| Fighting Style | Level 1 Effect | Level 7 Free Feat |
|---|---|---|
| Archery +2 | +3 to all attack rolls. | Sweet Spot | Tags: [Combat] [Physical] When a creature ends their turn within 30-40 feet from you, you can use your reaction to activate this feat and make a ranged weapon attack against the creature. |
| Dueling +2 | +1 to your AC and attack rolls. | Riposte | Tags: [Combat] [Physical] When a creature misses you with a melee attack, you can use your reaction to activate this feat and make one melee weapon attack against that creature. |
| Skirmisher +2 | If you start your turn with no enemies within 5 feet, add a d4 to all damage rolls you make against enemies within 30 ft until the end of your turn. | Blinding Strike | Tags: [Combat] [Physical] When you hit a creature with a weapon attack, you can activate this feat. The target must make a Physical DC Strength saving throw. On a failure, it is blinded until the end of your next turn. |
| Polearm +2 | Add a d4 to damage rolls against creatures more than 5ft away from you. | Brace | Tags: [Combat] [Physical] When a creature you can see moves into the reach you have with a melee weapon you are wielding, you can use your reaction to activate this feat and make one melee weapon attack against that creature. |
| Unarmed +2 | When rolling for damage with unarmed strikes, you deal 2d4 + your Strength modifier, and you add a +1 to all Athletics checks you make when not holding anything. | Grapple | Tags: [Combat] [Physical] When you hit a creature with a melee weapon attack, you can activate this feat to attempt to grapple a target that is no more than one size larger than you. The target must make a Physical DC Strength or Dexterity saving throw (its choice). On a failure, it is grappled by you. The condition ends if you are incapacitated, if you move away from the target, or if the target successfully escapes. |
| Two Weapon +2 | When rolling for damage, you can choose to deal 2d6 instead of your weapon’s damage die. | Opportunity Attack | Tags: [Combat] [Physical] When a hostile creature that you can see moves out of your reach, you can use your reaction to activate this feat and make one melee weapon attack against that creature. This attack occurs immediately before the creature leaves your reach. If the attack hits, you may also choose to reduce the creature's speed by 10 until the end of its turn. |
| Brawler +3 | When rolling for damage with unarmed strikes, you deal 1d8 + your Strength modifier, and you add a +1 to all Athletics checks you make when not holding anything. | Hurl | Tags: [Combat] [Physical] When you have a creature grappled, you can activate this feat as an action. The target must be no more than one size larger than you. The target must make a Physical DC Strength saving throw. On a failure, you throw it up to 15 feet to an unoccupied space you can see, it takes physical damage equal to 1d6 + your Strength modifier, and it falls prone. If the thrown creature collides with another creature or a solid surface before landing, both take the damage. |
| Guardian +3 | When taking the dodge action, another ally within 5ft can take the dodge action as a reaction. | Interception | Tags: [Combat] [Physical] When a creature you can see hits another creature within 5 feet of you with an attack roll, you can take a Reaction to reduce the damage dealt to the target by 1d6 plus your Proficiency Bonus x2. |
| Great Weapon +3 | Once per turn, when you miss a creature with an attack roll, you may deal physical damage to that creature equal to your ability modifier. | Goading Attack | Tags: [Combat] [Mental] When you hit a creature with a weapon attack, you can activate this feat. The target must make a Mental DC Wisdom saving throw. On a failure, it has disadvantage on attack rolls against creatures other than you until the end of your next turn. |
| Druidic Warrior +3 | You gain proficiency with shields and the next highest armor rating (None > Light Armor > Medium Armor > Heavy Armor) | - |
| Holy Warrior +3 | You gain proficiency with shields and the next highest armor rating (None > Light Armor > Medium Armor > Heavy Armor) | - |
| War Mage +3 | You gain proficiency with shields and the next highest armor rating (None > Light Armor > Medium Armor > Heavy Armor) | - |
| Priest +2 | Pick two cantrips from the Cleric spell list. They do not count against your cantrips known and use your Mental Modifier. Add your Mental Modifier to damage rolls you make with cantrips. | You gain a spell 1st or 2nd level spell from the Cleric spell list, it does not count against your spells known, is always prepared, and uses your Mental Modifier. Once per long rest, you can cast this spell at its lowest level with one action and without using a spell slot. |
