Combat Feats
Amulet
Blessed Luck
You are hard to affect with dangerous spiritual magic spells
You are hard to affect with dangerous spiritual magic spells
Protective Magic
You grant minor protections to an ally you affect with a spell
You grant minor protections to an ally you affect with a spell
The triggering creature gains 2 Elemental Shield.
Rebuke Spirits
You protect a creature or location from evil spirits
You protect a creature or location from evil spirits
Choose one of the following types of spirits: fey, kami, outsiders, or undead. The chosen spirits have a strong aversion to your target, and will not approach your target unless they have a good reason to. This spell has an additional effect depending on your target:
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If your target is a creature, then the chosen spirits have disadvantage on attacks against your target.
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If your target is an object, then the chosen spirits cannot willing touch your target.
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If your target is a location, then the chosen spirits cannot willing approach within 5 feet of your target.
Heightened
For each +1 Mana, you can target another creature, object, or location within range.
Bludgeon
Crush Armor
You crush a foe’s armor, weakening them for the future
You crush a foe’s armor, weakening them for the future
Make a bludgeon Strike against a target wearing chain mail or plate armor, or against a monster with hide as tough as metal (as determined by the GM). On a critical success, your target has Physical Weakness equal to your Strength (minimum 1).
Distracting Blow
You knock a foe off-balance, making them easier to hit
You knock a foe off-balance, making them easier to hit
Make a bludgeon Strike. On a success, your target is flat-footed.
Dual Bludgeons
You dual-wield bludgeons by striking with a flurry of blows
You dual-wield bludgeons by striking with a flurry of blows
Reliable Damage
You can reroll 1s and 2s on your bludgeon’s base damage
You can reroll 1s and 2s on your bludgeon’s base damage
When you roll a 1 or a 2 on the base damage for a bludgeon Strike, you can reroll the die. You must use the new result.
Bow
Archer's Eyes
You can see far away and make incredibly distant shots
You can see far away and make incredibly distant shots
You treat bows as having double their normal range.
Multishot
You load multiple arrows on your bow and fire them all at once
You load multiple arrows on your bow and fire them all at once
Make a bow Strike with a -5 penalty. This Strike targets any number of creatures in this power’s area.
Weighty Draw
You have a bow with a draw weight that requires extreme strength
You have a bow with a draw weight that requires extreme strength
You have a special bow that requires extreme strength to draw. Creatures with less Strength than you cannot wield this bow. When you succeed on a Strike with this bow, add half your Strength to the damage.
Crossbow
Heavy Bolts
Your heavy shot is so powerful that it knocks enemies prone
Your heavy shot is so powerful that it knocks enemies prone
When you succeed on a crossbow Strike benefitting from the Heavy Draw power, your target falls prone.
Locked and Loaded
You instantly ready your crossbow at the start of a fight
You instantly ready your crossbow at the start of a fight
Immediately use the Heavy Draw power.
Point-Blank Shot
Your powerful bolts pierce through nearby targets
Your powerful bolts pierce through nearby targets
You have a +1 bonus to crossbow Strikes against targets within 30 feet.
Running Reload
You prepare your crossbow to fire while sprinting
You prepare your crossbow to fire while sprinting
Immediately use the Heavy Draw power and the Stride power.
Dagger
Parrying Dagger
You parry attacks with your dagger, using it like a shield
You parry attacks with your dagger, using it like a shield
Throwing Dagger
You are an expert at throwing daggers a long distance
You are an expert at throwing daggers a long distance
You can throw a dagger as a ranged weapon with a range of 20 feet.
Heavy Weapon
Into the Fray
Your wide swings leave your enemies no space to gang up on you
Your wide swings leave your enemies no space to gang up on you
Knockback
You make powerful, heavy swings that knock your enemy back
You make powerful, heavy swings that knock your enemy back
Your Strike gains the success and critical success effects of the Shove power.
Monster Hunter
You are an expert at defeating giant monsters with giant weapons
You are an expert at defeating giant monsters with giant weapons
The base damage of your Strike increases by 1d12.
Overhead Swing
You make an overhead swing that drives your enemy into the ground
You make an overhead swing that drives your enemy into the ground
Make a heavy weapon Strike. On a success, your target falls prone.
Orb
Mystic Burst
You conjure a burst of a particular element in an area
You conjure a burst of a particular element in an area
Make a Magic attack roll against your target’s Defense.
- Success
- Your target takes 1d6 damage
- Failure
- Half damage
Heightened
For each +1 Mana, the damage increases by 1d6.
Reshape Spell
You change the area of a spell to be a different line, cone, or burst
You change the area of a spell to be a different line, cone, or burst
When you cast a spell with an area that is shaped like a burst, a cone, or a line, you can change the area’s shape to another shape from that list. The size of the area changes according to the following rule: burst sizes, cone sizes, and line sizes are proportional like 2, 3, and 4. For example, you could change a 10-foot burst to a 15-foot cone or a 20-foot line.
