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DNDBlue's Feat Collection

1


gain proficiency with one of the following skills;

You

History, Nature, or Religion. If you are already

Arcana,

with your chosen skill you gain expertise

proficient

instead.

can roll a d6 and add the number rolled to any ability

You

you make with your chosen skill.

check

can select this feat multiple times. Each time you do so,

You

must choose a different skill.

you

Prerequisite: Sneak Attack feature

ability to exploit your opponent’s weaknesses isn’t

Your

to light and ranged weaponry:

restricted

your Strength or Dexterity score by 1, to a

Increase

of 20.

maximum

gain proficiency with one martial weapon of your

You

choice.

sneak attack is now compatible with any melee

Your

so long as that weapon lacks the heavy property.

weapon,

Prerequisite: Rage feature

fury of your rage allows you to move at greater speeds.

The

gain the following benefits:

You

your Strength, Dexterity, or Constitution score by

Increase

to a maximum of 20.

1,

you use your bonus action to enter a rage, you also

When

the Dash action as part of that same bonus action.

take

learn how to inspire others through your rousing words.

You

a bonus action, target one creature (other than yourself)

As

60ft of you, that creature gains a d6 Bardic Inspiration

within

Creatures that cannot hear you cannot be inspired and a

die.

within the next 10 minutes, the creature can roll the die

Once

add the number rolled to one ability check, attack roll, or

and

throw it makes. They must choose to roll your

saving

die before knowing the outcome of the roll.

inspiration

can use this feature a number of times equal to your

You

Bonus. You regain all expended uses when you

Proficiency

Prerequisite: Ability to cast at least one spell

refined your spellcasting and martial abilities. You gain

You’ve

following benefits:

the

one ability score of your choice by 1, to a

Increase

of 20.

maximum

gain proficiency with one simple or martial weapon of

You

choice.

your

can touch one weapon that you are proficient with

You

begin to perform a 1-hour ritual. This ritual can be

and

during a short rest. When the ritual is

performed

the weapon can be used as a spellcasting focus.

complete,

are able to overcome your fear, granting you the following

You

benefits:

one ability score of your choice by 1, to a

Increase

of 20.

maximum

have advantage on saving throws made to resist the

You

condition.

Frightened

movement is no longer affected by the Frightened

Your

condition.

is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used

This

property of Wizards of the Coast. ©Wizards of the Coast LLC.

are

Academic

Battle Mage

You have dedicated yourself to a particular field of study:

Increase your Intelligence score by 1, to a maximum of 20.

Banditry

Courageous

Barbaric Charge

While raging, your speed increases by 10 feet.

Bard Initiate

creature can have only one Bardic Inspiration die at a time.

finish a long rest.

2


Prerequisite: Lizardfolk

are capable of changing the colour and transparency of

You

scales to better blend in with your surroundings. So

your

as you aren’t wearing armour, you can become Invisible

long

an action. Any equipment you are wearing or carrying

as

invisible with you. The Invisibility ends if you; move,

becomes

any action, don armour, concentrate on a spell or

take

ability to disrupted mind altering effects has improved.

Your

gain the following benefits:

You

can now be activated as a bonus action,

Countercharm

of an action.

instead

friendly creatures under the effects of Countercharm

Any

add your Charisma modifier to any saving throws they

can

Prerequisite: Triton

ability to control the power of the sea has improved,

Your

you the following benefits:

granting

your Strength, Constitution or Charisma score

Increase

1, to a maximum of 20.

by

can cast Water Breathing without expending a spell

You

When you cast Water Breathing using this feat,

slot.

of the spell gain a swimming speed equal to their

targets

speed for the duration. Once you cast Water

walking

in this way, you must finish a long rest before

Breathing

can do so again.

you

has made a call and you have answered. You learn two

Nature

of your choice from the Druid spell list, wisdom is

cantrip

you can use your action to magically assume the

Additionally,

of a beast that you have seen before. The beast must

shape

a CR of 0 and lack a swimming or flying speed. The

have

lasts 10-minutes and can be ended early as a

transformation

action. This feat uses the same rules as Wildshape,

bonus

page 66 of the Player’s Handbook for more details.