| Sage +2 | Pick two cantrips from the Druid spell list. They do not count against your cantrips known and use your Mental Modifier. Add your Mental Modifier to damage rolls you make with cantrips. | You gain a spell 1st or 2nd level spell from the Druid spell list, it does not count against your spells known, is always prepared, and uses your Mental Modifier. Once per long rest, you can cast this spell at its lowest level with one action and without using a spell slot. |
| Arcanist +2 | Pick two cantrips from the Warlock spell list. They do not count against your cantrips known and use your Mental Modifier. Add your Mental Modifier to damage rolls you make with cantrips. | You gain a spell 1st or 2nd level spell from the Warlock spell list, it does not count against your spells known, is always prepared, and uses your Mental Modifier. Once per long rest, you can cast this spell at its lowest level with one action and without using a spell slot. |
| 1 -obtainable from level 2 and up- |
|---|
| Trip | Tags: [Combat] [Physical] [BAR] [HXB] [FTR] [MNK] [RGR] [ROG] [SCN] When you hit a creature with a melee weapon attack, you can activate this feat. The target must make a Physical DC Strength saving throw. On a failure, it is knocked prone. |
| Precision Attack | Tags: [Combat] [Physical] [BAR] [HXB] [FTR] [RGR] [ROG] [SCN] When you make a weapon attack roll, you can activate this feat after seeing the roll but before learning the outcome. Add your proficiency bonus to the attack roll. |
| Parry | Tags: [Combat] [Physical] [BAR] [HXB] [FTR] [MNK] [RGR] [ROG] [SCN] [WLD] When another creature hits you with a melee attack, you can use your reaction to activate this feat. Reduce the damage you take by 1d10 + your Dexterity modifier (minimum 0). If this reduces the attack’s damage to 0, the attack misses. If you are wielding a shield, the reduction increases by +2. |
| Intimidating Shout | Tags: [Combat] [Social] [Mental] [BAR] [HXB] [FTR] [RGR] [SCN] [WLD] As an action, you activate this feat and bellow a challenge at a creature you can see within 30 feet. The target must make a Mental DC Wisdom saving throw. On a failure, it is frightened of you until the end of your next turn. When out of combat they are frightened for 1 minute, when frightened in this way all intimidation checks you make against that creature are at advantage. |
| Quick Fingers | Tags: [Exploration] [Physical] [HXB] [RGR] [ROG] [SCN] As an action, you activate this feat to pick a lock, disarm a trap, or attempt to pick a creature’s pocket. Make the relevant ability check (Sleight of Hand, thieves’ tools) If you don’t have thieves’ tools, you can improvise with disadvantage. |
| Grapple | Tags: [Combat] [Physical] [BAR] [HXB] [FTR] [MNK] [RGR] When you hit a creature with a melee weapon attack, you can activate this feat to attempt to grapple a target that is no more than one size larger than you. The target must make a Physical DC Strength or Dexterity saving throw (its choice). On a failure, it is grappled by you. The condition ends if you are incapacitated, if you move away from the target, or if the target successfully escapes. |
| Keen Observation | Tags: [Exploration] [Mental] [HXB] [RGR] [ROG] [SCN] [WLD] As an action, you activate this feat to thoroughly search a 10-foot-square area. Make a Perception or Investigation check with advantage. You automatically find any hidden objects or creatures that are not magically concealed, and you learn if any magic is present (but not its school or nature). |
| Rallying Cry | Tags: [Mental] [SCN] [WLD] [FTR] As an action, you activate this feat and shout words of encouragement. Up to three allies of your choice within 30 feet who can hear you gain temporary hit points equal to your Charisma modifier + your proficiency bonus. They also have advantage on their next saving throw made before the end of your next turn. |
| Vicious Mockery | Tags: [Combat] [Mental] [BAR] [FTR] [SCN] [ROG] [WLD] As an action, you hurl an insult at a creature you can see within 60 feet. The target must make a Mental DC Wisdom saving throw. On a failure, it takes 1d4 psychic damage and has disadvantage on the next attack roll it makes before the end of its next turn. Scaling: 2d4 at 5th level, 3d4 at 11th, 4d4 at 17th. |
| Alarm | Tags: [Exploration] [Mental] [RGR] [ROG] With 10 minutes, you activate this feat to ward a 20-foot cube within 10 feet of you. Until you finish a long rest, a mental alarm alerts you as long as you are within 60 feet whenever a Tiny or larger creature enters the warded area without speaking a password you set upon activation. |
Trap Line | Tags: [Combat] [Physical] [HXB] [RGR] [ROG] [SCN] With 10
minutes of work (5 minutes if one or more creatures aid you), you
