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Returning 35 results for 'feats takes'.
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Spells
Player’s Handbook
this way, you don’t need to meet any requirements to cast that spell, including costly components. The spell simply takes effect.
Alternatively, you can create one of the following effects of
creatures you can see immunity to a single spell or other magical effect for 8 hours.
Sudden Learning. You replace one of your feats with another feat for which you are eligible. You lose all the benefits of
Monsters
Acquisitions Incorporated
disappears if it takes any damage, after 1 hour, or when Jim uses this feature again.James Winifred Darkmagic III is the scion of a mysterious, multiplanar wizarding family. Jim's arcane pedigree has long
Experience,” the legendary mage can often be found in markets and town squares, performing feats of mundane legerdemain. The renown he has earned for these feats is nearly equaled by the reputation that
Monsters
Storm King's Thunder
, feats, and proficiencies.
The possession lasts until either the body drops to 0 hit points, the yakfolk ends the possession as an action, or the yakfolk is forced out of the body by an effect such as the
Forgotten God. Yakfolk are the creations of a malevolent deity they call the Forgotten God. The worship of this nameless deity directs their lives. The deity takes the form of a male Yikaria, but its
Monsters
Storm King's Thunder
, feats, and proficiencies.
The possession lasts until either the body drops to 0 hit points, the yakfolk ends the possession as an action, or the yakfolk is forced out of the body by an effect such as the
apart.
Servants of the Forgotten God. Yakfolk are the creations of a malevolent deity they call the Forgotten God. The worship of this nameless deity directs their lives. The deity takes the form of
classes
Basic Rules (2014)
, resilience, and feats of strength.
Primal Instinct
People of towns and cities take pride in their settled ways, as if denying one’s connection to nature were a mark of superiority. To a barbarian
berserk state where rage takes over, giving them superhuman strength and resilience. A barbarian can draw on this reservoir of fury only a few times without resting, but those few rages are usually
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Backgrounds The following backgrounds are good choices for 1st-level characters who have ties to the Astral Plane. These backgrounds each give a feat. If a character takes a background from elsewhere
and doesn’t get a feat from that background, the character gains one of the following feats of the player’s choice: Magic Initiate, Skilled, or Tough.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Backgrounds The following backgrounds are good choices for 1st-level characters who have ties to the Astral Plane. These backgrounds each give a feat. If a character takes a background from elsewhere
and doesn’t get a feat from that background, the character gains one of the following feats of the player’s choice: Magic Initiate, Skilled, or Tough.
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Backgrounds (p. 7) The following text was added to the end of the paragraph: “These backgrounds each give a feat. If a character takes a background from elsewhere and doesn’t get a feat from that
background, the character gains one of the following feats of the player’s choice: Magic Initiate, Skilled, or Tough.”
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Backgrounds (p. 7) The following text was added to the end of the paragraph: “These backgrounds each give a feat. If a character takes a background from elsewhere and doesn’t get a feat from that
background, the character gains one of the following feats of the player’s choice: Magic Initiate, Skilled, or Tough.”
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Backgrounds The following backgrounds are good choices for 1st-level characters who have ties to the Astral Plane. These backgrounds each give a feat. If a character takes a background from elsewhere
and doesn’t get a feat from that background, the character gains one of the following feats of the player’s choice: Magic Initiate, Skilled, or Tough.
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Backgrounds (p. 7) The following text was added to the end of the paragraph: “These backgrounds each give a feat. If a character takes a background from elsewhere and doesn’t get a feat from that
background, the character gains one of the following feats of the player’s choice: Magic Initiate, Skilled, or Tough.”
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
House Tharashk Heir Calder Moore Ability Scores: Constitution, Intelligence, Wisdom
Feat: Mark of Finding (see “Dragonmark Feats”)
Skill Proficiencies: Perception and Survival
Tool Proficiency
, and you have a part in it. Whether in combat or in social interaction, you have learned to play the role of the hunter: study your enemies, exploit their weaknesses, and do whatever it takes to achieve victory.
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
House Tharashk Heir Calder Moore Ability Scores: Constitution, Intelligence, Wisdom
Feat: Mark of Finding (see “Dragonmark Feats”)
Skill Proficiencies: Perception and Survival
Tool Proficiency
, and you have a part in it. Whether in combat or in social interaction, you have learned to play the role of the hunter: study your enemies, exploit their weaknesses, and do whatever it takes to achieve victory.
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
House Tharashk Heir Calder Moore Ability Scores: Constitution, Intelligence, Wisdom
Feat: Mark of Finding (see “Dragonmark Feats”)
Skill Proficiencies: Perception and Survival
Tool Proficiency
, and you have a part in it. Whether in combat or in social interaction, you have learned to play the role of the hunter: study your enemies, exploit their weaknesses, and do whatever it takes to achieve victory.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
supernatural feats of strength and endurance. The outburst is temporary, but while it lasts, it takes over body and mind, driving the barbarian on despite peril and injury, until the last enemy falls
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
supernatural feats of strength and endurance. The outburst is temporary, but while it lasts, it takes over body and mind, driving the barbarian on despite peril and injury, until the last enemy falls
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
supernatural feats of strength and endurance. The outburst is temporary, but while it lasts, it takes over body and mind, driving the barbarian on despite peril and injury, until the last enemy falls
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
found in markets and town squares, performing feats of mundane legerdemain. The renown he has earned for these feats is nearly equaled by the reputation that follows him as chief arcanist (and occasional
unoccupied space he can see within 10 feet of him. The object is visibly magical, radiating dim light out to 5 feet. It disappears if it takes any damage, after 1 hour, or when Jim uses this feature again.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
found in markets and town squares, performing feats of mundane legerdemain. The renown he has earned for these feats is nearly equaled by the reputation that follows him as chief arcanist (and occasional
unoccupied space he can see within 10 feet of him. The object is visibly magical, radiating dim light out to 5 feet. It disappears if it takes any damage, after 1 hour, or when Jim uses this feature again.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
properties of Halberds and Flails. Level 2: Fighting Style You gain a Fighting Style feat of your choice (see “Feats” for feats). Instead of choosing one of those feats, you can choose the option below
adopt another one.
