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dungeon-sheets/dungeonsheets/features/feats.py
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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 cant be surprised while you are conscious.
- Other creatures dont 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 doesnt 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
attacks 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 doesnt 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 arent 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):
"""Youve 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 dont 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 healers kit to stabilize a dying creature, that
creature also regains 1 hit point.
- As an action, you can spend one use of a healers kit to tend to
a creature and restore 1d6 + 4 hit points to it, plus additional
hit points equal to the creatures maximum number of Hit
Dice. The creature cant 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 cant 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 cant 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 attackers 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 classs 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 maneuvers 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 doesnt 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 doesnt cost you
extra movement on that turn.
- When you make a melee attack against a creature, you dont
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
arent 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 creatures mouth while it is speaking a
language you understand, you can interpret what its 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 weapons
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 classs 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 wizards 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 spells 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 weapons 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
enemys guard, gaining the following benefits:
- When you hit a creature with an opportunity attack, the
creatures 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 doesnt 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 attacks
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 arent incapacitated, you can add your shields 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 doesnt 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 spells 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 creatures 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 youre
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 youre
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 arent wearing heavy armor and arent 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
youre 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 cant 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 tinkers
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 fortunes 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 cant 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 cant 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 arent 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 cant 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 dont 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 weapons damage dice an additional time
and add it as extra damage of the weapons damage type. Once you
use this ability, you cant 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 isnt 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 cant 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"