set a line of traps along a 20‑foot line. The line can consist of up
to four 5‑foot squares, each containing one trap. The trap is
difficult to see and requires an intelligence (Investigation) check against your
Mental DC to notice. When a creature enters a trapped square for the
first time, the trap triggers. The creature must make a Physical DC
Dexterity saving throw. On a failure, it suffers the trap’s effect;
on a success, it avoids the trap. The traps remain for 8 hours or
until triggered. When you set the trap line, choose one of the
following trap types for all traps in the line, you can additionally
choose to make the trap create a loud noise alerting creatures
within 100 feet:
|
| Bait and Switch | Tags: [Combat] [Physical] [BAR] [FTR] [MNK] [SCN] [WLD] As an action, you activate this feat to swap places with a willing creature within 5 feet of you. You and the creature each move up to 5 feet, exchanging positions. This movement does not provoke opportunity attacks. Until the start of your next turn, you or that creature (your choice) gains a bonus to AC equal to your proficiency bonus. |
| Brace | Tags: [Combat] [Physical] [BAR] [HXB] [FTR] [MNK] [RGR] When a creature you can see moves into the reach you have with a melee weapon you are wielding, you can use your reaction to activate this feat and make one melee weapon attack against that creature. |
| Opportunity Attack | Tags: [Combat] [Physical] [BAR] [HXB] [FTR] [RGR] [ROG] [SCN] [WLD] When a hostile creature that you can see moves out of your reach, you can use your reaction to activate this feat and make one melee weapon attack against that creature. This attack occurs immediately before the creature leaves your reach. If the attack hits, you may also choose to reduce the creature's speed by 10 until the end of its turn. |
| Commanding Presence | Tags: [Social] [Mental] [BAR] [FTR] [SCN] [WLD] When you make a Charisma (Intimidation), Charisma (Performance), or Charisma (Persuasion) check, you can activate this feat to add your Mental Modifier to the roll. You must activate it before the roll is made. |
| Distracting Strike | Tags: [Combat] [Physical] [FTR] [RGR] [ROG] [SCN] [WLD] When you hit a creature with a weapon attack, you can activate this feat. The next attack roll against that creature made by an attacker other than you has advantage if the attack is made before the start of your next turn. |
| Evasive Footwork | Tags: [Combat] [Physical] [BAR] [FTR] [MNK] [ROG] [SCN] When you move, you can activate this feat. Until you next move, your gain a bonus to your AC equal to your proficiency bonus. |
| Feinting Attack | Tags: [Combat] [Physical] [FTR] [ROG] [SCN] When you make a weapon attack against a creature within 5 feet of you, you can activate this feat to gain advantage on that attack roll. |
| Lunging Attack | Tags: [Combat] [Physical] [BAR] [HXB] [FTR] [MNK] [RGR] When you make a melee weapon attack, you can activate this feat to increase your reach for that attack by 5 feet. |
| Pushing Attack | Tags: [Combat] [Physical] [BAR] [HXB] [FTR] [MNK] When you hit a creature with a melee weapon attack, you can activate this feat. The target must make a Physical DC Strength saving throw. On a failure, you push it up to 15 feet directly away from you. |
| Riposte | Tags: [Combat] [Physical] [BAR] [HXB] [FTR] [MNK] [ROG] [SCN] When a creature misses you with a melee attack, you can use your reaction to activate this feat and make one melee weapon attack against that creature. |
| Tactical Assessment | Tags: [Social] [Exploration] [Mental] [HXB] [FTR] [RGR] [ROG] [SCN] [WLD] When you make an Intelligence (Investigation), Intelligence (History), or Wisdom (Insight) check, you can activate this feat to add a d10 to the roll. You must activate it before the roll is made. |
| Camouflage Netting | Tags: [Exploration] [Physical] [HXB] [RGR] [SCN] [WLD] You spend 10 minutes draping netting and foliage over a 15‑ft cube area you can reach. Creatures inside the area have advantage on Dexterity (Stealth) checks to hide, and attacks made from inside the area against creatures outside have disadvantage unless the attacker reveals themselves. The netting lasts until you finish a long rest or it is torn down (an action). At 11th level, the area becomes 30‑ft cube and you can move through it without leaving traces. |
| 2 -obtainable from level 5 and up- |
|---|
| Sweeping Strike | Tags: [Combat] [Physical] [BAR] [HXB] [FTR] [RGR] When you hit a creature with a melee weapon attack, you can activate this feat. Make the same attack roll against a second creature within your reach. If it hits, the second creature takes damage equal to 1d8 + your ability modifier (minimum 1). This damage does not include any additional dice from other features. |
