Talentos Variante

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Heavy Armor Proficiency You gain proficiency in heavy

Feats armor (you must be proficient in medium armor from a


A feat represents an area of expertise that gives a character source other than this feat to choose this feature).
special capabilities. It embodies training, experience, and Armor Mastery While you are wearing medium or heavy
abilities beyond what a class provides. armor you are proficient in, bludgeoning, piercing, and
At certain levels, your class gives you the Ability Score slashing damage that you take from nonmagical weapons
Improvement feature. Using the optional feats rule, you can is reduced by your proficiency bonus. If you select this
forgo taking that feature to take a feat of your choice instead. feature a second time, the damage reduction applies to all
In addition, the revised racial rules allow you to forgo a +2 bludgeoning, piercing or slashing weapons.
modifier to an ability score to begin with a feat at level one.
You can take each feat only once, unless the feat’s description Heavy Armor Mobility You may ignore the minimum
says otherwise. Strength requirement of heavy armor you are proficient in.
You must meet any prerequisite specified in a feat to take Shield Proficiency You gain proficiency in shields.
that feat. If you ever lose a feat’s prerequisite, you can’t use
that feat until you regain the prerequisite. For example, the Battle Magic:
Savage Combatant feat requires you to have a Strength of 13
or higher. If your Strength is reduced below 13 somehow — Prerequisite: Ability to cast at least one spell
perhaps by a withering curse — you can’t benefit from the Your magic has been honed to use in combat, your quick
Savage Combatant feat until your Strength is restored. thinking and specialized training provide certain advantages
Whenever you choose a feat, you may pick any three of the while fighting with spells.
features listed. A feature may only be selected once, unless the Elemental Adept Choose one of the following damage
description says otherwise. Whenever you gain a level, you types: acid, cold, fire, lightning, poison or thunder. Spells
may change one of your selections. you cast ignore resistance to damage of the chosen type.
Feats are listed below. You may select this feature more than once with your three
Armor Specialist: selections, if you do so you choose a different damage type.
Alternatively, if you select this feature a second time,
You have studied the use of armor, and have improved your creatures with immunity to the damage type selected with
ability to use armor effectively. a previous selection of this feature may be damaged as if
they had resistance instead.
Light Armor Proficiency You gain proficiency in light
armor. Reliable Spells When you roll damage for a spell you cast,
you can treat any 1 on a damage die as a 2.
Light Armor Mastery While wearing light armor which
you are proficient in, and you are damaged by a melee Spell Sniper When you cast a spell that requires you to
attack, you can use your reaction to move 5 feet in any make an attack roll, the spell’s range is doubled.
direction without provoking an opportunity attack.
Spell Accuracy Your ranged spell attacks ignore half cover
Light Armor Versatility You may wear a Chain Shirt or and three-quarters cover.
Hide armor as light armor for the sake of determining
proficiency. When wearing a Chain Shirt or Hide armor, Mystical Sharpshooter Up to once on your turn, before
you can add 3, rather than 2, to your AC if you have a you make a ranged spell attack, you can choose to forgo
Dexterity of 16 or higher. your proficiency modifier to the attack roll. If the attack
hits, you add twice your proficiency modifier to the
Light Armor Mobility While wearing light armor, damage.
opportunity attacks are made against you with
disadvantage Hardy Concentration You have advantage on Constitution
saving throws that you make to maintain your
Light Armor Defense While wearing light armor, you may concentration on a spell when you take damage.
add your armor's AC bonus to your Dexterity saving
throws. Warcaster You can perform the somatic components of
spells even when you have weapons or a shield in one or
Medium Armor Proficiency You gain proficiency in both hands.
medium armor (you must be proficient in light armor
through a source other than this feat to choose this Battlecaster When a hostile creature's movement
feature). provokes an opportunity attack from you, you can use your
reaction to cast a spell at the creature, rather than making
Armored Stealth Wearing medium or heavy armor which an opportunity attack. The spell must have a casting time
you are proficient in doesn't impose disadvantage on your of 1 action and must target only that creature.
Dexterity (Stealth) checks.
Armored Agility When you wear medium armor you are
proficient in, you can add 3, rather than 2, to your AC if you
have a Dexterity of 16 or higher.

