Combat Feats

Amulet

Blessed Luck

You are hard to affect with dangerous spiritual magic spells

Requirements
You are wielding an amulet
Trigger
An attack targets your Intellect DC or Spirit DC

You have +10 DC against the triggering attack.

Protective Magic

You grant minor protections to an ally you affect with a spell

Requirements
You are wielding an amulet
Trigger
You target a creature other than yourself with a spell
Duration
1 hour, or until you use this power again

The triggering creature gains 2 Elemental Shield.

Rebuke Spirits

You protect a creature or location from evil spirits

Requirements
You are wielding an amulet
Cost
1 Mana
Range
30 feet
Duration
1 hour

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:

  • If your target is a creature, then the chosen spirits have disadvantage on attacks against your target.

  • If your target is an object, then the chosen spirits cannot willing touch your target.

  • 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.

Ward Ally

You protect your ally with a shimmering forcefield

Requirements
You are wielding an amulet
Cost
0 Mana
Range
30 feet
Duration
Until the end of your next turn

Your target has +5 Defense.

Heightened

For each +1 Mana, you can target another creature within range.

Bludgeon

Crush Armor

You crush a foe’s armor, weakening them for the future

Duration
1 minute

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

Duration
Until the end of your next turn

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

Requirements
You are wielding a bludgeon in each hand

You have a +1 bonus to bludgeon Strikes.

Reliable 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 treat bows as having double their normal range.

Multishot

You load multiple arrows on your bow and fire them all at once

Range
The range of your bow
Area
5-foot burst

Make a bow Strike with a -5 penalty. This Strike targets any number of creatures in this power’s area.

Stable Stance

You fire more accurately by planting your feet on the ground

Requirements
You haven’t used a Move power yet this turn
Duration
Until the start of your next turn

You have a +1 bonus to bow Strikes. You can’t use any Move powers.

Weighty Draw

You have a bow with a draw weight that requires extreme strength

Prerequisites
Strength +2 or higher

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

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

Requirements
This is the first round of a combat encounter

Immediately use the Heavy Draw power.

Point-Blank Shot

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

Immediately use the Heavy Draw power and the Stride power.

Dagger

Opportunist

You can sneak in dagger strikes after your enemy gets hit

Trigger
After a Strike succeeds against a creature you can reach

Make a dagger Strike against the triggering creature.

Parrying Dagger

You parry attacks with your dagger, using it like a shield

Trigger
Your turn starts
Requirements
You are wielding a dagger

You have a +1 bonus to Defense. You cannot make Strikes with this dagger.

Throwing Dagger

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

Requirements
You are wielding a heavy weapon, and you are adjacent to three or more enemies

You have a +1 bonus to Defense.

Knockback

You make powerful, heavy swings that knock your enemy back

Trigger
You succeed on a heavy weapon Strike against a Size +1 or smaller creature

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

Trigger
You make a heavy weapon Strike against a Size +1 or larger creature

The base damage of your Strike increases by 1d12.

Overhead Swing

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

Requirements
You are wielding an orb
Cost
0 Mana
Range
60 feet
Area
10-foot burst

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

Requirements
You are wielding an orb

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

Requirements
You are wielding an orb

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

Requirements
You are wielding a polearm
Duration
Until the start of your next turn

You can use the Intercept power.

Distant Strike

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

Trigger
You critically succeed on a polearm Strike
Target
The target of the triggering Strike

Your target falls prone.

Shield

Covering Shield

You can cover yourself with a shield to avoid area attacks

Requirements
You are wielding a shield

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

Requirements
You are wielding a shield
Target
An ally adjacent to you
Trigger
An attack targets your ally’s Defense

The triggering attack has disadvantage.

Shield Bash

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

Requirements
You are wielding a staff
Cost
0 Mana
Range
30 feet

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

Requirements
You are wielding a staff
Cost
1 Mana
Duration
Until you end your turn without casting Overchannel

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

Requirements
You are wielding a staff

While you are wielding a staff in two hands, the staff’s base damage increases to 1d12, you have a +2 bonus to Defense (instead of the normal +1 bonus to Defense from wielding a staff in two hands), and you treat the staff as having the Finesse trait.

Sword

Dueling Sword

You enter a fencing stance that lets you strike quickly and accurately

Requirements
You are wielding a sword and no other weapons

You have a +1 bonus to sword Strikes.

Improved Critical

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

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

Trigger
After you make a throwing weapon Strike

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 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

Trigger
You succeed on a throwing weapon Strike
Target
The target of the triggering Strike
Duration
Until the end of your target’s next turn

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

Requirements
You are wielding a tome
Cost
0 Mana
Range
60 feet
Target
Two adjacent targets you can see within range

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

Requirements
You are wielding a tome
Duration
Until the end of your next turn

The next spell you cast has -1 cost.

Tome of Everything

Your tome has a bit of information on everything, if you can find it

Requirements
You are wielding a tome
Trigger
You finish an 8-hour rest
Duration
Until you use this power again

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

Trigger
After you critically succeed on an unarmed Strike

You Grapple the target of the triggering Strike. This Grapple automatically succeeds.

Kickboxer

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

When you make a Wrestling attack against a creature larger than you, you count as +1 Size larger.

Wand

Eldritch Blast

You blast a target with a powerful bolt of eldritch force

Requirements
You are wielding a wand
Cost
0 Mana
Range
120 feet

Make a Magic attack roll against the target’s Defense.

Critical Success
Double damage
Success
Your target takes 1d12 damage

Heightened

For each +1 Mana, the damage increases by 1d12.

Magic Missile

You fire a magic missile at your target that never misses

Requirements
You are wielding a wand
Cost
1 Mana
Range
120 feet

Your target takes 2d6 damage.

Heightened

For each +1 Mana, the damage increases by 1d6.

Reliable Magic

Your wand skills let you easily recover from miscasts

Requirements
You are wielding a wand
Trigger
You critically fail a Magic roll

Reroll the triggering roll.