General Feat (Prerequisite: Level 4+)
You gain the following benefits.
Concentration Breaker. When you damage a creature that is concentrating, it has Disadvantage on the saving throw it makes to maintain Concentration.
Guarded Mind. If you fail an Intelligence, a Wisdom, or a Charisma saving throw, you can cause yourself to succeed instead. Once you use this benefit, you can’t use it again until you finish a Short or Long Rest.
Spell Breaker. if you pass a save that give out half damage you can use your reaction to full negate the effects.
Spell Stopper. if a creature is casting a spell in 5ft of you, you can use your reaction to do one melee attack to stop them. when hit in this way have to save a concentration check to finish casting
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