Page 1 | Feats: The Treantmonk Variant


This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Combat Reflexes: Educated:
Prerequisite: Dexterity 13 or higher You have studied with a capable teacher, or at a college,
You are especially quick and nimble, and this provides you perhaps learning lore, languages, or perhaps learning other
with benefits in your movement and reactions. skills through a mentor.
Nimble When you are prone, standing up uses only 5 feet Linguist You learn three languages of your choice. Your
of your movement. Climbing doesn’t cost you extra understanding of communication allows you to
movement, and you can make a running long or high jump communicate with a creature who speaks a language you
after moving only 5 feet on foot, rather than 10 feet. don’t know on a rudimentary level after 10 minutes of
interaction. In addition you may decipher a written
Fast Reflexes You gain a +5 bonus to initiative. language you don’t know on a rudimentary level after 10
Alert You can't be surprised while you are conscious. minutes of study.
Uncanny Senses Other creatures don’t gain advantage on Coder You can ably create written ciphers. Others can't
attack rolls against you as a result of being unseen by you. decipher a code you create unless you teach them, they
succeed on an Intelligence check (DC equal to your
Fleet Your speed increases by 10 feet. Intelligence score + your proficiency bonus), or they use
magic to decipher it. Your spellbook, if you have one, may
Light footed Difficult terrain doesn't cost you extra be written in such ciphers preventing it from being copied
movement. by anyone who you have not taught the cypher to.
Combat mobility You may take the disengage action as a Skill Training Gain proficiency in a skill in which you are
bonus action. If you select this feature a second time, your not proficient. This feature may be selected more than
movement does not provoke attacks of opportunity from once.
creatures you can see.
Tool Training Gain proficiency in three sets of tools for
Dual Weapon Specialist: which you are not proficient. You may add half your
proficiency modifier on any ability check to use a set of
You are a master of fighting with two weapons at once. Your tools for which you are not proficient.
specialized training has provided you with certain advantages
when employing two weapon fighting. Expert Education Gain expertise in a skill or tools for
which you are proficient.
Heavy Dual Wielder You can use two-weapon fighting
even when the one-handed melee weapons you are Studied You gain advantage on any intelligence ability
wielding aren’t light. check to recall information about a type of creature.
Defensive Dual Wielder You gain a +1 bonus to AC while Magical Training:
you are wielding a separate melee weapon in each hand.
You have learned the basics of magic, either through a teacher,
Quick Dual Wielding Whenever you use your interact or on your own initiative. This has given you rudimentary
with an object to draw or stow a weapon, you may do so magic skills and/or the training to deal with spellcasters.
with two one handed weapons at the same time. If you
select this feature a second time, you may also stow an Magical Adept Choose one 1st-level spell from any spell
object you are holding as part of the same interaction. list. You learn that spell and can cast it at its lowest level.
Once you cast it, you must finish a long rest before you can
Bonus Attacks You may use your bonus action to make an cast it again using this feat. You use the same ability score
attack with a weapon you are holding on your turn as long as the class from which list you chose the spell. You may
as you made a weapon attack with a different weapon you select this feature more than once.
are holding, even if you didn’t take the Attack Action.
Hedge Magic Choose 2 cantrips from any one spell list.
Multi Attacker When you use a bonus action to attack You may cast those cantrips using the same ability score as
using two weapon fighting, you may make an additional the class from which you chose the cantrips. You may
attack with that weapon if you made more than one attack select this feature more than once.
with another weapon you are holding on that turn.
Ritual Caster You gain the ability to cast 2 1st-level spells
Weapon Versatility You gain proficiency in three one of your choice as a ritual. Choose one of the following
handed weapons of your choice. classes: bard, cleric, druid, sorcerer, warlock, or wizard. You
must choose your spells from that class's spell list, and the
spells you choose must have the ritual tag. The class you
choose also determines your spellcasting ability for these
spells: Charisma for bard, sorcerer, or warlock; Wisdom for
cleric or druid; or Intelligence for wizard.
If you select this feature a second time, you may also select
a 2nd level ritual spell from the same class that you may
cast as a ritual.

