# FEATS
###### tags: `DEADLY MARCHES`
## Общее описание
Убраны следующие черты:
Great Weapon Master -> Martial Schools
Sharpshooter -> Sharp Eye
Polearm Master -> Martial Schools
Sentinel -> Martial Schools
Warcaster -> Battle Caster & Combat Caster
Savage Attacker -> Martial Schools
Shield Master -> Martial Schools
Mounted Combatant -> Martial Schools
Martial Adept -> Martial Schools
Heavy Armor Master -> Armor Specialization
Medium Armor Master -> Armor Specialization
Heavily Armored -> Armored
Moderately Armored -> Armored
Lightly Armored -> Armored
Dual Wielder -> Martial Schools + rules fix + styles fix
Defensive Duelist -> Martial Schools + rules fix + styles fix
Crossbow Expert -> Martial Schools + rules fix + styles fix
Charger -> Martial Schools + action added
Weapon Master ->
## Добавленные черты
### Armored
You have learned the proper use of armor.
You gain the following benefits:
• Your **Dexterity**, **Constitution**, or **Strength** score increases by 1, to a maximum of 20.
• You gain proficiency with shields.
• When you take this feat, you gain proficiency with light armor. If you are already proficient with light armor, you gain proficiency with medium armor. If you are already proficient with medium armor, you gain proficiency with heavy armor. You can take this feat two times and if you take this feat twice, you gain proficiency with all types of armor.
Medium Armor Master, Heavy Armor Master was replaced by Armor Expert
### Armor Specialization
You have spent countless hours conditioning your body to the needs of wearing armor.
You gain the following benefits:
• Your Dexterity, **Constitution**, or **Strength** score increases by 1, to a maximum of 20.
When you first take this feat, choose either light, medium, or heavy armor. You must be proficient in the type of armor you choose. While wearing your chosen armor, you gain the listed benefits:
• Light Armor: Your AC is increased by 1.
• Medium Armor: You can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.
• Heavy Armor: Bludgeoning, piercing, and slashing damage that you take from non-magical weapons is reduced by 3.
You may choose this feat more than once, selecting a different type or armor each time. You gain the benefits of each of your chosen types of armor.
> Feat War Caster are replaced by two feats: Combat Caster – for casters who want to maintain Concentration as long as possible and Battle Caster – who uses steel as often as magic
### Battle Caster
**Prerequisite:** ability to cast spells
•You can spend 1 hour to enhance your weapon to serve your spellcasting focus.
•You gain bonus equal to your proficiency bonus to Concentration saving throws
•You can channel your spells with range touch using your melee weapon which is used as spellcasting focus. Doing so you use attack bonus as if you would make melee weapon attack and spell does its normal damage.
•You can perform the somatic components of spells even if you have weapons or a shield in one or both hands.
•When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
### Blademaster
You have trained extensively with the use of bladed weapons, perhaps with a professional instructor such as a master-at-arms. You know how to use the *greatsword, longsword, scimitar, rapier, dagger, and shortsword* not only for attack, but also for defense.
• When you draw a longsword, scimitar, rapier, dagger, or shortsword you may use a bonus action to make an attack with the pommel of your weapon.
This attack deals no damage but your next attack before the end of your turn has advantage.
• When you miss with an attack using a greatsword, longsword, scimitar, rapier, dagger, or shortsword you may pull the weapon back in a swift draw cut. You may expend your reaction and make an
additional attack against the same target.
• When an enemy would hit you with a melee weapon attack, you may use your reaction to make an attack roll with your greatsword, longsword, scimitar, rapier, dagger, or shortsword. This attack deals no damage but if the result of your attack roll equals or exceeds their attack roll, their attack misses.
### Combat Caster
**Prerequisite:** ability to cast spells with Concentration
You can concentrate on spells in dangerous situations.
You gain next benefits:
•You gain bonus +5 to Concentration saving throws
•You can gain additional bonus +5 to Concentration saving throw as reaction after knowing result of your roll.
•You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
•You automatically succeed on Concentration saving throw if damage dealt not reduce your current hit points below your normal maximum hit points
### Dirty Fighter
You learned to fight not from a master-at-arms or some other fancy teacher, but from the streets: in back alleys and bar room brawls. Your combat style is unorthodox and underhanded, but few can argue with the results.
• When you successfully grapple a creature or escape a grapple, you may make a single attack with an unarmed strike, club, dagger, handaxe, or shortsword as a bonus action. Additionally, whenever a creature fails to escape a grapple with you, you may make a single attack with one of those
weapons as a reaction.