see

can use this feature twice, regaining all expended uses

You

finishing a long rest.

after

Prerequisite: Dexterity 13 or higher.

have a knack for avoiding the consequences of your

You

actions:

and up to ten companions within 60 feet of you can

You

at a normal pace while stealthing. If you choose to

travel

at a slow pace, you and your companions gain a +5

travel

to their stealth rolls. (See page 181 of the Player’s

bonus

have disadvantage on any Wisdom (Perception)

Creatures

Wisdom (Survival) checks they make in an attempt to

&

have bonded with an animal spirit, granting you the

You

benefits:

following

learn the Find Familiar spell, which can cast without

You

a spell slot. You must finish a long rest before

expending

choosing your familiar’s form, you can choose any

When

0 beast.

CR

you are touching your familiar, you can change its

While

as an action. 3

form

is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used

This

property of Wizards of the Coast. ©Wizards of the Coast LLC.

are

Chameleon

Deep Sea Chaperon

incapacitated.

become Disenchanting

Prerequisite: Countercharm feature

Druid Initiate

Increase your Charisma score by 1, to a maximum of 20.

your spellcasting ability for these spells.

make to resist being charmed or frightened.

Elusive

Increase your Dexterity score by 1, to a maximum of 20.

Handbook for rules on travel pace.)

you or your companions.

track Familiar Friend

you can cast it in this way again.


Prerequisite: Dexterity 13 or higher.

move with a soft, delicate step. You gain the following

You

benefits:

can use Dexterity, instead of Strength, to determine

You

far and high you can jump.

how

footsteps no longer trigger non-magical, pressurebased

Your

traps. Examples of such traps include; pitfalls,

are a friend to creatures big and small. You gain the

You

to understand and speak with beasts.

ability

knowledge and awareness of many beasts is limited by

The

intelligence, but at minimum, beasts can give you

their

about nearby locations and monsters, including

information

they can perceive or have perceived within the past

whatever

a class: bard, cleric, druid, sorcerer, warlock, or

Choose

You begin to study the magical talents of your chosen

wizard.

learn two 1st-level spells from your chosen class’s

You

list. You can use either Intelligence, Wisdom, or

spell

can cast each of these spells without expending a

You

slot. Once you cast either of these spells in this way,

spell

can’t cast that spell in this way again until you finish a

you

rest. You can also cast these spells using a spell slot.

long

Prerequisite: Metamagic feature

unlock a hidden source of sorcery within yourself. You

You

the following benefits:

gain

gain additional sorcery points equal to your half your

You

level (rounded down). These additional sorcery

Sorcerer

can only be spent on Metamagic and cannot be

points

into spell slots. You regain all spent sorcery

converted

Prerequisite: Ability to cast the Absorb Elements spell

learned how to empower the Absorb Elements spell,

You’ve

you the following benefits;

granting

your Intelligence, Wisdom, or Charisma score by

Increase

to a maximum of 20.

1,

you cast Absorb Elements, all non-hostile creatures

When

10ft of you also gain the benefits of the spell.

within

can cast this feat’s spell without expending a spell

You

You must finish a long rest before you can cast it in

slot.

or replacing this feat’s spell causes you to

Un-preparing

lose the benefits of this feat. You still retain the

temporarily

is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used

This

property of Wizards of the Coast. ©Wizards of the Coast LLC.

are

Fountain of Sorcery

You learn an additional Metamagic option.

Greater Spell: Absorb

Elements

points when you finish a long rest.

Feather Foot

Increase your Dexterity score by 1, to a maximum of 20.

this way again.

+1 ability score improvement.

traps, plates, and trip wires.

hunting pressure Friend of the Forest

day.

Foreign Magic

class:

Charisma as the spellcasting ability for these spells.

