From d4ede93d42ee525bfcb43de07468b8b302f49565 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Tom=C3=A1=C5=A1=20Heger?= Date: Fri, 1 May 2020 00:59:53 +0200 Subject: [PATCH] Add a lot of feats. --- dungeonsheets/features/feats.py | 1191 ++++++++++++++++++++++++++++++- 1 file changed, 1173 insertions(+), 18 deletions(-) diff --git a/dungeonsheets/features/feats.py b/dungeonsheets/features/feats.py index 9d78ee6..0183d05 100644 --- a/dungeonsheets/features/feats.py +++ b/dungeonsheets/features/feats.py @@ -2,9 +2,197 @@ from .features import Feature # PHB +class Actor(Feature): + """Skilled at mimicry and dramatics, you gain the following benefits: + + • Increase your Charisma score by 1, to a maximum of 20. + + • You have an 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. + """ + + name = 'Actor' + source = 'Feats' + + +class Alert(Feature): + """Always on the lookout for danger, you gain the following benefits: + + • You gain a +5 bonus to initiative. + + • You can’t be surprised while you are conscious. + + • Other creatures don’t gain advantage on attack rolls against you as + a result of being hidden from you. + """ + + name = 'Alert' + source = 'Feats' + + +class Athlete(Feature): + """You have undergone extensive physical training to gain the following + benefits: + + • Increase your Strength or Dexterity score by 1, to a maximum of 20. + + • When you are prone, standing up uses only 5 feet of your movement. + + • Climbing doesn’t halve your speed. + + • You can make a running long jump or a running high jump after moving only + 5 feet on foot, rather than 10 feet. + """ + + name = 'Athlete' + source = 'Feats' + + + +class Charger(Feature): + """When you use your action to Dash, you can use a bonus action to make one + melee weapon attack or to shove a creature. + + If you move at least 10 feet in a straight line immediately before taking + this bonus action, you either gain a +5 bonus to the attack’s damage roll + (if you chose to make a melee attack and hit) or push the target up to + 10 feet away from you (if you chose to shove and you succeed). + """ + + name = 'Charger' + source = 'Feats' + + +class CrossbowExpert(Feature): + """Thanks to extensive practice with the crossbow, you gain the following + benefits: + + • You ignore the loading quality of crossbows with which you are proficient. + + • Being within 5 feet of a hostile creature doesn’t impose disadvantage on + your ranged attack rolls. + + • 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. + """ + + name = 'Crossbow Expert' + source = 'Feats' + + +class DefensiveDuelist(Feature): + """When you are wielding a finesse weapon with which you are proficient + and another creature hits you with a melee attack, you can use your reaction + to add your proficiency bonus to your AC for that attack, potentially + causing the attack to miss you. + + **Prerequisite**: Dexterity 13 or higher + """ + + name = 'Defensive Duelist' + source = 'Feats' + + +class DualWielder(Feature): + """You master fighting with two weapons, gaining the following benefits: + + • You gain a +1 bonus to AC while you are wielding a separate melee weapon + in each hand. + + • You can use two-weapon fighting even when the one-handed melee weapons you + are wielding aren’t light. + + • You can draw or stow two one-handed weapons when you would normally be + able to draw or stow only one. + """ + + name = 'Dual Wielder' + source = 'Feats' + + +class DungeonDelver(Feature): + """Alert to the hidden traps and secret doors found in many dungeons, you + gain the following benefits: + + • When you roll a Hit Die to regain hit points, the minimum number of hit + points you regain from the roll equals twice your Constitution modifier + (minimum of 2). + + • 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 travelling at a normal pace, instead of + only at a slow pace. + """ + + name = 'Dungeon Delver' + source = 'Feats' + + +class Durable(Feature): + """Hardy and resilient, you gain the following benefits: + • Increase your Constitution score by 1, to a maximum of 20. + • When you roll a Hit Die to regain hit points, the minimum number of hit + points you regain from the roll equals twice your Constitution modifier + (minimum of 2). + """ + + name = 'Durable' + source = 'Feats' + + +class ElementalAdept(Feature): + """When you gain this feat, choose one of the following damage types: acid, + cold, fire, lightning, or thunder. + + Spells you cast ignore resistance to damage of 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. + + **Prerequisite**: The ability to cast at least one spell + """ + + name = 'Elemental Adept' + source = 'Feats' + + +class Grappler(Feature): + """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. To do + so, make another grapple check. If you succeed, you and the creature are + both restrained until the grapple ends. + + • Creatures that are one size larger than you don’t automatically succeed on + checks to escape your grapple. + + **Prerequisite**: Strength 13 or higher + """ + + name = 'Grappler' + source = 'Feats' + + class GreatWeaponMaster(Feature): - """You've learned to put the weight of a weapon to your advantage, letting its - momentum empower your strikes. You gain the following benefits: + """You've learned to put the weight of a weapon to your advantage, letting + its momentum empower your strikes. 