General Feat
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mounted combat:Close ( you can get of your mounted for free but getting on cost’s all your movement, while on a mount you can run past enemies without them attacking you)
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mounted combat:range ( you gain “x” more range and get 2 advantages)
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linguist: you gain 2 extra Laungishse
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acrobat: your climbing speed is the same as you normal speed, you gain advantage on jumps and leaps)
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Concentration Breaker: When you damage a creature that is concentrating, it has Disadvantage on the saving throw it makes to maintain Concentration.
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Guarded Mind: If you fail an Intelligence, a Wisdom, or a Charisma saving throw, you can cause yourself to succeed instead.cost 1 resource
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Steadfast: if a creature with “X” range is attacked you can take the hit, the hit on you would be half the dmg the creature would take.
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BloodLine: you can use “X” amount of hp to regain “Y” resource
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Brut: giant 2 hp per level
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Alert: you get to know what 1 enemy’s Creatures initiative is and you gain +2 to yours
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Death defines: if you wur to go below 0hp instead of going down you gain 1hp(1time per something)
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Idiot Savant: Idiot Savant Points. You have a number of Idiot Savant Points equal to your Proficiency Bonus and can spend the points on the benefits below. you can treat a bad Skill check roll as a good roll before knowing the result of what you would have rolled would be {a good one being the bear minimum to succeed} if you roll a 2,3 or 4 on an attack roll, instead of missing you hit the enemy for 1d4 (if you have something like “Graze” you still add this) “somehow through your stupidity you gain success”
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Durable: You have Advantage on Death Saving Throws. and As a Bonus Action, you can expend one resource to roll a hit die, and regain a number of Hit Points equal to the roll.
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Inspiring Leader: you can use a action to Inspire your comrades, giving up to 6 creatures 1 advantage = to your proficiency bonus
Magic Feat
- elemental spells dmg up
- all magic dmg rolls that are a 1 or now a 2
- you can cast a spell without using its vocal component
- Linger: if you hit a DoT Spell it will last 3 turns longer
- Accelerated Master: see Accelerated Master
- your spell dmg also applies bleed
- Brimstone Burn: you DoT effect deal more dmg
- herbalist: all healing spells gain extra dice (dice depends on what spell)
Martial Feat
- Toppel: if you successfully hit a target that with a Heavy weapon That Creatur need to trow a strength saving trow on a fail the creatur will be toppled on the ground And gain armor break and a success it will only be toppled
- Inner Focus: you can use 2 actions to empower an attack, this attack will deal more dmg {you attack with a weapon that deal 1d6+STR, then now you would deal 2d6+(4xSTR)}
- Once per turn when you hit a target with a weapon, you can roll the weapon’s damage dice twice and use either roll against the target.
- Parry: When another creature damages you with a melee attack, you can use your Reaction and expend one Superiority Die to reduce the damage by the number you roll on your Superiority Die plus your Strength or Dexterity modifier (your choice).
- Blood precision: your attacks also deal bleed
- Sweeping Attack: you can hit 2 creatures that are with 1m of one another with one attack. the Second creature you hitt only takes the + as dmg not the roll
- CRITS: if you roll a 19 on a Martial attack roll it also Crits ( can be taken 3 time)
- True Melee: all the + to roll gets added to your dmg but you gain no half + to roll
- Dash alert: when someone does a second movement with your attack range you can attack him