Level 4: Ability Score Improvement You gain the Ability Score Improvement feat (see “Feats”) or another feat of your choice for which you qualify. You gain this feature again at
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
properties of Halberds and Flails. Level 2: Fighting Style You gain a Fighting Style feat of your choice (see “Feats” for feats). Instead of choosing one of those feats, you can choose the option below
adopt another one.
Level 4: Ability Score Improvement You gain the Ability Score Improvement feat (see “Feats”) or another feat of your choice for which you qualify. You gain this feature again at
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
found in markets and town squares, performing feats of mundane legerdemain. The renown he has earned for these feats is nearly equaled by the reputation that follows him as chief arcanist (and occasional
unoccupied space he can see within 10 feet of him. The object is visibly magical, radiating dim light out to 5 feet. It disappears if it takes any damage, after 1 hour, or when Jim uses this feature again.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
properties of Halberds and Flails. Level 2: Fighting Style You gain a Fighting Style feat of your choice (see “Feats” for feats). Instead of choosing one of those feats, you can choose the option below
adopt another one.
Level 4: Ability Score Improvement You gain the Ability Score Improvement feat (see “Feats”) or another feat of your choice for which you qualify. You gain this feature again at
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
certain situations—particularly combat—the action is more structured, and everyone takes turns. Exceptions Supersede General Rules
General rules govern each part of the game. For example, the combat
.
The game also includes elements—class features, feats, weapon properties, spells, magic items, monster abilities, and the like—that sometimes contradict a general rule. When an exception and a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
certain situations—particularly combat—the action is more structured, and everyone takes turns. Exceptions Supersede General Rules
General rules govern each part of the game. For example, the combat
.
The game also includes elements—class features, feats, weapon properties, spells, magic items, monster abilities, and the like—that sometimes contradict a general rule. When an exception and a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
certain situations—particularly combat—the action is more structured, and everyone takes turns. Exceptions Supersede General Rules
General rules govern each part of the game. For example, the combat
.
The game also includes elements—class features, feats, weapon properties, spells, magic items, monster abilities, and the like—that sometimes contradict a general rule. When an exception and a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
certain situations—particularly combat—the action is more structured, and everyone takes turns. Exceptions Supersede General Rules
General rules govern each part of the game. For example, the combat
.
The game also includes elements—class features, feats, weapon properties, spells, magic items, monster abilities, and the like—that sometimes contradict a general rule. When an exception and a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
certain situations—particularly combat—the action is more structured, and everyone takes turns. Exceptions Supersede General Rules
General rules govern each part of the game. For example, the combat
.
The game also includes elements—class features, feats, weapon properties, spells, magic items, monster abilities, and the like—that sometimes contradict a general rule. When an exception and a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
certain situations—particularly combat—the action is more structured, and everyone takes turns. Exceptions Supersede General Rules
General rules govern each part of the game. For example, the combat
.
The game also includes elements—class features, feats, weapon properties, spells, magic items, monster abilities, and the like—that sometimes contradict a general rule. When an exception and a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, including costly components. The spell simply takes effect. Alternatively, you can create one of the following effects of your choice: Object Creation. You create one object of up to 25,000 GP in value that
. You replace one of your feats with another feat for which you are eligible. You lose all the benefits of the old feat and gain the benefits of the new one. You can’t replace a feat that is a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, including costly components. The spell simply takes effect. Alternatively, you can create one of the following effects of your choice: Object Creation. You create one object of up to 25,000 GP in value that
. You replace one of your feats with another feat for which you are eligible. You lose all the benefits of the old feat and gain the benefits of the new one. You can’t replace a feat that is a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
that total or force the creature to make a Constitution saving throw. On a failed save, the creature takes Necrotic or Radiant damage (your choice) equal to that total. On a successful save, the creature
takes half as much damage (round down). You roll an additional d8 when you reach Cleric levels 7 (2d8), 13 (3d8), and 18 (4d8). Turn Undead. As a Magic action, you present your Holy Symbol and
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
that total or force the creature to make a Constitution saving throw. On a failed save, the creature takes Necrotic or Radiant damage (your choice) equal to that total. On a successful save, the creature
takes half as much damage (round down). You roll an additional d8 when you reach Cleric levels 7 (2d8), 13 (3d8), and 18 (4d8). Turn Undead. As a Magic action, you present your Holy Symbol and
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
that total or force the creature to make a Constitution saving throw. On a failed save, the creature takes Necrotic or Radiant damage (your choice) equal to that total. On a successful save, the creature
takes half as much damage (round down). You roll an additional d8 when you reach Cleric levels 7 (2d8), 13 (3d8), and 18 (4d8). Turn Undead. As a Magic action, you present your Holy Symbol and
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Ability Score Improvement feat (see “Feats”) or another feat of your choice for which you qualify. You gain this feature again at Rogue levels 8, 10, 12, and 16. Level 5: Cunning Strike You’ve developed
, or it has the Unconscious condition for 1 minute or until it takes any damage. The Unconscious target repeats the save at the end of each of its turns, ending the effect on itself on a success