Milestones

Milestone feats

Pick one of the following feats for your class. As your character grows and matures from experience, you will be given milestone rewards by the GM and you can pick from this list one each time.

Rage

In battle, you fight with primal ferocity. On your turn, you can enter a rage. It lasts until the combat is over or you are out cold/dead. Or you can end it at will. Cannot do again until you have had a long rest (8+ hrs). You suffer 1d8 exhaustion damage once done. Be mindful, you could have low hp's when you come out of it and die from exhaustion.

While raging, you gain the following benefits:

-You have advantage (roll with bonus +3) on attack rolls and do +2 more points of damage to your total
-You have resistance (take 1/4 damage) to bludgeoning, piercing, and slashing damage.
-You can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

Reckless Attack

You can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage (+3 bonus) on melee weapon attack rolls during this turn, but defense rolls by you have disadvantage (-3 penalty) until you stop being reckless. The bonus and penalties disappear once you stop.

Danger Sense

You gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.

You have advantage (+3 bonus) on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.

Frenzied attack

You can go into a frenzy when you attack. If you do so, during your turn you can make an extra attack but right after your turn you suffer 1d4 exhaustion damage. You can do this for the entire battle, until you are out cold or dead or until you choose to stop.

Intimidating Presence

You can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw equal to 10 + your Charisma stat or be frightened of you for the next 5 minutes. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.

If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.

Retaliation

When you take damage from a creature that is within 5 feet of you (close), you can a bonus reaction to make a melee weapon attack against that creature.



Milestones:

At startup, choose from one of the following:

ANCESTRAL ARMS:You have received specific training in a weapon type and gained mastery of it. +3 on attacks when using and +2 damage increase.

DROW BLOODED: (Half Elf only) Your elven half is from Drow lineage. Gain dark vision up to FAR distance. Suffer -1 to all attempts in daylight that involve your vision. Can cast Dancing Lights, Darkness, Faerie Fire without cost to your health one time daily.

DUAL MINDED: Able to resist any mind attacks with advantage (+3)

INTEGRATED: Have ability to blend with a society better than most can. +1 to Bluff, Disguise and any related Knowledge checks.

WARY: Having spent your days nomadic in nature, you have gained a sense of self preservation. +2 on sense motive and bluff checks.

ARCANE FOCUS: Magically gifted. Gain 2 extra spells if intelligence is +3 or more

TOTAL-DARK VISION: Replaces low light vision. Can see up to 60' in the dark (not magical darkness)

HARDY: Raised in the elements you are much more durable than many of your elven cousins. Gain +4 constitution, +2 resistance to desert heat or winter cold (you pick environment that applies)

FLEET FOOTED: Gifted with speed, you can move FAR and have an action or move FAR plus NEAR further and no action.

SILENT HUNTER: You are much more adept at moving quietly from shadow to shadow. Gain +3 on stealth checks and do D12 extra damage if successful on sneak type attacks. +3 on attack attempt roll if you are successful in your sneak approach roll.

WATER BORN: (Elven/Half-Elven only) Some elves live on or near the water. Gain +4 on swim checks. Speak Aquan as a bonus language choice. Proficient with a spear, trident, net instead of bow or blade.

URBANITE: Raised in city environments, gain +2 in diplomacy skill checks, +2 gather intel skill checks, charisma +2 bonus and roll with advantage bonus (+3) on sense motive checks.

WOODCRAFT:+2 Knowledge checks in Nature and Survival. 

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