Redhill Feats

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A feat represents a talent or an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides. At certain levels, your class gives you the Ability Score Improvement feature. Using the optional feats rule, you can forgo taking that feature to take a feat of your choice instead.

You can take each feat only once, unless the feat's description says otherwise. You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat's prerequisite, you can't use that feat until you regain the prerequisite. For example, the Grappler feat requires you to have a Strength of 13 or higher. If your Strength is reduced below 13 somehow you can't benefit from the Grappler feat until your Strength is restored.

Feats are organized by the book of their latest release. Priority is given to official publications.

Archer

You have trained yourself to knock, draw, and loose havoc on your foes. You gain the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.
  • Once per turn, when you make a ranged weapon attack, you can make another attack with the same weapon against a different creature within 5 feet of your original target.
  • You gain a +1 bonus to damage rolls using a bow.

Apothecary

Prerequisite for Blood Hunters

You have studied medicines and herbs, gaining the following benefits:

  • You gain proficiency with Alchemist's supplies and the Healer's kit.
  • You have advantage on saves against poison and disease.
  • You gain one additional (d4) hit die at every odd character level.

Animal Companion

You have a strong bond with a creature and take it with you on your adventures.

  • Choose a Cat, Hawk, Mastiff, Mule, or Weasel.

This animal companion adds a number of extra Hit Die to its health equal to one half of your level, and adds half your proficiency bonus to its attack rolls, damage rolls, armor class, and saving throws. These numbers change as your level and proficiency bonus increase.

(The church can revive lost pets for a modest fee.)

Animal Handler

You are well suited to training and handling animals. You gain the following benefits:

  • Increase your Wisdom score by 1, to a maximum of 20.
  • You gain proficiency in the Animal Handling skill. If you are already proficient in this skill, you gain expertise.

In addition to the above, beasts often choose not to attack you. The first time a beast with a challenge rating of 2 or lower attempts to attack you, it must make a Wisdom save as if you were under the effects of the Sanctuary spell.

(Save DC = 8 + proficiency bonus + charisma modifier)

Arcanist

Prerequisite for Wizards

You study the arcane, gaining the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You gain proficiency in Arcana. If you are already proficient in the skill, you instead gain expertise.
  • YYou learn the presdidigitation and detect magic spells. You can cast detect magic once per long rest without expending a spell slot.

Axeman

You are a master of the axe, and your heavy blows cleave through man and tree alike. You gain the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.
  • When you reduce a creature to 0 hit points or score a critical hit with an axe, you can use your bonus action to make a single attack.
  • You gain a +1 bonus to damage rolls using an axe.

Blade Training

You have trained in the use of the shortsword, longsword, or greatsword. You gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Once per turn, when you make a ranged weapon attack, you can make another attack with the same weapon against a different creature within 5 feet of your original target.
  • When you make opportunity attacks with a sword, you have advantage on the attack roll.

Brawny

You have a strong back, and a strong arm. You gain the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.
  • You gain profciency in the Athletics skill. If you are already proficient in this skill, you gain expertise.
  • You can choose to use Strength instead of Charisma when making Intimidation checks.
  • You gain a +1 bonus to unarmed damage rolls.





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Archer

You have trained yourself to knock, draw, and loose havoc on your foes. You gain the following benefits:

  • Increase your Strength by 1, to a maximum of 20.
  • Once per turn, when you make a ranged weapon attack, you can make another attack with the same weapon against a different creature within 5 feet of your original target.
  • You gain a +1 bonus to damage rolls using a bow.

Archer

You have trained yourself to knock, draw, and loose havoc on your foes. You gain the following benefits:

  • Increase your Strength by 1, to a maximum of 20.
  • Once per turn, when you make a ranged weapon attack, you can make another attack with the same weapon against a different creature within 5 feet of your original target.
  • You gain a +1 bonus to damage rolls using a bow.

Archer

You have trained yourself to knock, draw, and loose havoc on your foes. You gain the following benefits:

  • Increase your Strength by 1, to a maximum of 20.
  • Once per turn, when you make a ranged weapon attack, you can make another attack with the same weapon against a different creature within 5 feet of your original target.
  • You gain a +1 bonus to damage rolls using a bow.

Archer

You have trained yourself to knock, draw, and loose havoc on your foes. You gain the following benefits:

  • Increase your Strength by 1, to a maximum of 20.
  • Once per turn, when you make a ranged weapon attack, you can make another attack with the same weapon against a different creature within 5 feet of your original target.
  • You gain a +1 bonus to damage rolls using a bow.

Archer

You have trained yourself to knock, draw, and loose havoc on your foes. You gain the following benefits:

  • Increase your Strength by 1, to a maximum of 20.
  • Once per turn, when you make a ranged weapon attack, you can make another attack with the same weapon against a different creature within 5 feet of your original target.
  • You gain a +1 bonus to damage rolls using a bow.

Archer

You have trained yourself to knock, draw, and loose havoc on your foes. You gain the following benefits:

  • Increase your Strength by 1, to a maximum of 20.
  • Once per turn, when you make a ranged weapon attack, you can make another attack with the same weapon against a different creature within 5 feet of your original target.
  • You gain a +1 bonus to damage rolls using a bow.

Archer

You have trained yourself to knock, draw, and loose havoc on your foes. You gain the following benefits:

  • Increase your Strength by 1, to a maximum of 20.
  • Once per turn, when you make a ranged weapon attack, you can make another attack with the same weapon against a different creature within 5 feet of your original target.
  • You gain a +1 bonus to damage rolls using a bow.

Archer

You have trained yourself to knock, draw, and loose havoc on your foes. You gain the following benefits:

  • Increase your Strength by 1, to a maximum of 20.
  • Once per turn, when you make a ranged weapon attack, you can make another attack with the same weapon against a different creature within 5 feet of your original target.
  • You gain a +1 bonus to damage rolls using a bow.


Spell Level Time Gold Cost
0 1 day 15 gp
1 1 day 25 gp
2 3 days 250 gp
3 1 week 500 gp
4 2 weeks 2,500 gp
5 4 weeks 5,000 gp
6 8 weeks 15,000 gp
7 16 weeks 25,000 gp
8 32 weeks 50,000 gp
9 48 weeks 250,000 gp