| Vantage Point | Tags: [Combat] [Physical] [FTR] [RGR] [ROG] [WLD] With a minute, you can prepare a 10 foot radius as a vantage point. While you and one other possible creature are in this circle you have advantage on stealth checks, ranged attack rolls, and perception checks to find creatures outside the vantage point. When you are hidden in the vantage point, making an attack roll does not reveal you. The vantage point dissapears if you leave the radius for more than 10 minutes. |
Defensive Positions | Tags: [Combat] [Physical] [FTR] [RGR] [ROG] [WLD]
You can prepare a 15 foot radius as a defensive position by setting
up barricades, trenches, or other structures. Each structure
provides one of the below benefits and costs 10 minutes to set up or
5 minutes if one or more creatures decide to aid you:
|
| Disarming Strike | Tags: [Combat] [Physical] [BAR] [HXB] [FTR] [MNK] [ROG] [SCN] When you hit a creature with a weapon attack, you can activate this feat. The target must make a Physical DC Strength saving throw. On a failure, it drops one object of your choice that it is holding. The object lands at its feet. |
| Repositioning Shove Tags: [Combat] [Physical] [BAR] [HXB] [FTR] [MNK] When you hit a creature with a melee weapon attack, you can activate this feat. The target must make a Physical DC Strength saving throw. On a failure, you move it up to 10 feet to an unoccupied space you can see. You can then move up to half your speed. This movement does not provoke opportunity attacks. |
| Menacing Presence | Tags: [Combat] [Social] [Mental] [BAR] [FTR] [WLD] As an action, you activate this feat and project an aura of menace. Each creature of your choice within 30 feet must make a Mental DC Wisdom saving throw. On a failure, it is frightened of you until the end of your next turn. A creature that succeeds is immune to this feat for 24 hours. |
| Silver Tongue | Tags: [Social] [Mental] [ROG] [SCN] [WLD] As an action, you activate this feat and speak to a humanoid you can see within 30 feet. The target must make a Mental DC Wisdom saving throw. On a failure, it regards you as a friendly acquaintance for 10 minutes or until you or your allies harm it. This effect ends early if you issue a self-destructive command. Scaling: At Tier 3, you can target a beast or monstrosity; at Tier 4, any creature type. |
| Counter Maneuver | Tags: [Combat] [Physical] [BAR] [FTR] [RGR] [WLD] When a creature you can see uses a combat maneuver or other non-spell feature that requires an attack roll or saving throw against you, you can use your reaction to activate this feat. Make an attack roll with a weapon you are wielding. If your roll exceeds the creature’s attack roll or spell save DC, you negate the effect to yourself. If the effect allowed a saving throw, you instead automatically succeed. Scaling: At Tier 3, you can use this feature against magical effects. |
| Unyielding Bastion | Tags: [Combat] [Physical] [BAR] [FTR] [MNK] As an action, you activate this feat and brace yourself. Until the start of your next turn, you gain resistance to physical damage, and you cannot be moved against your will. |
| Pinning Shot | Tags: [Combat] [Physical] [HXB] [FTR] [RGR] [ROG] [SCN] When you hit a creature with a ranged weapon attack, you can activate this feat. The target must make a Physical DC Strength saving throw. On a failure, its speed becomes 0 until the end of your next turn. A creature that is Large or larger has advantage on the save. Scaling: At Tier 3, the effect lasts 1 minute and the creature can repeat the save at the end of each of its turns. |
| Commanding Rally | Tags: [Combat] [Social] [Mental] [FTR] [WLD] As an action, you activate this feat and issue a bold command. Choose up to two allies within 30 feet who can hear you. Each can immediately use their reaction to make one weapon attack or take the Dash action. If an ally makes an attack, it gains a bonus to the damage roll equal to your Charisma modifier. |
| Goading Attack | Tags: [Combat] [Mental] [BAR] [HXB] [FTR] [WLD] When you hit a creature with a weapon attack, you can activate this feat. The target must make a Mental DC Wisdom saving throw. On a failure, it has disadvantage on attack rolls against creatures other than you until the end of your next turn. |
| Menacing Attack | Tags: [Combat] [Mental] [BAR] [HXB] [FTR] [RGR] [WLD] When you hit a creature with a weapon attack, you can activate this feat. The target must make a Mental DC Wisdom saving throw. On a failure, it is frightened of you until the end of your next turn. |
| Blinding Strike | Tags: [Combat] [Physical] [BAR] [HXB] [FTR] [ROG] [SCN] When you hit a creature with a weapon attack, you can activate this feat. The target must make a Physical DC Strength saving throw. On a failure, it is blinded until the end of your next turn. |