• When you hit a creature with an attack using an unarmed strike, club, dagger, handaxe, or shortsword, you may choose to strike with blunt force at a vulnerable location rather than aiming to kill. Instead of its normal damage, the attack deals damage equal to your Strength modifier and the target must make a Constitution saving throw (DC = 8 + your Proficiency bonus + your Strength modifier) or be stunned until the beginning of its next turn.
• When you hit a creature with an attack using a dagger, handaxe, or shortsword you may use a bonus action to twist the blade and deal an additional 2d4 damage.
### Fencer
While you are wielding a dagger, greatsword, longsword, rapier, or shortsword, you can use the following special abilities.
**Parry**. When a creature within 5 feet of you hits you with a weapon attack, you can use your reaction to gain +2 AC against the triggering attack.
**Riposte**. When a creature misses a melee attack against you, you can use your reaction to make one weapon attack against the creature if it is within your reach.
**Thrust**. When you hit a creature with a weapon attack, you can move yourself and the creature 5 feet in any direction as long as you remain within 5 feet of one another.
> Sharpshooter was replaced by Sharp eye.
### Sharp eye
**Prerequisite:** Dexterity 13 or higher
You have spent countless hours training with a single ranged weapon, learning how to place the arrow or bullet exactly where you want it. You gain the following benefits when making attacks with a ranged weapon:
• You suffer no penalties for attacking at long range.
• You ignore penalties for firing at targets behind three-quarter or half cover.
~~• Before making an attack, you may choose to not apply your proficiency bonus to your attack roll. If your attack hits, you deal additional damage equal to double your proficiency bonus.~~
• Your **Dexterity** or **Wisdom** score increases by 1.
### Explorer
Attuned to integrants of geography and the currents of history, you gain the following benefits:
❖ Your **Intelligence** or **Wisdom** score increases by 1.
❖ You gain proficiency in cartographer’s tools.
❖ You always know which way is north.
❖ You have advantage on checks made to determine distance, checks made to spot distant or obscured landmarks, and checks made to determine the age of a location or object, such as an ancient ruin or the treasure within.
### Nomad
Consumed by a wanderlust that drives your body beyond conventional limits, you gain the following benefits:
• Your **Constitution** or **Wisdom** score increases by 1.
• You have advantage on saving throws made to resist the effects of travelling for more than eight hours per day.
• When you take a long rest, you only need four hours of sleep. The remaining time can be spent performing light activity, such as keeping watch or reading a book. If you are a race that needs less than 8 hours of sleep to gain the benefits of a long rest, this has no additional effect.
• Over the course of one minute, you can examine the sky and determine what the weather will be for the next eight hours. You must take a long rest before using this ability again.
### Watchful Eyes
With the unyielding vigilance of the apex predator, you gain the following benefits:
• Your **Wisdom** score increases by 1.
• Your passive Wisdom (Perception) score increases by 5.
• While travelling, you can notice threats while engaged in another activity.
• You have advantage on Wisdom (Perception) checks made as part of the Search action or to observe creatures within the immediate area.
### Strong Back
The things you bear are more important than the body that bears them. You gain the following benefits:
• Your **Strength** or **Constitution** score increases by 1.
• You count as if you were one size category larger for the purpose of determining your carrying capacity.
• You have advantage on Strength checks made to push, lift, or pull objects.
• You have advantage on Strength (Athletics) checks made to shove a creature.
### Survivalist
You speak with the land. You are the land. You gain the following benefits:
• Your **Wisdom** or **Intelligence** score increases by 1.
• When you succeed on a Wisdom (Survival) check to forage for food, you roll an extra d6 to determine how much.
• You have advantage on Wisdom (Survival) and Intelligence (Nature) checks made to harvest body parts from a creature.
• You have advantage on Wisdom (Survival) checks made to hunt creatures, as well as Intelligence (Nature) checks made to survey a region
### Weapon Specialization
Prerequisites: Fighter 4 level
Your focused training in the use of certain weapons allows you to strike more precisely with them. When you hit with an attack roll using weapons from selected weapons group you deal an extra 1d4 damage on a hit.
If the target is within 5 feet of you, the extra damage increases to 1d6 instead of 1d4.
The extra damage is the same type as the weapon's damage. However, attacks made as part of a bonus action only inflict this extra damage if they are melee attacks.
Also, you gain bonus +1 to attack rolls with weapons from selected weapon groups.