4


Prerequisite: Ability to cast the Catnap spell

learned how to empower the Catnap spell, granting

You’ve

the following benefits:

you

your Intelligence or Charisma score by 1, to a

Increase

of 20.

maximum

can cast this feat’s spell without expending a spell

You

You must finish a long rest before you can cast it in

slot.

or replacing this feat’s spell causes you to

Un-preparing

lose the benefits of this feat. You still retain the

temporarily

learned how to empower the Disguise Self spell,

You’ve

you the following benefits;

granting

your Intelligence, Wisdom, or Charisma score by

Increase

to a maximum of 20.

1,

Self now has a range of Touch, instead of Self.

Disguise

Self now has a duration of 8 hours instead of 1

Disguise

can cast this feat’s spell without expending a spell

You

You must finish a long rest before you can cast it in

slot.

or replacing this feat’s spell causes you to

Un-preparing

lose the benefits of this feat. You still retain the

temporarily

Prerequisite: Ability to cast the Find Traps spell

learned how to empower the Find Traps Spell,

You’ve

you the following benefits;

granting

you cast Find Traps, any traps detected by the spell

When

gain a faint magical glow for the next hour.

will

can cast this feat’s spell without expending a spell

You

You must finish a long rest before you can cast it in

slot.

or replacing this feat’s spell causes you to

Un-preparing

lose the benefits of this feat. You still retain the

temporarily

Prerequisite: Ability to cast the Knock spell

learned how to empower the Knock spell, granting you

You’ve

following benefits;

the

your Intelligence or Charisma score by 1, to a

Increase

of 20.

maximum

can cast this feat’s spell without expending a spell

You

You must finish a long rest before you can cast it in

slot.

or replacing this feat’s spell causes you to

Un-preparing

lose the benefits of this feat. You still retain the

temporarily

is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used

This

property of Wizards of the Coast. ©Wizards of the Coast LLC.

are

Greater Spell: Catnap

Catnap’s duration is reduced from 10 minutes to 1 minute.

this way again.

Greater Spell: Disguise

Self

+1 ability score improvement.

Prerequisite: Ability to cast the Disguise Self spell

Greater Spell: Find Traps

Increase your Wisdom score by 1, to a maximum of 20.

hour. Only willing creatures can be targeted by this spell.

this way again.

this way again.

+1 ability score improvement.

ability improvement.

+1 score Greater Spell: Knock

When you cast Knock it no longer produces any sound.

this way again.

+1 ability score improvement.

5


Prerequisite: Ability to cast the Mage Armor spell

learned how to empower the Mage Armor spell,

You’ve

you the following benefits;

granting

your Intelligence or Charisma score by 1, to a

Increase

of 20.

maximum

you cast Mage Armor, the target’s base AC can be

When

13 + its Dexterity modifier or 16 (your choice).

either

can cast this feat’s spell without expending a spell

You

You must finish a long rest before you can cast it in

slot.

or replacing this feat’s spell causes you to

Un-preparing

lose the benefits of this feat. You still retain the

temporarily

learned how to empower the Sending spell, granting

You’ve

the following benefits:

you

your Intelligence, Wisdom or Charisma score by

Increase

to a maximum of 20.

1,

no longer has a word limit. When you cast

Sending

you are able to send a message that is up to a

Sending,

long. The recipient is able to respond in a like

minute

manner.

can cast this feat’s spell without expending a spell

You

You must finish a long rest before you can cast it in

slot.

or replacing this feat’s spell causes you to

Un-preparing

lose the benefits of this feat. You still retain the

temporarily

Prerequisite: Ability to cast the Shield spell

learned how to empower the Shield spell, granting you

You’ve

following benefits;

the

your Intelligence or Charisma score by 1, to a

Increase

of 20.

maximum

a creature you can see within 60ft of you is hit with

When

attack or targeted by the magic missile spell, you can

an

your reaction to cast shield on them. You ignore

use

normal range when you use this feature.

shield’s

can cast this feat’s spell without expending a spell

You

You must finish a long rest before you can cast it in

slot.