Page 2 | Feats: The Treantmonk Variant


This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Ritual Book You have learned to cast wizard rituals from a Mounted Combat Mastery If your mount is controlled, it
ritual book that you possess. if you come across a wizard is not restricted in the actions you can have it make.
spell in written form, such as a magical spell scroll or (normally a controlled mount is restricted to the Dodge,
spellbook, you might be able to add it to your ritual book. Dash or Disengage actions). If you select this feature a
The spell must be no higher than half your level (rounded second time, you may control a mount even if it is not
up), and it must have the ritual tag. The process of copying trained for combat.
the spell into your ritual book takes 2 hours per level of the
spell, and costs 50 gp per level. The cost represents Weapon Versatility You gain proficiency in the Lance, and
material components you expend as you experiment with two other martial weapons of your choice.
the spell to master it, as well as the fine inks you need to
record it. Intelligence is your spellcasting ability for these Ranged Combat Specialist:
spells. You are a master in the art of ranged attacks in combat. Your
If you select this feature a second time, you may select specialized training has provided you with certain advantages
another ritual casting class and may add their ritual spells when using weapons that attack at range.
to your ritual book. The spellcasting ability used for these
rituals matches the class for which the rituals belong. Fast Loader You ignore the loading property of ranged
weapons with which you are proficient.
Mage Slayer When a creature within 5 feet of you casts a
spell, you can use your reaction to make a melee weapon Point Blank Shot Being within 5 feet of a hostile creature
attack against that creature. If you select this feature a doesn’t impose disadvantage on your ranged attack rolls.
second time and the attack hits, the spell is lost. Fast Firing When you use the Attack action and attack
Spell Interruption When you damage a creature that is with a one-handed weapon, you can use a bonus action to
concentrating on a spell, that creature has disadvantage on attack with a one handed ranged weapon or thrown
the saving throw it makes to maintain its concentration. weapon that you are holding or may draw as part of the
bonus action.
Universal Spell Focus If you have the Spellcasting Focus
feature from a class you have levels in, that spellcasting Long Range Sniper Attacking at long range doesn't
focus becomes an applicable focus for all spells from any impose disadvantage on your ranged weapon attack rolls
class. and your ranged weapon attacks ignore half cover and
three-quarters cover. If you select this feature a second
Mounted Combat Specialist: time, you may attack with your weapon up to twice the
You are a master of fighting while mounted. Your specialized weapons maximum range, attacks over the maximum
training has provided you with certain advantages when range of the weapon impose disadvantage on the attack
fighting on horseback or another applicable mount. roll.
Cavalry Attack You have advantage on melee attack rolls Deadly Aim Before you make a ranged attack with a
against any unmounted creature that is smaller than your weapon that you are proficient in and holding with two
mount. If you select this feature a second time, you also hands, you can choose to forgo your proficiency modifier to
have advantage against unmounted creatures of equal size the attack roll. If the attack hits, you add twice your
to your mount. proficiency modifier to the damage. If you select this
feature a second time, you may choose to forgo any amount
Mount Defender You can force an attack targeted at your up to your proficiency modifier to the attack roll, adding
mount to target you instead. If you select this feature a twice the amount of the penalty to the damage.
second time, that attack is made with disadvantage. Fast Thrower You may draw weapons with the thrown
Durable Mount If your mount is subjected to an effect that property as part of the attack with that weapon.
allows it to make a Dexterity saving throw to take only half Weapon Versatility You gain proficiency in three ranged
damage, it instead takes no damage if it succeeds on the weapons or weapons with the thrown property.
saving throw, and only half damage if it fails. It may use
your saving throw modifier if it is higher. If you select this Savage Combatant:
feature a second time, your mount gains the same benefit
against effects that allow it to make a Constitution saving Prerequisite: Strength 13 or higher
throw. You are a crazed attacker on the battlefield. Your bloodlust
has granted you certain advantages while fighting with
Lance Charge If your mount moves at least 10 feet unmatched zeal.
towards an enemy on your turn and you use the attack
action to attack that enemy with a lance, you can choose to Brutal Charge When you take the Dash action and end
forgo your proficiency modifier to the attack roll. If the your movement within range of a target with a melee
attack hits, you add twice your proficiency modifier to the weapon you are holding, you may make the attack action as
damage. If you hit with your initial attack and have the part of the same action. If you chose to shove a creature
extra attack feature, you may forgo your second attack and with the attack action gained as part of a Dash, you may
the hit is considered a critical hit and the enemy is knocked choose to shove the creature up to 10 feet and knock them
prone if they are no larger than your mount. prone with the same shove attack.

