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General Feat (Prerequisite: Level 4+)

  • Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
  • Protective Surge. When a creature within 10 feet of you (15 feet if your speed is 40 feet or higher) is hit by an attack or takes damage, you can use your reaction to move to an unoccupied space between the target and the point of origin of the attack or effect, without provoking opportunity attacks. You can use this Reaction only if you can reach such a space with this movement. Then choose one of the following:
    Intercept Attack: If the damage comes from an attack roll, the attack is redirected to you. If the attack roll hits your Armor Class, you take the damage instead of the original target. If it misses your Armor Class, neither you nor the original target take damage from the attack.
    Absorb Damage: If the damage comes from a saving throw, you take the damage instead according to the following rules:
    – If the original target succeeded on the save and would take half damage, you take that damage instead.
    – If the original target failed the save, the damage is split equally between you and the original target (round down for both).
  • Heroic Sacrifice: If Protective Surge reduces you to 0 hit points, you have advantage on the first death saving throw you make before the end of your next turn.
  • Last Stand: When you prevent a target from taking damage this way, you gain Heroic Inspiration
  • Taunting Presence. When you roll initiative, you can choose a number of creatures equal to your proficiency bonus that you can see within 15 feet of you. Each of those creatures must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Strength, Dexterity, or Constitution modifier) or have disadvantage on attack rolls against targets other than you until the start of your next turn.
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