| Hurl | Tags: [Combat] [Physical] [BAR] [HXB] [FTR] [MNK] When you have a creature grappled, you can activate this feat as an action. The target must be no more than one size larger than you. The target must make a Physical DC Strength saving throw. On a failure, you throw it up to 15 feet to an unoccupied space you can see, it takes bludgeoning damage equal to 1d6 + your Strength modifier, and it falls prone. If the thrown creature collides with another creature or a solid surface before landing, both take the damage, and the struck creature must make a Physical DC Dexterity saving throw or fall prone. On a success, the grapple ends and the creature is not thrown. |
| Sweet Spot | Tags: [Combat] [Physical] [FTR] [RGR] [SCN] When a creature ends their turn within 30-40 feet from you, you can use your reaction to activate this feat and make a ranged weapon attack against the creature. |
| Interception | Tags: [Combat] [Physical] [BAR] [HXB] [FTR] [RGR] [WLD] When a creature you can see hits another creature within 5 feet of you with an attack roll, you can take a Reaction to reduce the damage dealt to the target by 1d6 plus your Proficiency Bonus x2. You must be holding a Shield or a Simple or Martial weapon to use this Reaction. |
| Half-Sword | Tags: [Combat] [Physical] [BAR] [HXB] [FTR] [RGR] [WLD] When you make an attack roll against an enemy wearing a shield or heavy armor, you can activate this feat to ignore the AC bonus their armor or shield provides them. |
| Stealth Tactics | Tags: [Combat] [Physical] [HXB] [RGR] [ROG] [WLD] As an action, you activate this feat and guide your allies through the shadows. For the next minute, you and up to five creatures of your choice within 30 feet of you gain a +10 bonus on Dexterity (Stealth) checks and leave no tracks or other traces of your passage. |
| Blur Stance | Tags: [Combat] [Physical] [FTR] [MNK] [RGR] [HXB] As an action, you activate this feat and enter a defensive stance. For the next minute, attack rolls against you have disadvantage. This stance ends early if you are incapacitated or prone. |
| Intuition | Tags: [Exploration] [Mental] [WLD] [ROG] [RGR] [FTR] [BAR] [MNK] [HXB] You take a moment to read the world around you or consult occult tools to gain a glimpse of whats to come. You can spend 1 minute meditating or observing your surroundings to activate this feat. Choose a specific course of action within the next hour (e.g., open the chest, follow the trail, ambush the patrol). The Game Master tells you whether that course of action will bring weal (a good outcome), woe (a bad outcome), or weal and woe (both). This insight does not account for how events will unfold, only the general outcome. You cannot use this feat again until you finish a short or long rest. |
| Irresistible Command | Tags: [Social] [Mental] [SCN] [WLD] As an action, you activate this feat and issue a one-word command (approach, drop, flee, halt, etc.) to a creature you can see within 60 feet. The target must make a Mental DC Wisdom saving throw. On a failure, it obeys the command to the best of its ability for 1 round. This effect bypasses immunity to frightened or charmed, but does not compel self-harm. Scaling: At Tier 4, you can target up to three creatures with the same command. |
| 3 -obtainable from level 11 and up- |
|---|
| Whirlwind Assault | Tags: [Combat] [Physical] [BAR] [HXB] [FTR] [RGR] As an action, you activate this feat and make a single weapon attack roll against any number of creatures within your reach. Make one roll and compare it to each target’s AC. On a hit, the target takes weapon damage as normal. |
| Staggering Blow | Tags: [Combat] [Physical] [BAR] [FTR] [MNK] When you hit a creature with a melee weapon attack, you can activate this feat. The target must make a Physical DC Strength saving throw. On a failure, it is stunned until the end of your next turn. Scaling: At Tier 4, the stun lasts 1 minute and the creature can repeat the save at the end of each of its turns. |
| Vengeful Parry | Tags: [Combat] [Physical] [BAR] [HXB] [FTR] [MNK] [ROG] [SCN] When a creature within your reach hits you with a melee attack, you can use your reaction to activate this feat. Reduce the damage you take by 2d10 + your Dexterity modifier (minimum 0). If the damage is reduced to 0, you can immediately make one melee weapon attack against that creature. |
| Fear | Tags: [Combat] [Social] [Mental] [BAR] [FTR] [WLD] As an action, you activate this feat and manifest an overwhelming aura of dread. Each creature of your choice within 30 feet must make a Mental DC Wisdom saving throw. On a failure, it is frightened of you for 1 minute. A frightened creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. Creatures that succeed on their initial save are immune to this feat for 24 hours. |