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 @@ -13,25 +201,992 @@ class GreatWeaponMaster(Feature): • 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. If the attack hits, you add +10 to the attack's damage - """ - name = "Great Weapon Master" - source = "Feats" + + name = 'Great Weapon Master' + source = 'Feats' -class Actor(Feature): - """Skilled at mimicry and dramatics, you gain the following benefits: +class Healer(Feature): + """You are an able physician, allowing you to mend wounds quickly and get + your allies back in the fight. You gain the following benefits: - • Increase your Charisma score by 1, to a maximum of 20. - - • You have an 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 a healer’s kit to stabilize a dying creature, that creature + also regains 1 hit point. + • As an action, you can spend one use of a healer’s kit to tend to + a creature and restore 1d6 + 4 hit points to it, plus additional hit + points equal to the creature’s maximum number of Hit Dice. The creature + can’t regain hit points from this feat again until it finishes a short or + long rest. """ - name = "Actor" - source = "Feats" + + name = 'Healer' + source = 'Feats' + + +class HeavilyArmored(Feature): + """You have trained to master the use of heavy armor, gaining + the following benefits: + + • Increase your Strength score by 1, to a maximum of 20. + + • You gain proficiency with heavy armor. + + **Prerequisite**: Proficiency with medium armor + """ + + name = 'Heavily Armored' + source = 'Feats' + + +class HeavyArmorMaster(Feature): + """You can use your armor to deflect strikes that would kill others. You + gain the following benefits: + + • Increase your Strength score by 1, to a maximum of 20. + + • While you are wearing heavy armor, bludgeoning, piercing, and slashing + damage that you take from non magical weapons is reduced by 3. + + **Prerequisite**: Proficiency with heavy armor + """ + + name = 'Heavy Armor Master' + source = 'Feats' + + +class InspiringLeader(Feature): + """You can spend 10 minutes inspiring your companions, shoring up their + resolve to fight. When 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. Each creature can gain temporary hit points + equal to your level + your Charisma modifier. + + A creature can’t gain temporary hit points from this feat again until it has + finished a short or long rest. + + **Prerequisite**: Charisma 13 or higher + """ + + name = 'Inspiring Leader' + source = 'Feats' + + +class KeenMind(Feature): + """You have a mind that can track time, direction, and detail with uncanny + precision. You gain the following benefits: + + + • Increase your Intelligence score by 1, to a maximum of 20. + + • 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. + """ + + name = 'Keen Mind' + source = 'Feats' + + +class LightlyArmored(Feature): + """You have trained to master the use of light armor, gaining the following + benefits: + + • Increase your Strength or Dexterity score by 1, to a maximum of 20. + + • You gain proficiency with light armor. + """ + + name = 'Lightly Armored' + source = 'Feats' + + +class Linguist(Feature): + """You have studied languages and codes, gaining the following benefits: + + • Increase your Intelligence score by 1, to a maximum of 20. + + • You learn three languages of your choice. + + • You can ably create written ciphers. Others can’t decipher a code you + create unless you teach them, they succeed on an Intelligence check + (DC equal to your Intelligence score + your proficiency bonus), or they + use magic to decipher it. + """ + + name = 'Linguist' + source = 'Feats' + + +class Lucky(Feature): + """ You have inexplicable luck that seems to kick in at just the right + moment. + + 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 d20. + 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. + Roll a d20, and then choose whether the attack uses the attacker’s roll or + yours. + + 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. + """ + + name = 'Lucky' + source = 'Feats' + + +class MageSlayer(Feature): + """You have practiced techniques useful in melee combat against + spellcasters, gaining the following benefits: + + • When a creature within 5 feet of you casts a spell, you can use your + reaction to make a melee weapon attack against that creature. + + • When you damage a creature that is concentrating on a spell, that creature + has disadvantage on the saving throw it makes to maintain its + concentration. + + • You have advantage on saving throws against spells cast by creatures + within 5 feet of you. + """ + + name = 'Mage Slayer' + source = 'Feats' + + +class MagicInitiate(Feature): + """Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. + + You learn two cantrips of your choice from that class’s spell list. + + 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. + """ + + name = 'Magic Initiate' + source = 'Feats' + + +class MartialAdept(Feature): + """You have martial training that allows you to perform special combat + maneuvers. 