Whenever your gain the Ability Score Improvement (ASI) feature, you gain two "increases", which can be used in the following ways:
Increase an ability score by 1
Gain 3 foundation points
Gain a feat
Any combination of these elements is valid.
You gain proficiency in the next tier of armor and the corresponding shields (None -> Light -> Medium -> Heavy).
This feat can be taken multiple times.
Your enhanced physical training grants you the following benefits:
• When you are prone, standing up uses only 5 feet of your movement (instead of half).
• Your speed is not halved from climbing.
• You can make a running long jump or a running high jump after moving 5 feet on foot (instead of 10 feet)
Always aware of your surroundings, you gain the following benefits.
• You gain an expertise die on Initiative checks.
• You can only be surprised if you are unconscious.
• A creature attacking you does not gain advantage from being hidden from you or unseen by you
You have learned to maximize the defensive properties of armor. You gain the following benefits:
• When you're hit by an attack while wearing armor with the bulky property, any Bludgeoning, Piercing, or Slashing damage dealt to you by that attack is reduced by your proficiency bonus.
• While wearing a helm, your passive Awareness increases by 3 (this does not replace the helm's Awareness penalty).
You have learned to wield magic effectively even in the chaos of combat. You gain the following benefits.
• You gain an expertise die on concentration checks.
• You can perform the seen components of your spells while using a weapon or shield with your hands.
• Instead of making an opportunity attack with a weapon, you may use your reaction to cast a spell with a casting time of 1 action at the creature instead. The spell must be one that only targets that creature
Once per turn, when rolling damage for a melee weapon attack, you can roll with advantage (roll twice the number of required dice and select the highest total)
You have trained to charge headlong into battle, gaining the following benefits:
• When you take the Dash Action, your speed increases by 10 feet for that Action
• If you move at least 10 feet towards your target immediately before hitting with your attack on your turn, you can choose to either increase the attack's damage by 1d8, or push the target up to 10 feet, provided the target is no more than one size larger than you. You can use this benefit only once each turn.
You know how to trade blows for more than inflicting harm.
• You gain proficiency with the Deceptive Stance and Painful Pickpocket maneuvers, and do not have to spend exertion to activate them once per short rest (per maneuver).
• You gain an expertise die on Thievery checks
You have absorbed some of the lessons of the world of spies, criminals, and others who operate in the shadows. You gain the following benefits.
• You gain proficiency with the poisoner’s kit, or a rare weapon with the stealthy property.
• You gain a skill trick of your choice from the rogue class
Due to your advanced training with the crossbow, you gain the following benefits.
• If you are proficient with a crossbow, you ignore its loading property.
• You do not have disadvantage on ranged attack rolls with a crossbow from being within 5 feet of a hostile creature.
• When you make the extra attack of the Dual-Wielding property from a Hand Crossbow, you can add your ability modifier to the damage roll.
You are practiced in the art of crushing your enemies, granting you the following benefits:
• Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you .
• When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn.
You’ve honed your skill with ranged weapons to a razor’s edge. You gain the following benefits.
• You gain proficiency with the Farshot Stance and Point Blank Shot maneuvers, and do not have to spend exertion to activate them once per short rest (per maneuver).
• Attacking at Long Range doesn't impose disadvantage on your ranged weapon attack rolls.
• You ignore half cover and three-quarters cover when making a ranged weapon attack.
When you are wielding a finesse weapon which you are proficient with and are hit by a melee attack from another creature, you can use your reaction to add your proficiency bonus to your Armor Class against that attack, potentially turning the hit into a miss.
You are more in tune with the nature of who you truly are and what you can become. You gain the following benefits:
• Whenever you finish a long rest, you become inspired.
• When you become inspired through your destiny’s source of inspiration, your entire party becomes inspired if they aren't already. Once you inspire a party member in this way, you can’t use this feature again on that party member until you finish a long rest
You’re a master at wielding two weapons at once, gaining the following benefits:
• You gain a +1 bonus to Armor Class while you are wielding a separate melee weapon in each hand.
• Using a weapon's Dual-Wielding property no longer requires a bonus action.
• When making an opportunity attack, you can make one attack with both of your weapons as part of the same reaction.
