PDA

View Full Version : D&D 5e/Next UA Feat Remixes



AvatarVecna
2017-06-03, 01:46 PM
At times, these remixes will reference rules changes I made over here (http://www.giantitp.com/forums/showthread.php?526311-Remixes-Of-Existing-Mechanics) to flanking, two-weapon fighting, grappling, and shoving.

Crushing Force

Weight, force, and momentum are easily mastered with this fighting style. When you are attacking with a bludgeoning melee weapon that is not light or finesse, you gain the following benefits:
You gain a +1 to attack rolls.
Add your proficiency bonus to your damage when you score a critical hit.
At any point during a turn in which you take the Attack action, you can use a Bonus Action to Shove a creature within your reach with your bludgeoning weapon.
Whenever you successfully Shove a creature while wielding such a weapon, you may increase the distance they are shoved by 5 feet.

Heavy Weapon Master

Your mastery of the heftier weapons grants you the following benefits when attacking with any Heavy melee weapon:
You gain a +1 to attack rolls.
When you give others a bonus due to the Distracted Opponent rules, increase the bonus you grant by +1. This does not bypass the maximum limit on such bonuses, though.
When you attack with advantage and hit, you can use a Bonus Action to Shove a creature within your reach with your Heavy melee weapon. If both attack rolls would have hit, you have advantage on the Shove roll and can Shove the target an additional 5 feet.
When you attack with disadvantage and miss, but the higher attack roll would've hit, you deal your Strength modifier (minimum 0) as damage anyway.

Burglar

You pride yourself on your quickness and your close study of certain clandestine activities. You gain the following benefits:
Your Dexterity score increases by 1, to a maximum of 20.
You gain proficiency in thieves' tools. If you were already proficient in thieves' tools, you add double your proficiency bonus to checks made with them.
Immediately after failing a check with your thieves' tools, but before seeing the consequences of the failed check, you may immediately retry the check. You may do this a number of times per long rest equal to your Intelligence modifier.

Contagious Luck

Once per round, when an ally you can see or hear within 60 feet rolls a 1 on a d20 roll, you may grant them a reroll (although they must accept the results of the reroll). This ability recharges at the start of your turn.

Draconic Heritage

Your dragonblood runs particularly strong, granting you the following benefits:
Increase your Strength or Charisma score by 1, to a maximum of 20.
Increase your Armor Class by 1 unless you are wearing heavy armor.
You gain proficiency in unarmed strikes (which become a d4 weapon for you), and can choose to deal slashing damage with them instead of bludgeoning. This becomes a d6 weapon at 8th level, and a d8 weapon at 16th level. This unarmed strike progression does not stack with other unarmed strike progressions; if you have multiple unarmed strike progressions, you must choose only one of them to use at a time.

Dwarven Resilience

You have the blood of dwarf heroes running in your veins. You gain the following benefits:
Increase your Constitution score by 1, to a maximum of 20.
When you take the Dodge action in combat, you may spend a Hit Die to heal as you would during a short rest. You may do this a number of times per long rest equal to your Constitution modifier.
Whenever you fail a saving throw but before suffering the consequences of the failed save, you may retry the saving throw. Once you have used this feature, you must complete a short or long rest before using it again.
Whenever you get hit by an attack in combat, you can force the attacker to deal minimum damage instead of rolling. Once you have used this feature, you must complete a short or long rest before using it again.

Elven Accuracy

You have uncanny aim. You gain the following benefits:
Increase your Dexterity score by 1, to a maximum of 20.
When you have disadvantage to attack and miss, but your higher attack roll would've hit, you deal damage equal to your Dexterity modifier (minimum 0) to the target anyway.
You can deal nonlethal damage with ranged weapons.
When you have advantage to attack and still miss, you may immediately retry the attack roll. You may do this a number of times per long rest equal to your Dexterity modifier.

