mirror of
https://github.com/Threnklyn/dungeon-sheets.git
synced 2026-05-18 20:23:27 +02:00
1193 lines
39 KiB
Python
1193 lines
39 KiB
Python
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:
|
||
|
||
• 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'
|