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 a maneuver you use + requires your target to make a saving throw to resist the maneuver’s + effects, the saving throw DC equals 8 + your proficiency bonus + your + Strength or Dexterity modifier (your choice). + + • If you already have superiority dice, you gain one more; 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. + """ + + name = 'Martial Adept' + source = 'Feats' + + +class MediumArmorMaster(Feature): + """You have practiced moving in medium armor to gain the following benefits: + + • Wearing medium armor doesn’t impose disadvantage on your + Dexterity (Stealth) checks. + + • When you wear medium armor, you can add 3, rather than 2, to your AC if + you have a Dexterity of 16 or higher. + + **Prerequisite**: Prerequisite: Proficiency with medium armor + """ + + name = 'Medium Armor Master' + source = 'Feats' + + +class Mobile(Feature): + """You are exceptionally speedy and agile. You gain the following benefits: + + • Your speed increases by 10 feet. + + • When you use the Dash action, difficult terrain doesn’t cost you extra + movement on that turn. + + • When you make a melee attack against a creature, you don’t provoke + opportunity attacks from that creature for the rest o f the turn, whether + you hit or not. + """ + + name = 'Mobile' + source = 'Feats' + + +class ModeratelyArmored(Feature): + """You have trained to master the use of medium armor and shields, gaining + the following benefits: + + • Increase your Strength or Dexterity score by 1, to a maximum of 20. + + • You gain proficiency with medium armor and shields. + + **Prerequisite**: Proficiency with light armor + """ + + name = 'Moderately Armored' + source = 'Feats' + + +class MountedCombatant(Feature): + """You are a dangerous foe to face while mounted. While you are mounted and + aren’t incapacitated, you gain the following benefits: + + • You have advantage on melee attack rolls against any unmounted creature + that is smaller than your mount. + + • 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 make 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. + """ + + name = 'Mounted Combatant' + source = 'Feats' + + +class Observant(Feature): + """Quick to notice details of your environment, you gain the following + benefits: + + • Increase your Intelligence or Wisdom score by 1, to a maximum of 20. + + • If you can see a creature’s mouth while it is speaking a language you + understand, you can interpret what it’s saying by reading its lips. + + • You have a +5 bonus to your passive Wisdom (Perception) and passive + Intelligence (Investigation) scores. + """ + + name = 'Observant' + source = 'Feats' + + +class PolearmMaster(Feature): + """You can keep your enemies at bay with reach weapons. 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. The weapon’s damage die for this attack is + a d4, and the attack deals bludgeoning damage. + + • While you are wielding a glaive, halberd, pike, or quarterstaff, other + creatures provoke an opportunity attack from you when they enter your + reach. + """ + + name = 'Polearm Master' + source = 'Feats' + + +class Resilient(Feature): + """Choose one ability score. You gain the following benefits: + + • Increase the chosen ability score by 1, to a maximum of 20. + + • You gain proficiency in saving throws using the chosen ability. + """ + + name = 'Resilient' + source = 'Feats' + + +class RitualCaster(Feature): + """You have learned a number of spells that you can cast as rituals. 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. You must choose your spells from that + class’s spell list, and the spells you choose must have the ritual tag. + 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. + + If you come across a spell in written form, such as a magical spell scroll + or a wizard’s spellbook, you might be able to add it to your ritual book. + The spell must be on the spell list for the class you chose, the spell’s + level can be no higher than half your level (rounded up), and it must have + the ritual tag. 