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rules:feats_and_spells:modified_feats

Feats

Sentinel:

  • When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. The creature cannot be larger than one size above you, or you must have at least as much strength as the target.
  • Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
  • When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

Great Weapon Master:

  • On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
  • Whenever you score a critical hit with a heavy weapon that you are proficient with, double your weapon damage dice to the purpose of calculating the crit damage.

Elven Accuracy:

  • Any race can use this. You have uncanny aim with attacks that rely on precision rather than brute force.
  • Increase your Dexterity, Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
  • Whenever you are stealth and have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.

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rules/feats_and_spells/modified_feats.txt · Last modified: 2024/05/21 09:34 by traff