You’re an expert in identifying hidden features found in many dungeons, granting you the following benefits:
• You gain an expertise dice on Dungeonneering checks.
• You have advantage on saving throws made to avoid or resist traps.
• You have resistance to damage dealt by traps.
• You don’t take a −5 penalty on your passive Awareness score from traveling at a fast pace.
• Once per Dungeon, you may ask the Narrator one Yes-or-No question regarding the Dungeon (ie. are there any secret doors in this dungeons?, are there hidden enemies?)
You have a heightened awareness of the feelings and motivations of those around you.
• You gain an expertise die on Insight checks made against other creatures.
• Whenever you succeed on an Insight check against a creature, you gain advantage on your next ability check against the target.
• As an action, you can attempt to discern patterns and flaws in an enemy's tactics and habits. A creature you can see within 30 feet must succeed on a Sanity save (DC 11 + your number of ranks in insight). If it fails, you gain advantage on attacks against it and it gains disadvantage on saving throws against your abilities until the end of your next turn.
Fate seems to smile on you when you need it most.
You gain 2 fate points.
Whenever you make an attack roll, ability check, or saving throw and do not have disadvantage, you may spend a fate point to roll an additional d20 and choose whichever result you wish. You may do this after the initial roll has occurred, but before the outcome is known. Alternatively, when you are attacked, you may choose to spend a fate point to force the attacking creature to reroll the attack, using the new result.
You regain all expended fate points when you finish a long rest.
You’ve developed the skills necessary to hold your own in close-quarters grappling. 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. The creature makes an Anchor saving throw against your maneuver DC. On a failure, the creature becomes restrained until you move or the grapple ends.
It is very difficult for foes to get by you without paying for it. You gain the following benefits.
• You gain proficiency with the Warning Strike maneuver and do not have to spend exertion to activate it once per short rest.
• You can use your reaction to make a melee weapon attack against a creature within 5 feet when it makes an attack against a target other than you.
Your maximum hit points increases by twice your proficiency bonus.
You’re quick to notice and analyze details, granting you the following benefits:
• You gain an expertise dice on Awareness checks.
• If you can see a creature’s mouth while it is speaking a language you know, you are able to read its lips to understand what it is saying.
Your mind is practiced and sharp. You gain the following benefits.
• You can recall anything you’ve seen or heard within a number of weeks equal to your Intelligence modifier.
• You always know how long it will be before the next sunset or sunrise.
• You always know which way is north.
You have taken the time to learn some advanced combat techniques. You gain the following benefits.
• You gain proficiency in a combat tradition of your choice.
• You learn two combat maneuvers from a combat tradition you know. If you don’t already know any combat maneuvers, both must be 1st degree. Combat maneuvers gained from this feat do not count toward the maximum number of combat maneuvers you know.
• Your exertion pool increases by 3.
You are a peerless slayer of beasts most foul. You gain the following benefits.
• You gain an expertise die on checks made to learn information about the Legends and Lore of a creature you can see.
• You learn the altered strike cantrip.
• You gain proficiency with the Douse maneuver and do not have to spend exertion to activate it.
• You gain an expertise dice when Tracking creatures.
You are a skilled rider, especially adept at fighting from the back of a mount. While mounted, you gain the following benefits.
• You gain an expertise dice on Acrobatics checks to ride creatures.
• You gain proficiency with the Lancer Strike maneuver and do not have to spend exertion to activate it.
• When your mount is targeted by an attack, you can make yourself the attack’s target instead.
• When your mount makes a saving throw against an effect that deals half damage on a success, it takes no damage on a success and half damage on a failure.
Choose a class with the spellcasting feature. You learn a cantrip of your choice from the spell list of your chosen class.
• Choose one 1st-level spell to learn from that same spell list. You can cast this spell without expending a spell slot once per long rest.
• Your spellcasting ability for these spells is that class' spellcasting ability (choose any for Warlock).
The urge to fight runs hot in your veins and you take to battle naturally. You gain the following benefits.
• Your Speed increases by 5 feet.
• When making an Acrobatics check, you can choose to use your Strength modifier instead.