Page 3 | Feats: The Treantmonk Variant


This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Street Fighter You are proficient with improvised Arcane Intellect You understand the nature of magic,
weapons and your unarmed strike uses a d4 for damage. allowing you to identify spells when cast by a spellcaster. If
When you hit a creature with an unarmed strike or an you perceive a spell being cast, the spell’s effect, or both,
improvised weapon on your turn, you can use a bonus you can make an Intelligence (Arcana) check to identify the
action to attempt to grapple or shove the target. spell being cast. The DC equals 15 + the spell’s level. If you
select this feature a second time, you make the roll with
Grappler You may use a bonus action to grapple an advantage.
opponent that is prone.
Athlete You gain proficiency in Athletics, if you are already Single Handed Weapon Specialist:
proficient, you gain expertise. You are a master of fighting with one handed melee weapons
Savage Attack Once per turn when you roll damage for a and versatile weapons. Your specialized training has provided
melee weapon attack, you may roll the weapon’s damage you with certain advantages when employing these weapons.
dice twice and select the better result. If you are adding Nimble Warrior When you use a melee weapon one
additional dice to the damage roll (such as after scoring a handed, and nothing in the other, it is treated as if it had
critical hit or a sneak attack), those dice are rolled the finesse property.
normally. If you select this feature a second time, you may
inflict the maximum possible result of the weapon’s Disable Before you make a melee attack with a weapon
damage dice rather than rolling. that you are proficient with, and you are holding nothing in
your other hand, you can choose to forgo your proficiency
Sharp Intellect: modifier to the attack roll. If the attack hits, the target of
the attack suffers disadvantage on the next weapon attack
Your mind is always working, allowing you to notice the finer roll it makes before the end of its next turn. If you select
details, remember relevant facts, the speech and mannerisms this feature a second time, the target of the attack suffers
of others, and process your thoughts quickly. disadvantage on its next two weapon attack rolls it makes
Perfect Memory You always know the number of hours before the end of its next turn.
left before the next sunrise or sunset, and you always know Parry When you are wielding a weapon with which you are
which way is north, you have advantage on any ability proficient and nothing in your other hand, and another
checks to avoid getting lost, in addition, you can accurately creature hits you with a melee attack, you can use your
recall anything you have seen or heard within the past reaction to add your proficiency bonus to your AC for that
month. If you select this feature a second time, your attack, potentially causing the attack to miss you. If you
memory becomes so acute you can accurately recall even select this feature a second time, after you use this feature,
the most finite details of anything you’ve seen or heard you retain a +2 to your AC against melee attacks until the
within the last month to the point that you could duplicate beginning of your next turn.
a key or a spellbook that you have observed.
Deadly Swing Before you make an attack roll with a
Lip Reader If you can see a creature’s mouth while it is melee weapon with the versatile property you are wielding
speaking a language you understand, you can interpret in two hands, you can choose to forgo your proficiency
what it’s saying by reading its lips. In addition, you can modifier to the attack roll. If the attack hits, you add twice
mimic the speech of another person or the sounds made your proficiency modifier to the damage. If you select this
by other creatures. You must have heard the person feature a second time, you may choose to forgo any amount
speaking, or heard the creature make the sound, for at up to your proficiency modifier to the attack roll, adding
least 1 minute. A successful Wisdom (Insight) check twice the amount of the penalty to the damage.
contested by your Charisma (Deception) check allows a
listener to determine that the effect is faked. Extended Reach When you make an attack roll with a
melee weapon with the versatile property and holding
Intuitive Assessment If you spend at least 1 minute nothing in your other hand, you may make a one handed
observing or interacting with another creature outside attack as if the weapon had the reach property.
combat, you can learn certain information about its
capabilities compared to your own. The DM tells you if the Parry Missile When wielding a melee weapon that lacks
creature is your equal, superior, or inferior in regard to it's the heavy or two handed property, you may use the weapon
Intelligence and Wisdom scores. If you select this feature a to attempt to deflect a missile attack. After the attack roll is
second time, you may know precisely the Intelligence and made, you may use your reaction to add your proficiency
Wisdom scores of an observed creature. modifier to your AC against that attack, potentially causing
the attack to miss you. If you select this feature a second
Versatile Intellect Whenever you make a Wisdom ability time, after you use this feature, you retain a +2 to your AC
check, you may substitute your Intelligence score if it is against ranged attacks until the beginning of your next
higher. turn.
Versatile Intuition Any time you make an Intelligence Close quarters fighting After making an attack with the
ability check, you may substitute your Wisdom score if it is benefit of your proficiency modifier against a creature
higher. within 5 feet with a melee weapon you are holding in one
hand, you may use your bonus action to make a shove or
grapple attack with your free hand.