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. + + Prerequisite: Intelligence or Wisdom 13 or higher + """ + + name = 'Ritual Caster' + source = 'Feats' + + +class SavageAttacker(Feature): + """Once per turn when you roll damage for a melee weapon attack, you can + reroll the weapon’s damage dice and use either total. + """ + + name = 'Savage Attacker' + source = 'Feats' + + +class Sentinel(Feature): + """You have mastered techniques to take advantage of every drop in any + enemy’s guard, gaining the following benefits: + + • When you hit a creature with an opportunity attack, the creature’s speed + becomes 0 for the rest of the turn. + + • Creatures within 5 feet of you provoke opportunity attacks from you even + if they take the Disengage action before leaving your reach. + + • When a creature within 5 feet of you makes an attack against a target + other than you (and that target doesn’t have this feat), you can use your + reaction to make a melee weapon attack against the attacking creature. + """ + + name = 'Sentinel' + source = 'Feats' + + +class Sharpshooter(Feature): + """You have mastered ranged weapons and can make shots that others find + impossible. 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. If + the attack hits, you add +10 to the attack’s damage. + """ + + name = 'Sharpshooter' + source = 'Feats' + + +class ShieldMaster(Feature): + """You use shields not just for protection but also for offense. 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 aren’t incapacitated, you can add your shield’s AC bonus to any + Dexterity saving throw you make against a spell or other harmful effect + that targets only you. + + • 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. + """ + + name = 'Shield Master' + source = 'Feats' + + +class Skilled(Feature): + """You gain proficiency in any combination of three skills or tools of your + choice. + """ + + name = 'Skilled' + source = 'Feats' + + +class Skulker(Feature): + """You are expert at slinking through shadows. 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. + + • Dim light doesn’t impose disadvantage on your Wisdom (Perception) checks + relying on sight. + + Prerequisite: Dexterity 13 or higher + """ + + name = 'Skulker' + source = 'Feats' + + +class SpellSniper(Feature): + """You have learned techniques to enhance your attacks with certain kinds of + spells, gaining the following benefits: + + • When you cast a spell that requires you to make an attack roll, + the spell’s range is doubled. + + • 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. + + Prerequisite: The ability to cast at least one spell + """ + + name = 'Spell Sniper' + source = 'Feats' + + +class TavernBrawler(Feature): + """Accustomed to rough-and-tumble fighting using whatever weapons happen to + be at hand, you gain the following benefits: + + • Increase your Strength or Constitution score by 1, to a maximum of 20. + + • 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. + """ + + name = 'Tavern Brawler' + source = 'Feats' + + +class Tough(Feature): + """Your hit point maximum increases by an amount equal to twice your level + when you gain this feat. Whenever you gain a level thereafter, your hit + point maximum increases by an additional 2 hit points. + """ + + name = 'Tough' + source = 'Feats' + + +class WarCaster(Feature): + """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. + + • When a hostile creature’s movement provokes an opportunity attack from + you, you can use your reaction to cast a spell at the creature, rather + than making an opportunity attack. The spell must have a casting time of + 1 action and must target only that creature. + + Prerequisite: The ability to cast at least one spell + """ + + name = 'War Caster' + source = 'Feats' + + +class WeaponMaster(Feature): + """You have practiced extensively with a variety of weapons, gaining + the following benefits: + + • Increase your Strength or Dexterity score by 1, to a maximum of 20. + + • You gain proficiency with four weapons of your choice. + """ + + name = 'Weapon Master' + source = 'Feats' + + +# UA +class BarbedHide(Feature): + """One of your ancestors was a barbed devil or other spiky fiend. Barbs + protrude from your head. You gain the following benefits: + + • Increase your Constitution or Charisma score by 1, up to a maximum of 20. + + • As a bonus action, you can cause small barbs to protrude all over your + body or cause them to retract. At the start of each of your turns while + the barbs are out, you deal 1d6 piercing damage to any creature grappling + you or any creature grappled by you. + + • You gain proficiency in the Intimidation skill. If you’re already + proficient in it, your proficiency bonus is doubled for any check you make + with it. + + **Prerequisite**: Tiefling + """ + + name = 'Barbed Hide' + source = 'Feats' + + +class BountifulLuckUA(Feature): + """Whenever an