• You gain proficiency with the Bounding Strike maneuver and do not have to spend exertion to activate it once per short rest.
• You can roll 1d4 in place of your normal damage for unarmed strikes. When rolling damage for your unarmed strikes, you can choose to deal bludgeoning, piercing, or slashing damage.
You have studied the specialized techniques used by the Oathbound. You gain the following benefits.
• You gain proficiency in your choice of one martial weapon.
• You gain a divine lesson of your choice from the Oathbound class.
You are a capable healer, able to mend wounds and treat ailments. You gain the following benefits.
• When you use a healer’s satchel to stabilize a dying creature, it regains a number of hit points equal to your Wisdom modifier (minimum 1).
• You can use an action and spend one use of a healer’s satchel to tend to a creature. The creature regains 1d8 hit points, plus additional hit points equal to its proficiency bonus. The creature can’t regain hit points from this feat again until it finishes a short or long rest.
You have achieved a penetrating precision in combat, granting you the following benefits:
• Once per turn, when you hit a creature with an attack that deals piercing damage, you can reroll one of the attack's damage dice, and you must use the new roll.
• When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes.
You can prepare and deliver deadly poisons, granting you the following benefits:
• When you make a damage roll that deals poison damage, it ignores resistance to poison damage.
• You can apply poison to a weapon or piece of ammunition as a bonus action, instead of an action.
You have trained extensively with pole weapons that have Reach, granting you the following benefits.
• Immediately after you take the attack action and attack with a weapon that has the Reach and the Two-Handed properties, you can use a a bonus action to make a melee attack with the weapon’s opposite end, dealing 1d4 bludgeoning damage on a hit.
• While you are wielding a weapon that has the Reach and the Two-Handed properties, a creature that enters your reach provokes an opportunity attack from you. A creature can use its reaction to avoid provoking an opportunity attack from you in this way.
You have advanced offensive capabilities with certain kinds of spells, gaining the following benefits:
• The range of any spell you cast with a range of at least 10 feet that requires a spell attack roll is increased by 60 feet.
• You ignore half cover and three-quarters cover when making a ranged spell attack.
• Being within 5 feet of an enemy doesn't impose Disadvantage on your attack rolls with spells.
You’ve mastered wielding unwieldy weapons, using weight and momentum to empower your strikes. You gain the following benefits.
• You gain proficiency with the Cleaving Swing maneuver and do not have to spend exertion to activate it once per short rest. In addition, you can use Cleaving Swing with a versatile weapon wielded with two hands.
• The first time you hit a creature with a two-handed weapon or versatile weapon wielded with two hands during your turn, you deal additional damage equal to your proficiency modifier.
Upon gaining this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.
• When you cast a spell that deals damage, your spell’s damage ignores damage resistance to the chosen type.
• When you cast a spell that deals damage of the chosen type, you deal 1 additional damage for every damage die with a result of 1.
This feat can be selected multiple times, choosing a different damage type each time.
You are capable of awe-inspiring leadership, and that leadership gives your allies strength.
When you spend 10 minutes speaking inspirationally, you can choose up to 6 friendly creatures (including yourself) within 30 feet that can hear and understand you. Each creature gains temporary hit points equal to your proficiency bonus + your Charisma modifier.
A creature can’t gain temporary hit points from this feat again until it has finished a short or long rest.
Choose a saving throw, you become proficient in that save. You may choose death saving throws.
You are so used to wearing armor it no longer impedes you like it would others. You gain the following benefits:
• The maximum Dexterity bonus of armor you wear is increased by 1.
• You ignore the Bulky property of any armor you wear, and any armor without the Bulky property gains the Comfortable property.
You can use your shield both offensively and defensively. You gain the following benefits while wielding a shield:
• When you take the Attack action on your turn, you can use a bonus action to use your shield to make a Shove maneuver against a creature within 5 feet of you.
• When you make a Reflex saving throw against a spell or harmful effect that only targets you, if you aren’t incapacitated you gain a bonus equal to your shield’s Armor Class bonus.
• When you succeed on a Reflex saving throw against an effect that deals half damage on a success, you can use your reaction to take no damage by protecting yourself with your shield.
You have a versatile skillset.
