additional attacks need to be targeting different targets than the initial attacks of the Attack Action, otherwise you make those attacks at disadvantage.

Lightning Dash

You can move at such an high speed that no one can see you sometimes

Prerequisite: 15 Dexterity or higher

As an action, you can spend a Preternatural Point to move up to double your speed in a straight line. During this movement you are considered invisible to anyone, and the movement doesn't provoke opportunity attacks.

Supernatural Strength

Your physical strength can be compared to the one of a giant

Prerequisite: 15 Strength or higher

As an action, you can spend a Preternatural Point to gain advantage on every Strength skill checks you make for 1 minute. During this time you also double the amount of weight you can lift, push and carry, and when you attack objects and structures your attacks are considered critical hits if they hit the target. Once during this time, you can consider one Strength skill check as if you rolled a natural 20. That skill check can be considered a high feat of strength, making you able to do things that you couldn’t normally do, like destroying a wall or blocking a big rolling boulder. What you can and can’t do with this feat in the end is always determined by your DM.

Extraordinary Agility

Your agility and dexterity can make you almost fly around the battlefield

Prerequisite: 15 Dexterity or higher

As an action, you can spend a Preternatural Point to gain advantage on every Dexterity skill checks and Dexterity saving throw you make for 1 minute. Once during this time, you can consider one Dexterity skill check as if you rolled a natural 20. That skill check can be considered a high feat of dexterity, making you able to do things that you couldn’t normally do, like jumping in the air dodging thousands of arrows and maintaining balance on something that you shouldn’t be able to. What you can and can’t do with this feat in the end is always determined by your DM.

Big Jump

You focus for a moment and make a very powerful jump, reaching height and distance impossible for a normal humanoid

Prerequisite: 15 Strength or higher

As an action, you can spend a Preternatural Point to jump. This jump is considered as a running jump, and the distance you can cover with this jump is multiplied by your proficiency bonus, and it’s not limited by your movement speed. During this jump, you can use your reaction to halve the falling damage.

Iron Mind

For a moment you focus on resisting everything that can alter you mind, and you do so with very high efficiency

Prerequisite: 15 or higher on at least one between Wisdom, Intelligence or Charisma

As a bonus action, you can spend a Preternatural Point to roll with advantage every Wisdom, Intelligence and Charisma saving throw you make for 1 minute. During this time you gain resistance to psychic damage.

Steel Body

For a moment you take every hit as if it was just a scratch

Prerequisite: 15 Constitution or higher

As a bonus action, you can spend a Preternatural Point to roll with advantage every Constitution and Strength saving throw you make for 1 minute. During this time you gain resistance to piercing, bludgeoning and slashing damage.

Intimidating Roar

Your roar can scare even the mightiest foe

Prerequisite: proficiency in Intimidation

As an action, you can spend a Preternatural point to make a roar. Every enemy within 30 feet of you must succeed on a Wisdom saving throw equal to 8 + your proficiency bonus + your Strength or Charisma modifier or drop whatever it is holding and become frightened for 1 minute. While frightened by this effect, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw with the same DC of the initial effect. On a successful save, the effect ends for that creature

Legendary Willpower

When something seems impossible to resist, you surprisingly can make it through

When you fail a saving throw, you can spend a Preternatural Point to succeed instead.

Mighty Presence

Your presence starts to become inspirational and intimidatory at the same time, and everyone starts listening to you

Prerequisite: 15 Charisma or higher

As an action, you can spend a Preternatural Point to gain advantage on every Charisma skill check you make for 1 minute. During this time you are considered proficient at a Charisma skill of your choice (choice made when you spend the Preternatural Point), and you add double your proficiency bonus at that skill. During this time you can use your bonus action to do one of the following:

  • Inspire an ally within 30 ft of you that is able to see or hear you. That ally gains temporary hit points equal to your proficiency bonus and any frightened or charmed condition on that ally is ended

  • Provoke an enemy within 30 ft of you that is able to see or hear you. That enemy must succeed a Wisdom saving throw with a DC of 8 + your proficiency bonus + your Charisma modifier, or suffer disadvantage to every attack roll made against any creature different than you until the end of your next turn.

