Advanced Fighting Style feats
Hi all,
I won’t take credit for creating the feats. Since I received them from D&D Homebrew, but will share them with the community, since I think they are awsome…
So enjoy…
Advanced Archery
General Feat (Prerequisite: Level 8+, Archery Feat)
You gain the following benefits.
Ability Score Increase. Increase your Dexterity or Constitution score by 1, to a maximum of 20.
Perfect Placement. If you can use the Weapon Mastery property for a Ranged weapon, you can also apply either the Sap or the Slow property (your choice) when you hit a target, in addition to the normal Weapon Mastery property of the weapon.
Penetrating Shots. You gain a +2 bonus to damage rolls you make with Ranged weapons.
Advanced Blind Fighting
General Feat (Prerequisite: Level 8+, Blind Fighting Feat)
You gain the following benefits.
Ability Score Increase. Increase your Dexterity or Wisdom score by 1, to a maximum of 20.
Enhanced Blindsight. The range of your Blindsight increases by 10 feet.
Synergistic Senses. You have Advantage on ability checks using the Investigation or Perception skills within the range of your Blindsight.
Advanced Dueling
General Feat (Prerequisite: Level 8+, Dueling Feat)
You gain the following benefits.
Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.
Extraordinary Duelist. While you wield a Melee weapon in one hand and no other weapons, you use the next larger die when rolling damage with the weapon. For instance, a Mace normally uses a d6 damage die, but this benefit allows you to roll a d8 instead.
Follow-Up Strike. If you miss with an attack with a Melee weapon while you hold no other weapons, you can immediately take a Reaction to make another attack against the same target with the same weapon.
Advanced Great Weapon Fighting
General Feat (Prerequisite: Level 8+, Great Weapon Fighting Feat)
You gain the following benefits.
Ability Score Increase. Increase your Strength or Constitution score by 1, to a maximum of 20.
Leveraged Strike. When you wield a Melee weapon with two hands, and it has the Two-Handed or Versatile property, you gain a +2 bonus to damage rolls.
Lunge. Once on your turn when you make an attack with a Melee weapon that has the Two-Handed or Versatile property, you can extend the reach of your weapon by 5 feet.
Powerful Critical. When you score a Critical Hit with a Melee weapon that has the Two-Handed or Versatile property, you roll additional damage dice equal to the weapon’s normal damage. This extra damage is the same type the weapon normally inflicts.
Advanced Interception
General Feat (Prerequisite: Level 8+, Interception Feat)
You gain the following benefits.
Ability Score Increase. Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
Distant Defender. You can use your Interception feat when the creature being hit is within reach of the weapon you hold, even if it is more than 5 feet away.
Improved Intercept. The amount of damage your Interception feat reduces becomes 1d12 plus your Proficiency Bonus plus either the ability score modifier you use to make attacks with the weapon you’re holding or your Constitution modifier.
Personal Defense. In addition to the normal use of the feat, you can use your Interception feat to reduce damage inflicted on you from an attack you can see. The other parameters of the feat apply when you use the feat this way.
Advanced Protection
General Feat (Prerequisite: Level 8+, Protection Feat)
You gain the following benefits.
Ability Score Increase. Increase your Strength or Constitution score by 1, to a maximum of 20.
Improved Protector. When you take the Reaction to use the Protection feat, the creature you protect gains a +2 bonus to its Armor Class until the start of your next turn, in addition to the normal benefits of the feat. You must remain within 5 feet of the protected creature to maintain this benefit.
Sphere of Protection. You can take an action to impose Disadvantage on attack rolls from creatures you can see against all creatures of your choice within 5 feet of you until the start of your next turn. A protected creature must remain within 5 feet of you to maintain this benefit. If an enemy misses a creature protected by this benefit, and the enemy is within the reach of your weapon, the enemy takes damage equal to the ability score modifier you use to make attacks with your weapon. The damage is the same type your weapon inflicts.
Advanced Defense
General Feat (Prerequisite: Level 8+, Defense Feat)
You gain the following benefits.
Ability Score Increase. Increase your Dexterity or Constitution score by 1, to a maximum of 20.
Impervious. While wearing Light, Medium, or Heavy armor, you gain a +1 bonus to Armor Class.
Advanced Thrown Weapon Fighting
General Feat (Prerequisite: Level 8+, Thrown Weapon Fighting Feat)
You gain the following benefits.
Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.
Extended Accuracy. The normal range and long range of a weapon with the Thrown property increases by 20 feet for you.
Precision. You ignore Half Cover and Three Quarters Cover when making ranged attacks using a weapon with the Thrown property within the weapon’s normal range.
Quick Throw. When you make a ranged attack using a weapon with the Thrown property on your turn, you can make an additional ranged attack using a weapon with the Thrown property as a Bonus Action.
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Kim Falk Rangård
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Advanced Fighting Style feats
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