Page 4 | Feats: The Treantmonk Variant


This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Weapon Versatility You gain proficiency in three one Inspiring Leader You can spend 10 minutes inspiring
handed weapons of your choice. your companions, shoring up their resolve to fight. When
you do so, choose up to six friendly creatures (which can
Skulker: include yourself) within 30 feet of you who can see or hear
You are an expert at skulking and scouting in dangerous you and who can understand you. Each creature can gain
locations, like dungeons, dark hallways in an enemy lair, or temporary hit points equal to ½ your level (rounded up). A
caverns. creature can't gain temporary hit points from this feat
again until it has finished a short or long rest. If you select
Stealthy You gain proficiency in the Stealth skill, if you this feature twice, the temporary hit points are equal to
already have proficiency, you gain expertise. If you select your level. If you select this feature three times, the
this feature a second time, moving stealthily does not temporary hit points are equal to your level + your
hamper your movement. Charisma modifier.
Inventive Sneaking You can try to hide when you are Fortunate You have a luck point. Whenever you make an
lightly obscured from the creature from which you are attack roll, an ability check, or a saving throw, you can
hiding. spend the luck point to roll an additional d20. You can
choose to spend your luck point after you roll the die, but
Hidden Sniper When you are hidden from a creature and before the outcome is determined. You choose whether to
miss it with a ranged weapon attack, making the attack use your roll or the initial result. You can also spend your
doesn't reveal your position. If you select this feature a luck point when an attack roll is made against you. Roll a
second time, you may use your reaction to make another d20, and then choose whether the attack uses the
hide check if your position is revealed after hitting with a attacker’s roll or yours. If more than one creature spends a
ranged weapon attack. luck point to influence the outcome of a roll, the points
See in the Shadows Dim light doesn't impose cancel each other out; no additional dice are rolled. You
disadvantage on your Wisdom (Perception) checks relying regain your expended luck point when you finish a long
on sight. If you select this feature a second time, you may rest. You may select this feature more than once.
see in darkness as if you had darkvision (60 feet), or if you Tactician:
already have darkvision, the range is increased by 30 feet.
In combat you are careful and employ enhanced tactics that
Sharp Hearing You have advantage on Wisdom make you especially deadly.
(Perception) checks relying on sound.
Combat Tactician You learn a maneuver of your choice
Trap Avoidance You have advantage on saving throws from among those available to the Battle Master Archetype
made to avoid or resist traps. in the fighter class. If a maneuver you use requires your
Trap Resistance You have resistance to the damage dealt target to make a saving throw to resist the maneuver’s
by traps. effects, the saving throw DC equals 8 + your proficiency
bonus + your Strength or Dexterity modifier (your choice).
Alert Traveller Traveling at a fast pace doesn't impose the You gain one superiority die, which is a d6 (this die is
normal −5 penalty on your passive Wisdom (Perception) added to any superiority dice you have from another
score. source). This die is used to fuel your maneuver. A
superiority die is expended when you use it. You regain
Survivor: your expended superiority dice when you finish a short or
long rest. You may select this feature more than once, each
You have a knack for surviving the most harrowing of additional selection provides one additional maneuver
situations, and you have a talent for keeping those in your care known and d6 superiority die
alive.
Combat Medic When you use a healer's kit to stabilize a Disabling Strike When you hit a creature with an
dying creature, that creature also regains 1 hit point. opportunity attack, the creature's speed becomes 0 for the
rest of the turn.
Doctor As an action, you can spend one use of a healer's Sentinel Creatures provoke opportunity attacks from you
kit to tend to a creature and restore 1d6 + 4 hit points to it, even if they take the Disengage action before leaving your
plus additional hit points equal to the creature's maximum reach.
number of Hit Dice. The creature can't regain hit points
from this feat again until it finishes a short or long rest. Opportunist When a creature within range of a melee
weapon you are holding 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.

