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A half-feat represents a talent or an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond ...
Typology: Study Guides, Projects, Research
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Half-Feats (Updated) Thanks for reading these alternate rules by DM Rob and DM Matt of the Dungeon Master of None Podcast.
Actor Skilled at mimicry and dramatics, you gain the following benefits:
Prerequisite: Artificer Initiate You've learned more of an artificer’s inventiveness:
Prerequisite: Halfling Your people have extraordinary luck, which you have learned to mystically lend to your companions when you see them falter. You're not sure how you do it; you just wish it, and it happens. Surely a sign of fortune’s favor! When an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll. You can't use this ability again until you complete a short or a long rest. Charger When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature. If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed). Chef (TCE) Time and effort spent mastering the culinary arts has paid off. You gain the following benefits:
Prerequisite: Dragonborn When angered, you radiate menace. You gain the following benefits:
Dragon Hide (XGE)
Prerequisite: Dragonborn You manifest scales and claws reminiscent of your draconic ancestors. You gain the following benefits:
Prerequisite: Elf (drow ) You learn more of the magic typical of dark elves. You learn the Detect Magic spell and can cast it at will, without expending a spell slot. Charisma is your spellcasting ability for this spell. Advanced Drow High Magic (XGE)
Prerequisite: Elf (drow), Drow High Magic You learn more of the magic typical of dark elves. You learn Levitate and Dispel Magic, each of which you can cast once without expending a spell slot. You regain the ability to cast those two spells in this way when you finish a long rest. Charisma is your spellcasting ability for both spells. Dual Defender You master fighting with two weapons, gaining the following benefits:
Prerequisite: Dwarf You have the blood of dwarf heroes flowing through your veins. You gain the following benefits:
Prerequisite: Elf or half-elf The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:
Prerequisite: Gnome Your people are clever, with a knack for illusion magic. You have learned a magical trick for fading away when you suffer harm. You gain the following benefits:
Prerequisite: Elf (high) Your study of high elven lore has unlocked fey power that few other elves possess, except your eladrin cousins. Drawing on your fey ancestry, you can momentarily stride through the Feywild to shorten your path from one place to another. You gain the following benefits:
Prerequisite: Tiefling You learn to call on hellfire to serve your commands. You gain the following benefits:
Spring Attacker Prerequisite: Mobile. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest o f the turn, whether you hit or not. Moderately Armored Prerequisite: Proficiency with light armor You have trained to master the use of medium armor and shields, gaining the following benefits:
Prerequisite: Half-orc Your inner fury burns tirelessly. You gain the following benefits:
Prerequisite: Half-elf, half-orc, or human You have a knack for learning new things. You gain the following benefits:
Second Chance (XGE)
Prerequisite: Halfling Fortune favors you when someone tries to strike you. You gain the following benefits:
Shield Basher Prerequisite: Shield Master You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:
Skulker Prerequisite: Dexterity 13 or higher You are expert at slinking through shadows. You gain the following benefits:
Prerequisite: Dwarf or a Small race You are uncommonly nimble for your race. You gain the following benefits:
Prerequisite: Elf (wood) You learn the magic of the primeval woods, which are revered and protected by your people. You learn Druidcraft and one other druid cantrip of your choice. Wisdom is your spellcasting ability for these spells. Advanced Wood Elf Magic (XGE)
Prerequisite: Elf (wood), Wood Elf Magic You learn the magic of the primeval woods, which are revered and protected by your people. You also learn the Long Strider and Pass without Trace spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. Wisdom is your spellcasting ability for these spells.