Flash of Knowledge and Intuition

Your physical training makes you stronger in the mind too, and you start to remember things that you thought you had forgotten, or start noticing things that you couldn’t notice before

Prerequisite: 15 or higher on at least one between Wisdom and Intelligence

As an action, you can spend a Preternatural Point to gain advantage on every Intelligence and Wisdom skill check you make for 1 minute. Once during this time, you can consider one Intelligence or Wisdom skill check as if you rolled 20, and once during this time, you can choose a creature or an object that you can see, and learn something useful about that creature or object, even if you shouldn't know that. What you learn is at DM discretion.

Divine Favour of Travel

A diety, patron, ideal or something mysterious wants to help you, and teleports you and your allies in the place you need the most

Prerequisite: 17th level or higher

You can spend 2 Preternatural Points and start a 1 minute meditation. When you complete your meditation, you can cast the spell Teleport or the spell Gate (your choice) without requiring a spell slot or material components. If you try to use this Preternatural Action again within 7 days, the spell fails and you don't get back the Preternatural Points. This Preternatural Action is made possible by a deity, patron, ideal or something else that you worship, or if you don't worship anything, this Preternatural Action is made possible by a mysterious entity that wants to help you for indefinite reasons. This can be used by your DM, in a positive, neutral or negative way for you, at the DM discretion.

Super Action Surge

When you use the last reserve of your energies, it seems like you are still full of energy, and everyone around you is inspired to do more

Prerequisite: Fighter as the chosen class of the feat

When you use the Action Surge feature, you can spend a Preternatural Point to take one additional bonus action this turn, and every ally that can see or hear you can use their reaction to make an attack against an enemy within their reach or to move up to half their speed without provoking opportunity attacks.

Press the Attack

The more you strike an enemy, the more motivation you have to keep doing it

Prerequisite: Barbarian as the chosen class of the feat

During rage, when you take the Attack Action and you hit the same target with both of your melee attacks, you can spend a Preternatural Point to make two additional melee attacks against the same target as part of the action.

Focus of the Hunter

You focus so much on your prey, that you feel no fatigue while maintaining multiple spells active at the same time

Prerequisite: Ranger as the chosen class of the feat

When you cast a ranger spell that requires concentration, you can spend a Preternatural Point to make the spell not require concentration. The spell has the maximum duration, and you can decide to end it earlier as a free action.

Assassination

Everyone should be scared whenever you are unseen, as your killing skills are unmatched

Prerequisite: Rogue as the chosen class of the feat

As an action, you can spend a Preternatural Point to make a melee attack against an enemy that you can see within your reach, and that isn't aware of the presence of you and your allies. You have advantage on the attack roll of this attack. If the attack hits, it’s considered a critical hit, and the target has to succeed a Constitution saving throw with a DC equal to 8 + your proficiency bonus + you Dexterity modifier or die. Some monsters or NPCs might be immune to this effect, determined by the DM.

Ki Strike

You can strike an enemy on a specific pressure point to subtract some of his ki, creating a link between you and the enemy. You can use this connection to make the enemy share your pain

Prerequisite: Monk as the chosen class of the feat

When you hit a creature with an unarmed attack, you can spend a Preternatural Point to strike the ki of the target. If you do so, the target loses 3 ki points (if it has any) and you gain 3 special ki points, called stolen ki points. You can spend stolen ki points as if it’s your ki, and you lose any stolen ki point remaining when you finish a short rest. When a creature hits you with an attack, you can spend a stolen ki point to redirect half the damage you would take to the creature you stole the ki previously, independently of where the creature is.

Mass Divine Smite

You lift your weapon or holy symbol, and sprinkle divine energy from it to strike a group of opponents

Prerequisite: Paladin as the chosen class of the feat

As an action, you can expend one spell slot and one Preternatural Point to hit enemies near you with divine energy. Each hostile creature within 30 feet of you must make a Constitution saving throw with a DC equal to your spell DC. A creature takes radiant or necrotic damage (your choice) equal to 2d8 plus 1d8 for each spell level higher than 1st on a failed saving throw, and half as much damage on a successful one. The damage increases by 1d8 if the target is an undead or a fiend.

Leave a Comment

Your email address will not be published. Required fields are marked *

/* add by OCEANUS */