If you reshape a cone or line without a range into a burst, then the new area is an emanation instead of a burst.
Sculpt Spell
You sculpt the area or your spell to include or exclude specific targets
You sculpt the area or your spell to include or exclude specific targets
When you cast a spell with an area, you can modify the area to exclude any regions or targets you want.
Polearm
Counter Charge
You prepare to intercept an imminent charge
You prepare to intercept an imminent charge
Distant Strike
You strike with increased accuracy against a enemy that can’t reach you
You strike with increased accuracy against a enemy that can’t reach you
When you make a polearm Strike, if the target of this Strike cannot reach you, this Strike has a +1 bonus to hit.
Polearm Hook
You trip a creature using the hook on the end of your polearm
You trip a creature using the hook on the end of your polearm
Your target falls prone.
Shield
Covering Shield
You can cover yourself with a shield to avoid area attacks
You can cover yourself with a shield to avoid area attacks
You have +5 bonus to Agility DC against effects that target everything in an area.
Phalanx
You cover your allies with your shield, blocking attacks against them
You cover your allies with your shield, blocking attacks against them
The triggering attack has disadvantage.
Shield Bash
You can wield your shield as a deadly bludgeoning weapon
You can wield your shield as a deadly bludgeoning weapon
You treat shields as melee weapons with a base damage of 1d6 Bludgeoning. You can use the Shield Shove power.
Staff
Mystic Bolt
You shoot a powerful bolt of a particular element at a target
You shoot a powerful bolt of a particular element at a target
Make a Magic attack roll against your target’s Defense.
- Success
- Your target takes 2d8 damage
Heightened
For each +1 Mana, the damage increases by 2d8.
Overchannel
You gather power in your staff, preparing for an epic spell
You gather power in your staff, preparing for an epic spell
The next spell you cast other than Overchannel has -1 cost. This effect stacks with itself, so if you cast Overchannel multiple times, your next spell has -1 cost for each time you cast Overchannel.
A spell enhanced by Overchannel is less stable than usual. Your next spell has a maximum duration of 1 minute.
Note for GMs: some spells (like Create Element) have exponential scaling in the mana cost. Some players may try to combine these spells with Overchannel to reach huge numbers. If they do this, hit them over the head with the PHB.
Staff Fighting
You are an expert at fighting with a staff in close quarters
You are an expert at fighting with a staff in close quarters
Sword
Dueling Sword
You enter a fencing stance that lets you strike quickly and accurately
You enter a fencing stance that lets you strike quickly and accurately
Improved Critical
You score a critical hit on sword Strikes more often
You score a critical hit on sword Strikes more often
When you succeed on a sword Strike, you can add +2 to the attack roll. (While this doesn’t affect your chance of succeeding on the Strike, it does improve your chance of critically succeeding.)
Lunging Strike
You lunge forward with a sword for extra reach
You lunge forward with a sword for extra reach
Make a sword Strike. Your reach increases by 5 feet for this Strike.
Throwing Weapon
Perfect Ricochet
You call a throwing weapon back to your hand after an attack
You call a throwing weapon back to your hand after an attack
The throwing weapon you just attacked with bounces off of the environment and returns to your hand.
Quick Throw
You quickly throw your weapon at the start of a fight, catching opponents off guard
You quickly throw your weapon at the start of a fight, catching opponents off guard
You have advantage on throwing weapon Strikes during the first round of a combat encounter.
Slowing Hit
Your throwing weapon entangles an enemy, slowing them down
Your throwing weapon entangles an enemy, slowing them down
Your target is slowed. If the triggering Strike was a critical success, your target is also immobilized.
Tome
Mystic Chain
You chain a jolt of a particular element between two targets
You chain a jolt of a particular element between two targets
Make a Magic attack roll against your target’s Defense.
- Success
- Your target takes 1d12 damage
Heightened
For each +1 Mana, the damage increases by 1d12.
Read Incantation
You read an incantation from your tome, powering up your next speed
You read an incantation from your tome, powering up your next speed
Tome of Everything
Your tome has a bit of information on everything, if you can find it
Your tome has a bit of information on everything, if you can find it
Choose any Spell ribbon from any class. You learn that ribbon.
Unarmed
Grabbing Fist
You grab an enemy that you get a powerful hit on
You grab an enemy that you get a powerful hit on
You Grapple the target of the triggering Strike. This Grapple automatically succeeds.
Kickboxer
You are effective at making unarmed attacks without your hands
You are effective at making unarmed attacks without your hands
You don’t have disadvantage on unarmed Strikes from having no hands free.
Titan Wrestler
You are experienced at wrestling creatures much larger than yourself
You are experienced at wrestling creatures much larger than yourself
When you make a Wrestling attack against a creature larger than you, you count as +1 Size larger.