Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:. Share on. You should be logged in to clone a site. Dungeon Delver.
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These are the feats that you can find in the Player's Handbook. The exact and delicious text that you would find in the printed pages of this fantastic piece of art the book. A feat represents a talent or an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides.
At certain levels, your class gives you the Ability Score Improvement feature. Using the optional feats rule, you can forgo taking that feature to take a feat of your choice instead. You must meet any prerequisite specified in a feat to take that feat. For example, the Grappler feat requires you to have a Strength of 13 or higher. When you are prone, standing up uses only 5 feet of your movement. You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
You have advantage on Charisma Deception and Charisma Performance checks when trying to pass yourself off as a different person. You can mimic the speech of another person or the sounds made by other creatures.
You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom Insight check contested by your Charisma Deception check allows a listener to determine that the effect is faked. When you use the Attack action and attack with a one handed weapon, you can use a bonus action to attack with a loaded hand crossbow you are holding. You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
You have advantage on Wisdom Perception and Intelligence Investigation checks made to detect the presence of secret doors. You have advantage on saving throws made to avoid or resist traps. You have resistance to the damage dealt by traps. You can search for traps while traveling at a normal pace, instead of only at a slow pace. Spells you cast ignore resistance to damage o f the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.
You can select this feat multiple times. Each time you do so, you must choose a different damage type. You gain the following benefits: You have advantage on attack rolls against a creature you are grappling.
You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends. You gain the following benefits: On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a - 5 penalty to the attack roll. You gain proficiency with heavy armor. You gain the following benefits: Increase your Strength score by 1, to a maximum of While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non magical weapons is reduced by 3.
W hen you do so, choose up to six friendly creatures which can include yourself within 30 feet of you who can see or hear you and who can understand you. You gain the following benefits. Increase your Intelligence score by 1, to a maximum of You always know which way is north. You always know the number of hours left before the next sunrise or sunset.
You can accurately recall anything you have seen or heard within the past month. You gain proficiency with light armor. You learn three languages of your choice. You can ably create written ciphers. You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d You can choose to spend one of your luck points after you roll the die, but before the outcome is determined.
You choose which of the d20s is used for the attack roll, ability check, or saving throw. You can also spend one luck point when an attack roll is made against you. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled. You regain your expended luck points when you finish a long rest. You have advantage on saving throws against spells cast by creatures within 5 feet of you.
In addition, choose one 1st-level spell from that same 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 cast it again. Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid: or Intelligence for wizard.
You gain the following benefits: You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If you already have superiority dice, you gain one m ore; otherwise, you have one superiority die, which is a d6. This die is used to fuel your maneuvers.
A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest. When you w ear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher. You gain the following benefits: Your speed increases by 10 feet. You can force an attack targeted at your mount to target you instead. If your mount is subjected to an effect that allows it to take a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
You gain the following benefits: When you take the Attack action and attack with only a glaive, halberd, or quarterstaff, you can use a bonus action to make a melee attack with the opposite end of the weapon. While you are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you when they enter your reach.
You gain the following benefits: Increase the chosen ability score by 1, to a maximum of You gain proficiency in saving throws using the chosen ability. These spells are written in a ritual book, which you must have in hand while casting one of them. When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard.
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. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Creatures within 5 feet of you provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
You gain the following benefits: Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls. Your ranged weapon attacks ignore half cover and three-quarters cover. Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a - 5 penalty to the attack roll.
You gain the following benefits while you are wielding a shield: If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield. If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect. You gain the following benefits: You can try to hide when you are lightly obscured from the creature from which you are hiding.
When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position. Your ranged spell attacks ignore half cover and three-quarters cover. You learn one cantrip that requires an attack roll.
Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
You are proficient with improvised weapons and unarmed strikes. Your unarmed strike uses a d4 for damage. When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target. TOUGH Your hit point maximum increases by an amount equal to tw ice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
WAR CASTER Prerequisite: The ability to cast at least one spell You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits: You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. The spell must have a casting time of 1 action and must target only that creature. You gain proficiency with four weapons of your choice. Email This BlogThis! Subscribe to: Posts Atom.
Dungeon Delver (5e)
These are the feats that you can find in the Player's Handbook. The exact and delicious text that you would find in the printed pages of this fantastic piece of art the book. A feat represents a talent or an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides. At certain levels, your class gives you the Ability Score Improvement feature. Using the optional feats rule, you can forgo taking that feature to take a feat of your choice instead. You must meet any prerequisite specified in a feat to take that feat.
Dungeon Delver (5e Feat)
Complete Adventurer variant, p. In many ways, the dungeon delver is the ultimate adventuring rogue. Since a dungeon delver frequently works alone, he must learn to think and act independently, relying upon no one but himself. Even when exploring a dungeon in the company of other adventurers, he often keeps to himself—scouting ahead, disarming traps a safe distance from the group, or seeking treasure while the others are distracted. The typical dungeon delver has forsaken interaction skills to concentrate on the nuts and bolts of dungeon exploration and treasure retrieval.
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