ally you can see within 30 feet of you rolls a 1 on the d20 + for an attack roll, an ability check, or a saving throw, you can use your + reaction to let the ally reroll the die. The ally must use the new roll. + + **Prerequisite**: Halfling + """ + + name = 'Bountiful Luck (UA)' + source = 'Feats' + + +class CritterFriend(Feature): + """Your friendship with animals mystically deepens. You gain the following + benefits: + + • You gain proficiency in the Animal Handling skill. If you’re already + proficient in it, your proficiency bonus is doubled for any check you make + with it. + + • You learn the speak with animals spell and can cast it at will, without + expending a spell slot. You also learn the animal friendship spell, and + you can cast it once with this feat, without expending a spell slot. You + regain the ability to cast it in this way when you finish a long rest. + Intelligence is your spellcasting ability for these spells. + + **Prerequisite**: Gnome (Forest) + """ + + name = 'Critter Friend' + source = 'Feats' + + +class DragonWings(Feature): + """You sprout draconic wings. With your wings, you have a flying speed of + 20 feet if you aren’t wearing heavy armor and aren’t exceeding your carrying + capacity. + + **Prerequisite**: Dragonborn + """ + + name = 'Dragon Wings' + source = 'Feats' + + +class EverybodysFriend(Feature): + """You develop your magnetic personality to ease your way through the world. + You gain the following benefits: + + • Increase your Charisma score by 1, up to a maximum of 20. + + • You gain proficiency in the Deception and Persuasion skills. If you’re + already proficient in either skill, your proficiency bonus is doubled for + any check you make with that skill. + + **Prerequisite**: Half-elf + """ + + name = "Everybody's Friend" + source = 'Feats' + + +class GrudgeBearer(Feature): + """You have a deep hatred for a particular kind of creature. Choose your + foes, a type of creature to bear the burden of your wrath: aberrations, + beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, + monstrosities, oozes, plants, or undead. Alternatively, you can choose two + races of humanoid (such as gnolls and orcs). You gain the following + benefits: + + • Increase your Strength, Constitution, or Wisdom score by 1, to a maximum + of 20. + + • During the first round of any combat against your chosen foes, your attack + rolls against any of them have advantage. + + • When any of your chosen foes makes an opportunity attack against you, it + makes the attack roll with disadvantage. + + • Whenever you make an Intelligence (Arcana, History, Nature, or Religion) + check to recall information about your chosen foes, you add double your + proficiency bonus to the check, even if you’re not normally proficient. + + **Prerequisite**: Dwarf + """ + + name = 'Grudge-Bearer' + source = 'Feats' + + +class HumanDetermination(Feature): + """You are filled with a determination that can draw the unreachable within + your reach. You gain the following benefits: + + • Increase one ability score of your choice by 1, to a maximum of 20. + + • When you make an attack roll, an ability check, or a saving throw, you can + do so with advantage. Once you use this ability, you can’t use it again + until you finish a short or long rest. + + **Prerequisite**: Human + """ + + name = 'Human Determination' + source = 'Feats' + + +class OrcishAggression(Feature): + """As a bonus action, you can move up to your speed toward an enemy of your + choice that you can see or hear. You must end this move closer to the enemy + than you started. + + **Prerequisite**: Half-orc + """ + + name = 'Orcish Aggression' + source = 'Feats' + + +class WonderMaker(Feature): + """You master the tinker techniques of your people. You gain + the following benefits: + + • Increase your Dexterity or Intelligence score by 1, to a maximum of 20. + + • When you make a check using your proficiency with tinker’s tools, you add + double your proficiency bonus to the check. + + • When you make a device with your Tinker trait, you have the following + additional options for what you make: + + **Alarm.** This device senses when a creature moves to within 15 feet of it + without speaking aloud a password chosen when you create it. One round after + a creature moves into range, the alarm makes a shrill ringing that lasts for + 1 minute and can be heard from up to 300 feet away. + + **Calculator.** This device makes doing sums easy. + + **Lifter.** This device can be used as a block and tackle, allowing its user + to hoist five times the weight the user can normally lift. + + **Timekeeper.** This pocket watch keeps accurate time. + + **Weather Sensor.