| Compelling Presence | Tags: [Social] [Mental] [SCN] [WLD] As an action, you activate this feat and project an aura of undeniable authority. For the next minute: You have advantage on Charisma checks against creatures that can see and hear you. As an action on subsequent turns, you can compel one creature within 60 feet to make a Mental DC Wisdom saving throw. On a failure, it must use its reaction to move up to half its speed toward you and cannot take hostile actions against you until the start of your next turn. |
| Brutal Cleave | Tags: [Combat] [Physical] [BAR] [HXB] [FTR] [RGR] When you reduce a creature to 0 hit points with a melee weapon attack, you can activate this feat. Make one melee weapon attack against a different creature within your reach. On a hit, the attack deals maximum damage (as if you rolled the highest possible number on all damage dice). |
| Grievous Wound | Tags: [Combat] [Physical] [BAR] [HXB] [FTR] [RGR] When you hit a creature with a weapon attack, you can activate this feat. The target must make a Physical DC Strength saving throw (in place of Constitution). On a failure, it cannot regain hit points for 1 minute and has vulnerability to one damage type of your choice (bludgeoning, piercing, or slashing). The creature can repeat the save at the end of each of its turns, ending the effect on a success. |
| Earthquake | Tags: [Combat] [Physical] [BAR] [FTR] [HXB] [WLD] As an action, you activate this feat. The ground in a 20-foot radius around you erupts in a churning mess of dirt, stone, and debris. The area becomes difficult terrain. Each creature other than you within the area must make a Physical DC Dexterity saving throw. On a failure, a creature takes 4d10 bludgeoning damage and is knocked prone. On a success, it takes half as much damage and is not knocked prone. |
| 4 -obtainable from level 17 and up- |
|---|
| Unstoppable Charge | Tags: [Combat] [Physical] [BAR] [HXB] [FTR] As an action, you activate this feat and move up to your speed in a straight line. During this movement, you ignore difficult terrain and can move through other creatures’ spaces. Each creature whose space you enter for the first time must make a Physical DC Strength saving throw. On a failure, it takes 6d6 bludgeoning damage and is knocked prone. You can make one melee weapon attack against each of those creatures with advantage. Once per short rest. |
| Perfect Execution | Tags: [Combat] [Physical] [BAR] [HXB] [FTR] [ROG] [SCN] When you make a weapon attack roll, you can activate this feat after seeing the roll but before learning the outcome. The attack automatically hits and is a critical hit. Additionally, ignore any resistances the target has against the attack’s damage. Once per long rest. |
| Adamantine Parry | Tags: [Combat] [Physical] [BAR] [FTR] [MNK] When you are hit by an attack, you can use your reaction to activate this feat. You take no damage from the attack, and the attacking creature must make a Physical DC Strength saving throw. On a failure, its weapon (or natural weapon) is shattered, imposing disadvantage on its attack rolls until it repairs or replaces it. A creature that is Large or larger automatically succeeds on the save. Magical items cannot be effected by this. |
| Aura of the Untouchable | Tags: [Combat] [Mental] [FTR] [WLD] As an action, you activate this feat and project an aura of unassailable confidence. For 1 minute, you and all allies within 30 feet gain the following benefits: Immunity to the frightened and charmed conditions. Resistance to psychic damage. Whenever a creature within the aura is subjected to an effect that would move it against its will, it can use its reaction to reduce the forced movement to 0. Once per long rest, no concentration. |
| Rally the Fallen | Tags: [Social] [Mental] [WLD] As an action, you activate this feat and call out to your unconscious allies. Each ally within 60 feet that is at 0 hit points but not dead instantly regains hit points equal to your level + your Mental Modifier (minimum 1) and can use its reaction to stand up. Additionally, each such ally gains temporary hit points equal to twice your proficiency bonus. Once per long rest. |
| Irresistible Gambit | Tags: [Social] [Mental] [SCN] [WLD] As an action, you activate this feat and propose a course of action to a creature you can see within 60 feet. The target must make a Mental DC Wisdom saving throw. On a failure, it follows your suggestion for up to 10 minutes, as if under the effect of a dominate person spell, but it will not obey orders that are obviously self-destructive. On a success, it is unaffected and immune to this feat for 24 hours. Once per long rest. |