Flames Of Phlegethos

You can summon forth hellfire to serve your commands. You gain the following benefits:
Increase your Intelligence or Charisma score by 1, to a maximum of 20.
Whenever you deal fire damage, you can choose to instead deal necrotic damage.
Whenever you cast a spell that normally deals fire damage, you can wreathe yourself in hellfire until the end of your next turn. You and your items are not harmed by this fire, but creatures within 5 feet that hit you with a melee attack take fire damage equal to 1d4+your proficiency bonus. Additionally, you shed bright light for 10 feet per level of the spell that triggered this ability, and shed dim light for 10 feet per spell level beyond that bright light.

Human Determination

You are filled with determination that can draw the unreachable within your reach. You gain the following benefits:
Increase one ability score of your choice by 1, to a maximum of 20.
When you make an attack roll, saving throw, or ability check, you may call upon your determination and roll with advantage. Additionally, you gain a bonus to the roll equal to your proficiency bonus, regardless of your level of proficiency on the roll in question. Once you have used this ability, you may not use it again until you have taken a short or long rest.

Orcish Fury

Your fury burns tirelessly. You gain the following benefits:
Increase your Strength or Constitution score by 1, to a maximum of 20.
When a creature within your reach or range hits you with an attack, you may spend a reaction to immediately make an Opportunity Attack against them, dealing additional damage equal to your proficiency bonus. You may use this a number of times per long rest equal to your Constitution modifier.
When you score a critical hit, you gain an additional damage die of the same size as your weapon damage dice.

Double Trouble

Fortune favors you over your enemies. You gain the following benefits:
Increase your Dexterity, Constitution, or Charisma score by 1, to a maximum of 20.
When a creature that you can see or hear within 60 ft succeeds on an attack roll, saving throw, or ability check, you may spend your reaction to force them to reroll and accept the new result. You may do this a number of times per long rest equal to your Charisma modifier.

Acrobat

You become more nimble, gaining the following benefits:
Increase your Dexterity score by 1, to a maximum of 20.
You gain proficiency in Acrobatics. If you already have proficiency, you add twice your proficiency bonus instead.
As a bonus action, you can tumble around the battlefield. Move up to half your speed, and your movement this turn ignores difficult terrain.

Brawny

You become bigger and stronger in many ways. You gain the following benefits:
Increase your Strength score by 1, to a maximum of 20.
You gain proficiency in Athletics. If you already have proficiency, you add twice your proficiency bonus instead.
You count as one size larger for grappling, shoving, and determining carrying capacity.

Empathic

You possess keen insight into how others think and feel. You gain the following benefits:
Increase your Wisdom score by 1, to a maximum of 20.
You gain proficiency in Insight. If you already have proficiency, you add twice your proficiency bonus instead.
You can spend a bonus action to attempt to gain special insight into a sentient creature you can see within 60 feet. Make a Wisdom (Insight) check opposed by your target's Charisma (Deception) check; if you succeed on the check, you can give yourself advantage to one attack roll, saving throw, or ability check you make in the next minute that directly involves that creature.

Historian

Your study of history rewards you with the following benefits:
Increase your Intelligence score by 1, to a maximum of 20.
You gain proficiency in History. If you already have proficiency, you add twice your proficiency bonus instead.
When you use the Help action to assist an ally in making an ability check, roll an Intelligence (History) check against the same DC as their ability check. If you are successful, they not only get advantage from your Help, but they also add your proficiency bonus to their check on top of their normal bonus.

Medic

You've mastered the physician's art, gaining the following benefits:
Increase your Wisdom score by 1, to a maximum of 20.
You gain proficiency in Medicine. If you already have proficiency, you add twice your proficiency bonus instead.
During a short rest, if you do no spend any Hit Dice yourself, you may patch the wounds of up to 6 humanoid or beast allies who are doing so. Allies that spend Hit Dice during this short rest add your Medicine skill bonus to the number of hit points they gain during this short rest. This additional healing only affects an ally once per rest, regardless of how many Hit Dice they spent.

Perceptive

You've honed your senses to be razor sharp. You gain the following benefits:
Increase your Wisdom score by 1, to a maximum of 20.
You gain proficiency in Perception. If you already have proficiency, you add twice your proficiency bonus instead.
As a bonus action, you gain Blindsight out to a distance equal to 5 times your proficiency bonus until the end of your next turn. You may use this ability a number of times per long rest equal to your Wisdom modifier.