** When used as an action, this device predicts weather + conditions in a 1-mile radius over the next 4 hours, showing one symbol + (clouds, sun/moon, rain, or snow) for each hour. + + **Prerequisite**: Gnome (rock) + """ + + name = 'Wonder Maker' + source = 'Feats' + + +# XGE +class BountifulLuck(Feature): + """Your people have extraordinary luck, which you have learned to mystically + lend to your companions when you see them falter. You’re not sure how you do + it; you just wish it, and it happens. Surely a sign of fortune’s favor! When + an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack + roll, an ability check, or a saving throw, you can use your reaction to let + the ally reroll the die. The ally must use the new roll. When you use this + ability, you can’t use your Lucky racial trait before the end of your next + turn. + + **Prerequisite**: Halfling + """ + + name = 'Bountiful Luck' + source = 'Feats' + + +class DragonFear(Feature): + """When angered, you radiate menace. You gain the following benefits: + • Increase your Strength, Constitution or Charisma score by 1, up to + a maximum of 20. + • Instead of exhaling destructive energy, you can expend a use of your + Breath Weapon trait to roar, forcing each creature of your choice within + 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency + bonus + your Charisma modifier). A target automatically succeeds if it + can’t hear or see you. On a failed save, a target becomes frightened of + you for 1 minute. If the frightened target takes any damage, it can repeat + the saving throw, ending the effect on itself on a success. + + **Prerequisite**: Dragonborn + """ + + name = 'Dragon Fear' + source = 'Feats' + + +class DragonHide(Feature): + """You manifest scales and claws reminiscent of your draconic ancestors. You + gain the following benefits: + + • Increase your Strength, Constitution or Charisma score by 1, up to + a maximum of 20. + + • Your scales harden. While you aren’t wearing armor, you can calculate your + AC as 13 + your Dexterity modifier. You can use a shield and still gain + this benefit. + + • You grow retractable claws from the tips of your fingers. Extending or + retracting the claws requires no action. The claws are natural weapons, + which you can use to make unarmed strikes. If you hit with them, you deal + slashing damage equal to 1d4 + your Strength modifier, instead of + the normal bludgeoning damage for an unarmed strike. + + **Prerequisite**: Dragonborn + """ + + name = 'Dragon Hide' + source = 'Feats' + + +class DrowHideMagic(Feature): + """You learn more of the magic typical of dark elves. You learn the detect + magic spell and can cast it at will, without expending a spell slot. You + also learn levitate and dispel magic, each of which you can cast once + without expending a spell slot. You regain the ability to cast those two + spells in this way when you finish a long rest. + + Charisma is your spellcasting ability for all three spells. + + **Prerequisite**: Elf (drow) + """ + + name = 'Drow Hide Magic' + source = 'Feats' + + +class DwarvenFortitude(Feature): + """You have the blood of dwarf heroes flowing through your veins. You gain + the following benefits: + + • Increase your Constitution score by 1, up to a maximum of 20. + + • Whenever you take the Dodge action in combat, you can spend one Hit Die to + heal yourself. Roll the die, add your Constitution modifier, and regain + a number of hit points equal to the total (minimum of 1). + + **Prerequisite**: Dwarf + """ + + name = 'Dwarven Fortitude' + source = 'Feats' + + +class ElvenAccuracy(Feature): + """The accuracy of elves is legendary, especially that of elf archers and + spellcasters. You have uncanny aim with attacks that rely on precision + rather than brute force. You gain the following benefits: + + • Increase your Dexterity, Intelligence, Wisdom, or Charisma score by 1, to + a maximum of 20. + + • Whenever you have advantage on an attack roll using Dexterity, + Intelligence, Wisdom, or Charisma, you can reroll one of the dice once. + + **Prerequisite**: Elf or half-elf + """ + + name = 'Elven Accuracy' + source = 'Feats' + + +class FadeAway(Feature): + """Your people are clever, with a knack for illusion magic. You have learned + a magical trick for fading away when you suffer harm. You gain the following + benefits: + + • Increase your Dexterity or Intelligence score by 1, to a maximum of 20. + + • Immediately after you take damage, you can use a reaction to magically + become invisible until the end of your next turn or until you attack, deal + damage, or force someone to make a saving throw. Once you use this ability, + you can’t do so again until you finish a short or long rest. + + **Prerequisite**: Gnome + """ + + name = 'Fade Away' + source = 'Feats' + + +class FeyTeleportation(Feature): + """Your study of high elven lore has unlocked fey power that few other elves + possess, except your eladrin cousins. Drawing on your fey ancestry, you can + momentarily