You gain a number of skill points equal to 2 + your proficiency bonus.
You’ve trained yourself to be especially mobile, no matter the situation. You gain the following benefits.
• Your Speed increases by 10 feet.
• Whenever you make an attack against a creature, you don’t provoke opportunity attacks from that creature until the end of your turn.
You've learned where to cut to have the greatest results, granting you the following benefits:
• Once per turn when you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 feet until the start of your next turn.
• When you score a critical hit that deals slashing damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls.
You have learned specialized techniques to fight against magic users more effectively. You gain the following benefits.
• You gain proficiency with the Purge Magic maneuver and do not have to spend exertion to activate it once per short rest. In addition, you can activate the maneuver when someone within 10 feet of you casts a spell and move up 5 feet as part of the reaction (provoking attacks of opportunity as normal).
• When a creature concentrating on a spell is damaged by you, it has disadvantage on its concentration check to maintain the spell it is concentrating on.
• You have advantage on saving throws made against spells cast within 10 feet of you.
Uncommonly resilient, you gain the following benefits.
• Your maximum number of hit dice increases by half your proficiency bonus.
• You regain an additional number of hit points equal to double your Constitution modifier (minimum 2) whenever you roll a hit die to regain hit points.
You are skilled at hiding and operating from the shadows. You gain the following benefits.
• You can try to hide even while you are only lightly obscured from the creature you are trying to hide from.
• You have advantage on stealth checks made to hide during combat.
• Your position isn’t revealed when you miss with a ranged weapon attack against a creature you are hidden from.
You’re skilled at fighting unarmed and unprepared, gaining the following benefits:
• You can roll 1d4 in place of your normal damage for unarmed strikes, or increase your current unarmed damage by one die size.
• You are proficient with improvised weapons.
• You can use a bonus action to make a Grapple maneuver against a target you hit with an unarmed strike or improvised weapon on your turn.
Your knowledge of anatomy and physiology is a boon to your allies and a bane to your foes. You gain the following benefits.
• You gain proficiency with the Dangerous Strikes maneuver and do not have to spend exertion to activate it.
• You gain an expertise dice in Medicine.
• Creating a medicinal with a preparedness point costs only one-fifth of the regular price.
You use every last ounce of energy to survive, even in the worst of circumstances.
• When you are reduced to 0 or fewer hit points, you can use your reaction to move up to your Speed before falling unconscious. Moving in this way doesn’t provoke opportunity attacks.
• The first time you would attempt a saving throw after a long rest, you automatically succeed.
• When you would be killed instantly, you can use your reaction to make a death saving throw. If the saving throw succeeds, you instead fall unconscious and are dying.
• Medicine checks made to stabilize you have advantage.
• When you become stabilized, at the start of your next turn you regain 1d6 hit point.
You are naturally quick and use that to your advantage in battle. You gain the following benefits.
• Your Speed increases by 5 feet.
• You gain proficiency with the Charge, Rapid Drink, and Swift Stance maneuvers, and do not have to spend exertion to activate them once per short rest (per maneuver).
You are skilled in the dramatic arts, granting you the following benefits:
• You have advantage on Deception and Disguise checks made when attempting to mimic another creature’s looks, mannerisms, or speech.
• You have a natural talent for perfectly mimicking the sounds of other creatures you’ve heard make sound for at least 1 minute. Unless something else would risk to give away your identity, creatures cannot make an insight check against this auditory trickery.
You hate seeing your comrades made to suffer and are ready to protect them. You gain the following benefits.
• You gain proficiency with shields as weapons.
• You gain proficiency with the Doubleteam maneuver and do not have to spend exertion to activate it once per short rest.
• When a creature reduces a party member (not including animal companions, familiars, or followers) to 0 hit points, you gain an expertise die on attacks made against it until the end of combat
You can master new weapons faster than most warriors.
By practicing during a short rest, you can become proficient with a martial or rare weapon you own of your choice. You keep the proficiency until you use this feat again.
You have learned to survive in the wilds, a useful skill for almost any adventurer. You gain the following benefits.
• You gain proficiency with the herbalism kit, or a martial ranged weapon.
• You gain an exploration knack of your choice from the ranger class