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Prerequisite: *Character level 5 Required*
 

Once per long rest, as a bonus action:

 Transfer all ability points except for 1 each to a single ability score for one action. For an attack, multiply the damage modifier by 2.75 and add it to the weapon damage (only works for non-magical attacks *It still works for weapons with magical attributes though*). 

After that action, make a Wis save {DC 10}. Note If you use action surge: You will need to make a Wis save first, and another after that action following the rules below.

If you pass: You were somehow able to hold onto consciousness and effects persist until your next turn. The next Wis save {DC 15}. Then {DC: 20} Note: It will be impossible to hold onto it for 3 turns. You will Fail the save on your 3rd turn. 

*Make sure that, if the ability scores were relocated from wisdom, you include the -5 modifier for your Wis save*

If you Fail:

  • your movement drops to 0, and by some sadistic magical force you always face plant, unconscious.  While this takes place, you are unable to defend yourself for the first 2 turns meaning you can't perform any actions.
  •   All rolls against you will gain Adv., and all rolls you make gain Dis. for the next 4 turns.
  • Also, while this feat is in effect, treat everything that stems off of Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma as they would be if your ability points were put into one stat and slowly returning. See point return guide for more info.

Ex. If you put it all the points in strength and you don't have any racial bonuses, then all your skills would have a -5 bonus, except agility, on the turn that you used this feat. Follow the point return guide to get the modifiers and bonuses for the next 4 turns. 

Point Return Guide:

Your points will gradually return to their original state over 4 turns. Its best to have this math worked out for your character ahead of time

  1. As a guide, after use, all points are in the one ability score you chose, and your movement is 0. Your character is unconscious and laying on his/her face.
  2. After your next turn 1/4 of your points are back to their origin, and your character has regained conscious but is delirious to the point of not being able to tell the difference between his/her hands and feet.
  3. After the next turn, 2/4 of your points are back and you still feel like crap, but you can now tell that you weren't looking at your hands or feet it was actually a rock on the ground.
  4. After the next turn, 3/4 your points are back. You still can't focus well, but you are able to move more smoothly.
  5. The turn after that everything is back to normal, and your Dis. is gone; although, you will have lingering soreness causing Dis. to skill checks involving movement of the body until you get a long rest.

Just for an example, let's say you had 10s across the board and you have no racial bonuses and you put all the points into strength except for 1 each. Your strength score will be a 55 and the rest a 1. Your strength modifier would be a +22, and the rest would be a -5.

  1. Str 55   All the others 1 (you are unconscious) *This is the turn you failed the Wis save on* 
  2. Str 42.5 All the others 2.5 (round down if modifiers are needed)
  3. Str 30 All the others 5
  4. Str 17.5 All the others 7.5
  5. All stats 10. (only Dis on skill checks involving movement until long rest)

Leveling:

Damage modifier x2.75 at character level 5. Increases to x3.25 at character level 10. Increases to x3.75 at character level 15. Increases to 4.25 at character level 20.

Guide for Proper use:

If you want to use it correctly, think of it as a literal All or Nothing move. You are putting everything you have behind this one action. It either works, or you are left at gods mercy.

This Feat is meant to be used as a last resort attack as it will almost guaranty a successful roll, at the risk of yourself.  Though it makes it possible to hit a god, I would recommend not doing so. That is unless you want your character to be erased from existence. 

Ex. If you want to try and survive an attack that would normally kill you, you'd move it all to Con or Dex, and DMs could say you don't have the strength to get back up until 2 turns after.

Ex. If the one action is a performance or other time-consuming action the magic of this feat will keep you until you've finished. 

Ability Score

Modifier

1

-5

2-3

-4

4-5

-3

6-7

-2

8-9

-1

10-11

0

12-13

1

14-15

2

16-17

3

18-19

4

20-21

5

22-23

6

24-25

7

26-27

8

28-29

9

30-31

10

32-33

11

34-35

12

36-37

13

38-39

14

40-41

15

42-43

16

44-45

17

46-47

18

48-49

19

50-51

20

52-53

21

54-55

22

56-57

23

58-59

24

60-61

25

62-63

26

64-65

27

66-67

28

68-69

29

70-71

30

72-73

31

74-75

32

76-77

33

78-79

34

80

35

 Here is an example using numbers from my character for an attack

 Strength: 20       Dexterity:11       Constitution:16       Intelligence:12       Wisdom:12       Charisma: 8

If all but one point each was moved to Strength, it would be an ability score of 74 with a modifier of +32 to strength.

 

 Greatsword         (Hit/DC): 8             (Damage): 2d6+5                       My Proficiency bonus is +3

 

For my Greatsword attack, the hit would become a +35, and my damage bonus would become a +88. *At level 5*

 

A damage range of (90-100) in damage                  Character level 5

A damage range of (106-116) in damage                Character level 10

A damage range of (122-132) in damage                Character level 15

A damage range of (138-148) in damage                Character level 20

 

 

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