#### Weapon groups
Long Blades: long sword, greatsword, rapier
Short Blades: dagger, sickle, shortsword, scimitar
Axes: handaxe, battle axe, great axe
Polearms: spear, ycklwa, glaive, guisarm, halberd
Bows: shortbow, longbow
Crossbows: hand crossbow, light crossbow, heavy crossbow
Bludgeoning weapons: light hammer, Warhammer, flail, mace, Morningstar, club, greatclub
### Inspirational Caster
**Prerequisites:** Charisma 13 or higher, The ability to cast at least one spell
Your impressive and inspiring spells rally allies to your cause.
You gain proficiency in your choice of Intimidation or Persuasion.
If you target allies with a spell that does not cause damage, those allies gain advantage on saving throws to resist effects that cause charm or fear for a number of rounds equal to your Charisma ability modifier, in addition to the normal effect of the spell.
### Battlecaster
Prerequisites: The ability to cast at least one spell
You are skilled at casting spells with a weapon in hand.
You can use a weapon that you're proficient with as a spellcasting focus.
When wielding a magical weapon that you're proficient with and that provides a bonus to hit and damage, you can also add that weapon's bonus to damage rolls for spells you cast.
You gain proficiency with a simple or martial weapon of your choice.
### Negotiator
You have honed the knack of the deal and counter offer, perhaps by crossing words with creatures used to getting the upper hand in negotiations. You gain the following benefits:
Increase your **Charisma** score by 1, to a maximum of 20.
When a creature two or more size categories larger than you targets you with a melee weapon attack, you can use your reaction to make yourself seem pathetic and unthreatening. The creature must redirect its attack against a different target; if no alternative target is within the attacker's reach or range, it can still attack you. Until the end of your next turn, your next melee or ranged attack against that creature is made with advantage. You must complete a short or long rest before using this ability again.
When you purchase a good or service, you can attempt an opposed Charisma (Persuasion) check versus the seller's Wisdom (Insight). If you win the contest, you secure a 10 percent discount on the transaction. Once you use this feature on a given individual, you can't use it on them again for one week.
When you pay for lifestyle expenses during downtime, they are halved.
Source: DM14, page 5
### Navigator
You have developed the skills necessary to assist navigation at land and sea. You gain the following benefits:
Increase your **Wisdom** score by 1, to a maximum of 20.
You have proficiency in navigator's tools. If you are already proficient in navigator's tools, you can add a bonus equal to your Wisdom modifier to any checks made while using them.
If you can see the stars or sun, you know which way is north.
You can tell which way the weather, including wind and temperature, is going to turn in the next 24 hours.
### Medic
You master the physician's arts, gaining the following benefits:
Increase your **Wisdom** score by 1, to a maximum of 20.
You gain proficiency in the Medicine skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
During a short rest, you can clean and bind the wounds of up to six willing beasts and humanoids. Make a DC 15 Wisdom (Medicine) check for each creature. On a success, if a creature spends a Hit Die during this rest, that creature can forgo the roll and instead regain the maximum number of hit points the die can restore. A creature can do so only once per rest, regardless of how many Hit Dice it spends.
### Naturalist
Your extensive study of nature rewards you with the following benefits:
Increase your **Intelligence** score by 1, to a maximum of 20.
You gain proficiency in the Nature skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
You learn the druidcraft and detect poison and disease spells. You can cast detect poison and disease once without expending a spell slot, and you regain the ability to do so when you finish a long rest.
Source: UAFFS, page 3
### SPELL WARPER
Prerequisite: The ability to cast at least one spell
You have studied specific ways to alter the spells you cast. You gain the following benefits:
• You gain one Metamagic option from among those available to sorcerers.
• You have a pool of 3 sorcery points which you can spend only for this Metamagic option. You regain any expended sorcery points when you finish a long rest.
You can select this feat multiple times. Each time you do so, you gain a new Metamagic option for which you can use this pool of sorcery points, and the total number of sorcery points you have from this feat increases by 2.
### SKILL MASTERY
You have become exceptionally proficient with a specific skill set, pushing yourself beyond normal means. Increase one ability score of your choice by 1, to a maximum of 20. Then choose a skill you are proficient with. You can add double your proficiency bonus to checks you make using that skill. You also gain an additional benefit based on the chosen skill, listed below. You can take this feat more than once, choosing a different skill each time.
Acrobatics. Moving through difficult terrain doesn’t cost you extra movement. You can squeeze through spaces as small as 2 feet across if you are Medium, or up to 1 foot across if you are Small.
Animal Handling. You can speak with beasts, replicating the effects of a speak with animals spell. As a bonus action, you can calm a hostile beast within 30 feet of you. If it has an Intelligence score of 3 or lower, it becomes charmed by you until the end of your next turn.
