Custom Feats
Blind Fighting
Prerequisite. Proficient in Perception
Extensive and continuous training in complete darkness or in some cases with the aid of blindfolds, have allowed you to hone your remaining senses to a razor's edge. This specialized combat training has granted you the ability to perceive your surroundings in ways others couldn't begin imagine.
- You can sense the presence of creatures within 5 feet of you, unless they are hidden.
- You have have Advantage on Perception checks involving sound or smells.
- You do not have Disadvantage when attacking a creature you cannot see or that is heavily obscured. In addition, Creatures do not gain Advantage for attacking you if they are invisible or otherwise unseen or unnoticed by you.
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Elemental Heritage
Somewhere in your ancestry, you have a bit of elemental blood. This may come from a diluted ancestry, where an ancestor had relations with a genie or other elemental creature, or it may come from ambient elemental energy infusing itself into an ancestor's blood. Pick one of the following energy types to gain resistance to it. You may take this feat only once. Choose from: acid, cold, fire, force, lightning, necrotic, poison, radiant, or thunder.
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Master Dual Wielder
Prerequisite. Dual Wielder Feat, Extra Attack Feature
Your Strength or Dexterity Score increases by 1.
When you use your Bonus Action to make an attack with your off-hand weapon, you can instead make two attacks with that weapon. You can also add your ability score modifier to the off-hand weapon if you couldn't already.
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Opportunist
Prerequisite. Dexterity Score of 15 or more
You have learned to take Advantage of the opportunities your opponents provide you. You gain the following benefits:
- You have Advantage on all Attacks of Opportunity you make.
- You gain a second reaction each round, but this reaction can only be used to make an Opportunity Attack from a creature moving through or leaving your threatened area. You can still use your normal reaction to make a second Opportunity Attack as well.
- When you hit a creature with an Opportunity Attack using your secondary reaction, the creature's speed is reduced to 0 feet until the end of their turn.
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Psychic initiate
Prerequisite. Intelligence Score of 13 or more
You possess an innate psychic ability. Your Intelligence Score increases by 1.
In addition, you can choose 1 Psychic Talent to gain that you can use at will. You also can choose 1 Psychic Focus from the Psionic Studies and one of its related Psionic Disciplines with a Psi Point Cost of 2 or less. You can use this discipline once per day as if you were spending 2 Psi Points to activate it. You use your Intelligence Modifier to determine your Psionic Attack Bonus and Psionic Save DC.
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Ventriloquist
You've honed a talent for throwing your voice into creatures and objects. You gain the following benefits:
- Increase your Charisma score by 1, to a maximum of 20.
- You can speak without moving your lips.
- You can throw your voice when you speak, making it appear to originate from any source that you can see within 20 feet of you. A suspicious creature can use its action to attempt a Wisdom (Insight) check contested by your Charisma (Deception) check. If the creature's check equals or exceeds your own, it determines that you are the true source of the speech.
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Weapon Focus
Select one weapon that you are proficient with. While using that weapon, you gain a +1 on Attack Rolls and a +2 to damage. Additionally, once per short or long rest, you can choose to give yourself Advantage on a single attack roll made with that weapon.
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