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Prerequisite: Character must have reached Level 5 in order to take this feat.
 

Your skills and talents failed you once at a time when it counted most, and you're determined never to let that happen again. Choose one ability score. Once a day, you can make an ability check relating to it with advantage, and if it succeeds you also gain the following benefits:

  • Adrenaline Shot (Strength): For the equivalent of one combat round, you force your body to new heights of performance. You gain +10 movement speed, +10 jump distance, and can move through difficult terrain as normal. If you are encumbered, you ignore the movement speed reduction, and the penalty for being heavily encumbered is halved.
  • Push Through the Pain (Constitution): You can shrug off one of the following conditions: Exhaustion, Prone, or Stunned. If you are already under one of these effects when you invoke this ability, the condition is removed. You remain vulnerable to them as normal beginning the next round.
  • Racing Fate (Dexterity): You gain +15 movement speed and can take one additional action for the next round.
  • Knowledge Is Power (Intelligence): You may regain one spell slot of 3rd level or lower (Wizard, Cleric, Druid, Paladin, Ranger, Warlock), 1 sorcery point (Sorcerer), or 1 ki point (Monk). 
  • Steel Will (Wisdom): You can shrug off one of the following conditions: Charmed, Frightened, or the effects of spells such as Hold Person or Suggestion. If you are already under one of these effects when you invoke this ability, the condition is removed. You remain vulnerable to them as normal beginning the next round.
  • Like You Mean It (Charisma): Your next Deception, Intimidation or Persuasion check imposes disadvantage on a single target, in conjunction with the advantage you receive. Such a check must be made within the next combat round, or immediately during a noncombat interaction.
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