stride through the Feywild to shorten your path from one place + to another. You gain the following benefits: + + • Increase your Intelligence or Charisma score by 1, to a maximum of 20. + + • You learn to speak, read, and write Sylvan. + + • You learn the misty step spell and can cast it once without expending + a spell slot. You regain the ability to cast it in this way when you + finish a short or long rest. Intelligence is your spellcasting ability for + this spell. + + **Prerequisite**: Elf (high) + """ + + name = 'Fey Teleportation' + source = 'Feats' + + +class FlamesOfPhlegethos(Feature): + """You learn to call on hellfire to serve your commands. You gain + the following benefits: + + • Increase your Intelligence or Charisma score by 1, to a maximum of 20. + + • When you roll fire damage for a spell you cast, you can reroll any roll + of 1 on the fire damage dice, but you must use the new roll, even if it is + another 1. + + • Whenever you cast a spell that deals fire damage, you can cause flames to + wreathe you until the end of your next turn. The flames don’t harm you or + your possessions, and they shed bright light out to 30 feet and dim light + for an additional 30 feet. While the flames are present, any creature + within 5 feet of you that hits you with a melee attack takes 1d4 fire + damage. + + **Prerequisite**: Tiefling + """ + + name = 'Flames of Phlegethos' + source = 'Feats' + + +class InfernalConstitution(Feature): + """Fiendish blood runs strong in you, unlocking a resilience akin to + that possessed by some fiends. You gain the following benefits: + + • Increase your Constitution score by 1, to a maximum of 20. + + • You have resistance to cold damage and poison damage. + + • You have advantage on saving throws against being poisoned. + + **Prerequisite**: Tiefling + """ + + name = 'Infernal Constitution' + source = 'Feats' + + +class OrchishFury(Feature): + """Your inner fury burns tirelessly. You gain the following benefits: + + • Increase your Strength or Constitution score by 1, to a maximum of 20. + + • When you hit with an attack using a simple or martial weapon, you can roll + one of the weapon’s damage dice an additional time and add it as extra + damage of the weapon’s damage type. Once you use this ability, you can’t + use it again until you finish a short or long rest. + + • Immediately after you use your Relentless Endurance trait, you can use + your reaction to make one weapon attack. + + **Prerequisite**: Half-orc + """ + + name = 'Orchish Fury' + source = 'Feats' + + +class Prodigy(Feature): + """You have a knack for learning new things. You gain the following + benefits: + + • You gain one skill proficiency of your choice, one tool proficiency of + your choice, and fluency in one language of your choice. + + • Choose one skill in which you have proficiency. You gain expertise with + that skill, which means your proficiency bonus is doubled for any ability + check you make with it. The skill you choose must be one that isn’t + already benefiting from a feature, such as Expertise, that doubles your + proficiency bonus. + + **Prerequisite**: Half-elf, half-orc, or human + """ + + name = 'Prodigy' + source = 'Feats' + + +class SecondChance(Feature): + """Fortune favors you when someone tries to strike you. You gain + the following benefits: + + • Increase your Dexterity, Constitution or Charisma score by 1, to a maximum + of 20. + + • When a creature you can see hits you with an attack roll, you can use your + reaction to force that creature to reroll. Once you use this ability, you + can’t use it again until you roll initiative at the start of combat or + until you finish a short or long rest. + + **Prerequisite**: Halfling + """ + + name = 'Second Chance' + source = 'Feats' + + +class SquatNimbleness(Feature): + """You are uncommonly nimble for your race. You gain the following benefits: + + • Increase your Strength or Dexterity score by 1, to a maximum of 20. + + • Increase your walking speed by 5 feet. + + • You gain proficiency in the Acrobatics or Athletics skill (your choice). + + • You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) + check you make to escape from being grappled. + + **Prerequisite**: Dwarf or a Small race + """ + + name = 'Squat Nimbleness' + source = 'Feats' + + +class WoodElfMagic(Feature): + """You learn the magic of the primeval woods, which are revered and + protected by your people. You learn one druid cantrip of your choice. You + also learn the long strider and pass without trace spells, each of which you + can cast once without expending a spell slot. You regain the ability to cast + these two spells in this way when you finish a long rest. Wisdom is your + spellcasting ability for all three spells. + + **Prerequisite**: Elf (wood) + """ + + name = 'Wood Elf Magic' + source = 'Feats'