Feats (Corebound Awakening Supplement)
Feats
Common Feats
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Body Feats
Titan's GripYou can wield two-handed weapons in one hand, but attacks with them have disadvantage. Brutal StrikesWhen you score a critical hit with a melee weapon, you can roll one additional damage die. Colossal StrengthIncrease your Strength by 1. You count as one size larger when determining carrying capacity and push, drag, or lift limits. Unyielding PowerWhen you use the Attack action and hit a creature with a melee weapon attack, you can push them 5 feet away from you. Bladed DancerWhen you make a melee attack against a creature, you can use a bonus action to move up to 10 feet. Lightning ReflexesYou can add your Dexterity modifier to your Initiative twice instead of once. Acrobatic MasteryYou gain proficiency in Acrobatics. If you already have proficiency, you gain expertise. You can stand from prone without using movement. Evasive StepWhen you take the Dash action, your AC increases by Dexterity again, until the start of your next turn. Endurance of the UnbrokenYou gain advantage on Constitution saving throws against exhaustion and can go twice as long without food or water. Pain ToleranceYou can reduce damage taken equal to your constitution modifier and you can do this equal to an amount of times equal to your proficiency bonus per long rest. Powerful LeapYour jump distances are doubled, and you do not require a running start to make a long jump. Grappler's GripWhen you have a creature grappled, they have -5 on checks to escape. Adrenaline SurgeOnce per long rest, when you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Tactical FootworkWhen you take the Dodge action, you gain advantage on Dexterity Saving Throws until the start of your next turn. Additionally, standing up from prone only costs you 5 feet of movement. Indomitable WillpowerWhen you fail a Strength, Dexterity, or Constitution saving throw, you can choose to reroll it once per long rest. You must use the new roll. |
Mana Feats
Mana-Infused StrengthSpend 2 MP to add Intelligence or Wisdom modifier to a Strength check or Strength saving throw. Blink StepSpend 3 MP to teleport up to 15 feet as a bonus action. Mana Hardened BodySpend 4 MP as a reaction to gain resistance to non-magical bludgeoning, piercing, or slashing damage for 1 minute. Mana-Fueled SpeedSpend 3 MP at the start of your turn to increase your speed by 15 feet and ignore difficult terrain until your next turn. Mystic ReflexesSpend 2 MP to gain advantage on Dexterity saving throws. Mana FortificationSpend 3 MP to gain temporary hit points equal to your Intelligence or Wisdom modifier + your level. Focused FlowSpend 2 MP to gain advantage on saving throws to maintain concentration. Mana Surge ReflexesSpend 4 MP as a reaction to impose disadvantage on an attack targeting you. Mind Over MatterSpend 5 MP to ignore one level of exhaustion for 1 hour. Mana-Fueled EnduranceSpend 3 MP to remove one level of exhaustion (once per long rest). Mystic LeapSpend 2 MP to triple your jump distance until the end of your turn. Mana InfusionSpend 3 MP to gain a +2 bonus on an attack roll, ability check, or saving throw. Reinforced SensesSpend 3 MP to gain advantage on Perception and Insight checks for 10 minutes. Inner RegenerationSpend 6 MP to heal yourself for Intelligence or Wisdom modifier + half your level (rounded up). Arcane FlexibilitySpend 3 MP to reroll a Strength, Dexterity, or Constitution ability check, taking the new result. Mana GripSpend 3 MP to exert telekinetic force on an object up to 10x your Intelligence or Wisdom score in pounds for 1 minute. Mana ConstructSpend 6 MP to create a simple tool, weapon, or shield from pure mana for 1 hour. Arcane PressureSpend 4 MP to impose disadvantage on attack rolls against you for 1 minute. Mystic StringsSpend 5 MP to create invisible mana threads that function like Mage Hand, but at double the usual weight limit for 10 minutes. Forceful ManipulationSpend 3 MP to double the range and effectiveness of an ability that moves an object or creature. Invisible Strings MasteryMana-based manipulation of objects lasts twice as long without extra MP. Veil of the ArcaneSpend 5 MP to make creatures have disadvantage on Perception checks to detect you for 10 minutes. Dimensional AnchorSpend 4 MP to become immune to forced movement and teleportation against your will for 1 minute. Arcane ThreadsSpend 4 MP to control up to 5 pounds of material like Mage Hand, but on up to 3 objects at once. Telekinetic SlamSpend 3 MP to hurl an object or creature forcefully, dealing 1d6 bludgeoning damage per 10 feet moved (max 5d6). Mana WardSpend 5 MP to create an invisible shield around yourself or an ally within 10 feet, granting +2 AC for 1 minute. Spatial AwarenessSpend 3 MP to sense all creatures and objects within 30 feet, even through walls, for 1 minute. Arcane AnchorSpend 4 MP to fix a creature or object in place for 1 minute unless they succeed on a Strength saving throw. Mystic EchoSpend 4 MP to send your voice up to 120 feet away, making it appear to come from a different source. Phantom GripSpend 5 MP to create a floating force that grapples a creature within 30 feet, using your spell save DC instead of Athletics. The grapple lasts for 1 minute or until broken. Deep Mana PoolIncrease MP maximum by 10. Efficient CasterReduce the MP cost of an ability by 1 (minimum 1), a number of times per long rest equal to proficiency bonus. Mana Flow MasteryRegain MP equal to Intelligence or Wisdom modifier (minimum 1) when taking a short rest. OverchannelingOnce per long rest, when out of MP, cast a spell or ability as if you had 5 MP, but suffer 1 level of exhaustion. Resilient SpiritWhen dropping to 0 MP, roll a d6. On a 5 or 6, regain 3 MP (once per long rest). Meditative RegenerationSpend 10 minutes in meditation during a short rest to regain MP equal to half your proficiency bonus (rounded up). Overflowing ReservesIncrease MP maximum by 5. Once per long rest, regain MP equal to proficiency bonus as a free action. Rapid RechargeWhen rolling initiative, regain 3 MP (once per short or long rest). Conservational CastingHalve the MP cost of an ability once per long rest. Effortless FlowThe first MP-based ability or spell used after a long rest costs 1 MP less. Overflowing PotentialWhenever you regain MP through a means other than resting, regain 1 extra MP. Arcane BatteryIf you do not use MP during your turn, you store 1 MP (max 5 stored MP). Stored MP vanishes after a long rest. Resonant ManaWhen you regain MP from any source, you regain an additional 1 MP. Leyline AttunementOnce per long rest, you can attune to the environment and regain MP equal to your proficiency bonus as an action. Arcane WellspringOnce per long rest, when you roll initiative and have less than half your MP remaining, you instantly regain MP equal to your proficiency bonus. |
Elemental Feats
Fire Feats
Earth Feats
Water Feats
Wind Feats
Lightning Feats
Steam Feats
Glass Feats
Ice Feats
Plant Feats
Illusion Feats
Gravity Feats
Metal Feats
Magma Feats
Sound Feats
Soulfire Feats
Poison Feats
Black Metal Feats
Void Wind Feats
Emitter Feats
Diviner Feats
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Archetyp Feats
Augmenter Feats
Conjurer Feats
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