Page 5 | Feats: The Treantmonk Variant


This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Tough as Nails: Weapon and Shield Specialist:
Prerequisite: Constitution 13 or higher Prerequisite: Proficiency in shields
You are especially hardy, you are wounded less and You are a master of fighting with a weapon and shield. Your
irrepressible even when wounded, recovering with surprising specialized training has provided you with certain advantages
speed. when employing weapon combat while you have a shield
equipped.
Tough Your hit point maximum increases by an amount
equal to your level when you select this feature. Whenever Shield Shove You can use a bonus action to try to shove a
you gain a level thereafter, your hit point maximum creature within 5 feet of you with your shield. If you select
increases by an additional one hit point. You may select this option a second time, you may, with a successful
this feature twice, if you do so, you gain twice the benefit. shove, both push the creature 5 feet and knock them
prone.
Durable When you spend Hit Dice to recover Hit Points,
instead of rolling, you heal the maximum possible result. Shielded Position If you aren’t incapacitated, you can add
For example, if a Cleric (d8) spends 2 Hit Dice on healing, your shield’s AC bonus to any Dexterity saving throw you
they automatically regain 16 Hit Points plus their modifier make against a spell or other harmful effect that targets
for Con on both dice. you, and if that effect would inflict half damage on a
successful saving throw, you can use your reaction to take
Tenacious Your Hit Point maximum cannot be lowered. no damage instead if you succeed on the saving throw. If
you select this option a second time, you take only half
Hardy You do not suffer exhaustion when you fall to 0 Hit damage if you fail the saving throw.
Points. If you select this feature a second time, you may
recover up to two levels of exhaustion on a long rest. Shield Bash You are proficient in the use of a shield as an
improvised weapon, the shield has the light property and
Resilient You gain proficiency in saving throws in the inflicts 1d4 bludgeoning damage on a successful hit. If you
ability score of your choice. select this option a second time, a magical shield is
considered a magical weapon for the purposes of
Two Handed Weapon Specialist: overcoming resistance to bludgeoning damage.
Prerequisite: Strength 13 or higher Rapid Ready You may equip or stow a shield with the
You are a master of fighting with a weapon held in two same interact with an object you use to equip or stow a
hands. Your specialized training has provided you with certain weapon. If you select this option a second time, you may
advantages when employing a weapon this way. stow a previously held weapon with the same interact with
Ferocious Strike Before you make an attack roll with a an object.
melee weapon you are holding with two hands, you can Defensive Fighting Before you make a melee attack with
choose to forgo your proficiency modifier to the attack roll. a weapon that you are holding while wielding a shield in
If the attack hits, you add twice your proficiency modifier your other hand, you can choose to forgo your proficiency
to the damage. If you select this feature a second time, you modifier to the attack roll. If the attack hits, the target of
may choose to forgo any amount up to your proficiency the attack has disadvantage on any attack rolls against you
modifier to the attack roll, adding twice the amount of the until the beginning of your next turn.
penalty to the damage.
Merciless On your turn, when you score a critical hit with Weapon Versatility You gain proficiency in three one
a weapon held in two hands or reduce a creature to 0 hit handed weapons of your choice.
points with one, you can immediately make one more
melee weapon attack using your bonus action. If you select Half Feat Variant
this option a second time, you may make the additional Your Dungeon Master may allow you to forgo two of your three
attack without using your bonus action. You may only feature selections from any given feat to instead receive a +1
benefit from Merciless once on your turn. to an ability score of your choice.
Pommel Strike When you take the attack action and make
all attacks with a melee weapon you are holding in two
hands with the benefit of your proficiency modifier, you can
use a bonus action to make a melee attack with another
part of the weapon. This attack uses the same ability
modifier as the primary attack. The weapon’s damage die
for this attack is a d4, and it deals bludgeoning damage.
Readied Weapon While you are wielding a reach weapon
you are holding in two hands, other creatures provoke an
opportunity attack from you when they enter your reach.
The weapon that provoked the attack must be used to
make the attack in order to use this feature.
Weapon Versatility You gain proficiency in three weapons
with the two handed or versatile property.
Page 56 | Feats: The Treantmonk Variant
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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