mirror of
https://github.com/Threnklyn/dungeon-sheets.git
synced 2026-05-22 05:43:28 +02:00
30369ce1d4
Project now passes flake8 and black linter (also including more rst cleanup). Moved latex related things to dedicated ``latex.py`` module, and removed the ``makesheets -dF`` call from travis.
1233 lines
39 KiB
Python
1233 lines
39 KiB
Python
from dungeonsheets.features.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:
|
||
|
||
- 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. If the attack hits, you add +10 to the attack's
|
||
damage
|
||
|
||
"""
|
||
|
||
name = "Great Weapon Master"
|
||
source = "Feats"
|
||
|
||
|
||
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:
|
||
|
||
- 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 = "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"
|
||
needs_implementation = True
|
||
|
||
|
||
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"
|