Arcana. You learn the prestidigitation cantrip. You can cast detect magic once without expending a spell slot, and you regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells
Athletics. You can climb and swim without spending extra movement, and you are treated as a Large creature when determining your carrying capacity.
Deception. As a bonus action, you can choose a creature within 30 feet of you that can hear and understand you. It loses its reaction until the start of your next turn.
History. When you take the Help action, you can make a DC 15 Intelligence (History) check. On a success, you give helpful advice, granting the creature a bonus to the ability check or attack roll you assisted it with equal to your proficiency bonus.
Insight. You can choose a creature you can see within 30 feet of you as an action. You learn its alignment and current emotional state. This ability cannot be thwarted by mundane means.
Intimidation. As a bonus action, choose a creature within 30 feet of you that can hear and see you. That creature cannot willingly move closer to you until the start of your next turn.
Investigation. You can take the Search action as a bonus action. When you would make a Wisdom (Perception) check, you can make an Intelligence (Investigation) check instead.
Medicine. You can tend to the wounds of up to six willing creatures during a short rest. When you do, each creature gains hit points equal to your level + your proficiency bonus.
Nature. You learn the druidcraft cantrip. You can cast detect poison and disease once without expending a spell slot, and you regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells.
Perception. Creatures cannot successfully hide from while you can see and hear. You can see and hear things clearly from twice as far as you normally can.
Performance. As a bonus action, you can choose a creature within 30 feet of you that can hear and see you. That creature has disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks until the start of your next turn.
Persuasion. If you spend 1 minute talking to a creature that can understand you and is not hostile to you, that creature becomes charmed by you for as long as you remain within 60 feet of it and for 1 minute thereafter.
Religion. You learn the thaumaturgy cantrip. You can cast detect evil and good once without expending a spell slot, and you regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells.
Sleight of Hand. You can make Dexterity (Sleight of Hand) checks to plant something on someone else, conceal an object on a creature, lift a purse, and so on even while being directly observed by the creature.
Stealth. You can take the Hide action even while being observed, remaining hidden so long as you end your turn behind total cover from the creature.
Survival. You can cast alarm and goodberry once each without expending a spell slot, regaining the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells.
### Focus Specialist (Feat)
Prerequisite: Ability to use the wand, staff, or orb spell focus._ Your Intelligence score increases by +1. Choose one focus type. You may attune one additional magic item of that time; this does not count against your limit of attuned items. Additionally, you gain another benefit, based on the item type you chose: **Orb Specialist:** When you cast a divination, enchantment, or illusion spell of at least 1st level using the orb as a spell focus, you can "store" one phantom spell level within the orb.
- As a bonus action, you can "tap" into the orb to drain it of spell levels, regaining a single spell slot of up to the number of phantom levels in the orb.
- All phantom spell levels within the orb are lost and the orb does not gain additional phantom spells levels until after you finish a long rest.
**Staff Specialist:** During a short rest, you may spend a hit die. Roll this die, and add your Intelligence modifier to the result. One attuned staff of your choice regains that many charges.
- When you cast a spell using a staff as the spell focus, you may use a bonus action to also make an attack with the staff.
- Staves are never destroyed when you spend the last charge in them.
**Wand Specialist:** During a short rest, you may spend a hit die. Roll this die, and add your Intelligence modifier to the result. One attuned wand of your choice regains that many charges.
- When you cast a cantrip using a wand as the spell focus, you may add your Intelligence modifier to the damage.
- Wands are never destroyed when you spend the last charge in them.
You may purchase this feat multiple times, each time applying to a new focus type.
### STAFF SPECIALIZATION
Prerequisite: Ability to spellcasting
Вы специализируетесь на использовании своего посоха как фокуса, через который проходит вся ваша сила.
### WAND SPECIALIZATION
Prerequisite: Ability to spellcasting
Вы специализируетесь на использовании волшебного жезла, как тонкого инструмента, создающего вязь Плетения.
### ORB SPECIALIZATION
Prerequisite: Ability to spellcasting
Вы специализируетесь на использовании сферы, концентрируясь на всеобъемлющем обхвате вашими заклинаниями.
### ROD SPECIALIZATION
Prerequisite: Ability to spellcasting
Ваш магический скипетр является вашим основным инструментом, которым вы мастерски пользуетесь.
### Battle Mage Specialization
Вы специализируетесь на боевой магии.
### TRUE GEOMETER
Prerequisite: Ability to spellcasting
У вас редкий талант видеть правильные формы и взаимосвязи и что не маловажно - твердая рука позволяющая одним росчерком рисовать сложнейшие узоры, над которыми другие маги могут сидеть часами.
Время сотворения ритуалов уменьшено вдвое.
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