One For All Image
Prerequisite: You need a con of 13 and if you have less than 17 con you take the damage listed If you have “chaotic” or “evil” in your alignment you cannot take this feat
 

 

Delaware smash

You focus one for all to one finger, doing 3d6 bludgeoning  damage at level 1, the minimum but before full cowling you take 1d6 unlisted damage, at level 1 (Level 4 it becomes 4d6 bludgeoning to the attacked and 2d6 to you, level 8 it becomes 5d6 bludgeoning to the attacked and 3d6 to you, Level 12 it becomes 6d6 bludgeoning to the attacked and 4d6 to you, Level 16 it becomes 7d6 bludgeoning to the attacked and 5d6 to you, Level 20 it becomes 8d6 bludgeoning to the attacked and 6d6 to you.)

One For All Empowered Jumps

You use one for all to jump incredibly high! Allowing you to jump the same height as your base walking speed or 5 less than your base waking speed but jump in a direction you want, doing 1d6 to you (at level 4 it adds 5 to the jump and 2d6 to you, at level 8 it adds 10 to your jump but now 3d6 to you, at level 12 it adds 15 to your jump but now 4d6 to you, at level 16 it adds 20 to your jump but 5d6 to you, and at level 20 it adds 25 to your jump but 6d6 to you)

Texas Smash

You focus one for all to your hand, starting at level 4, doing 5d6 bludgeoning to the attacked by you, and 2d6 to you (6d6 at level 8 doing 3d6 to you, at level 12 it does 7d6 but 4d6 to you, at level 16 it does 8d6 but 5d6 to you, at level 20 it does 9d6 but 6d6 to you)

Detroit Smash

You focus one for all to your whole arm, starting at level 8, doing 7d6 to the attacked by you, and 4d6 to you (At level 12 8d6 to the attacked by you and 5d6 to you, at level 16 9d6 to the attacked by you and 6d6 to you, and at level 20 you do 10d6 to the attacked by you and 7d6 to you)

Full Cowling

When you have a con of 15 you can use this optionally, removing one from your roll but making you take no damage through attacks and percentage, but if you are too low level for the percentage you still take damage for it

One For All Percentages

Every eve level you get another 10%, adding one to your roll for every 10% but at level 1 you instantly go to 100% and every 10% you can’t handle damages you 1d4 unlisted damage, and it  increases your jump and walk speed by 5 for every 10%, here’s a chart

• At level 2, you achieve 10% and get a +1 to physical rolls (1d4 to you, +5 walking speed)

• At level 4, you achieve 20% and get a +2 to physical rolls (2d4 to you, +10 walking speed)

• At level 6, you achieve 30% and get a +3 to physical rolls (3d4 to you, +15 walking speed)

• At level 8, you achieve 40% and get a +4 to physical rolls (4d4 to you, +20 walking speed)

• At level 10, you achieve 50% and get a +5 to physical rolls (5d4 to you, +25 walking speed)

• At level 12, you achieve 60% and get a +6 to physical rolls (6d4 to you, +30 walking speed)

• At level 14, you achieve 70% and get a +7 to physical rolls (7d4 to you, +35 walking speed)

• At level 16, you achieve 80% and get a +8 to physical rolls (8d4 to you, +40 walking speed)

• At level 18, you achieve 90% and get a +9 to physical rolls (9d4 to you, +45 walking speed)

• At level 20, you achieve 100% and get a +10 to physical rolls | (10d4 to you, +50 walking speed)

The physical means rolls to dodge, attack rolls, damage rolls, and it adds to spells also it adds to the abilities from this feat

BlackWhip

At level 12 you can, through a bonus action, release 1 pure black tendril, allowing you to grapple someone from 15 feet away or whip someone from 15 feet away with 5d6 force damage (at level 16 it increases to 25 feet and 6d6 force damage, and at level 20 it increases to 35 feet and 7d6 force damage)

Float

At level 12 you can float through the air, by using a bonus action, with a flight speed of 20 (40 speed at level 16, and 60 speed at level 20)

Danger Sense

At level 12 nobody can sneak attack on you no matter what and when someone attacks you, you are able to roll to dodge dc of their attack roll, even if they roll a 20 if you manage to beat that roll you dodge.

Smokescreen

You release a 15 foot vertical and 50 foot horizontal beam of smoke, giving anyone in it, including you, the blinded effect, it blows away and deteriorates after one round, use it through a bonus action.

Fa Jin

At level 12, you can store kinetic energy, through a bonus action you can charge 2d6 radiant damage to add to your damage when you hit (3d6 at level 16, and 4d6 at level 20)

Transmission

At level 16, as a bonus action, you add +1 to physical rolls and you can cast haste with no spell slot used, you can even use it on a arrow or bullet, adding +1 to the roll and damage (at level 20 haste is 2x as effective, and a +2 to physical rolls)

UNITED STATES OF SMASH!!!

YOU RELEASE ONE DEVASTATING BLOW DOING 10D20 DAMAGE! BUT IT DOES 6D20 TO YOU IN RETURN! NO ADDONS THROUGH LEVEL UPS!

Previous Versions

Name Date Modified Views Adds Version Actions
3/17/2023 4:48:54 AM
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Cross-Compatible through all
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3/17/2023 10:49:32 PM
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