or replacing this feat’s spell causes you to

Un-preparing

lose the benefits of this feat. You still retain the

temporarily

Prerequisite: Divine Smite feature

your Strength or Charisma score by 1, to a

Increase

of 20.

maximum

body is considered a holy symbol and can be used as

Your

spellcasting focus for your Paladin spells.

a

Divine Smite feature is now compatible with

Your

strikes. This extends to your Improved Divine

unarmed

Prerequisite: Unarmored Defense feature

honed your strength and refined your technique. You

You’ve

use Strength, instead of Dexterity, for Initiative rolls and

can

have advantage on Wisdom (Perception) checks that

You

on smell.

rely

can smell an object that has been worn or used by a

You

within the last 10 days to gain a +5 bonus to

creature

(Perception) and Wisdom (Survival) checks

Wisdom

to track that creature. This effect lasts until you

made

is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used

This

property of Wizards of the Coast. ©Wizards of the Coast LLC.

are

Greater Spell: Mage Armor

Greater Spell: Shield

this way again.

this way again.

ability improvement.

+1 score Greater Spell: Sending

Prerequisite: Ability to cast the Sending spell

ability improvement.

+1 score Hands of Devotion

Your body is a vessel for your divine power:

this way again.

feature at 11th level.

Smite Honed Strength

+1 ability score improvement.

Defense.

Unarmored Hound

You have a nose like a dog. You gain the following benefits:

Increase your Wisdom score by 1, to a maximum of 20.

finish a long rest.

6


Prerequisite: Infuse Item feature

ingenuity and inventiveness have improved, granting you

Your

following benefits:

the

learn an additional infusion of your choice from the

You

Infusions list. Standard restrictions for learning

Artificer

maximum number of Infused items you can create

The

by 1.

increases

many late nights have taught you how to function with

Your

sleep. You gain the following benefits:

less

one ability score of your choice by 1, to a

Increase

of 20.

maximum

only need 4 hours of sleep to gain the benefits of a

You

rest. long

no longer have disadvantage on ability checks when

You

have only a single level of exhaustion.

you

have learned how to sail the seas, granting you the

You

benefits:

following

gain proficiency with Vehicles (water) and Navigator’s

You

Tools.

can spend 1-minute studying the sky to determine

You

the weather will be for the next 24 hours.

what

can use Dexterity instead of Strength for the attack

You

damage rolls of your unarmed strikes.

and

you use the Attack action with an unarmed strike,

When

can make one unarmed strike as a bonus action.

you

peak is beyond your reach. You gain the following

No

benefits:

can reduce any falling damage you take by an amount

You

to your character level.

equal

gain advantage on any Strength (Athletics) checks you

You

in relation to climbing.

make

Prerequisite: Ki feature

learned how to better harness the power of Ki. You

You’ve

the following benefits;

gain

your Dexterity or Wisdom score by 1, to a

Increase

of 20.

maximum

gain additional Ki equal to your Proficiency Bonus.

You

additional Ki is regained by completing a long or

This

learn how to empower your strikes with divine magic.

You

gain a pool of d8’s equal to your Proficiency Bonus.

You

you hit a creature with a melee weapon attack, you can

When

one or more of these d8 to deal extra radiant damage

spend

the target, in addition to the weapon’s damage. Roll the

to

you spend; the target takes additional radiant damage

dice

maximum number of d8’s you can spend on a single

The

is equal to half your proficiency bonus (rounded down).

attack

is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used

This

property of Wizards of the Coast. ©Wizards of the Coast LLC.

are

Infusionist

Mystic

an infusion still apply.

Insomniac

rest. short Paladin Initiate

equal to the amount rolled.

Mariner

You regain all expended dice when you finish a long rest.

You gain a swimming speed equal to your walking speed.

Monk Initiate

You’ve learned the basics of unarmed martial arts:

Your unarmed strikes gain a d4 damage die.

Mountaineer

You gain a climbing speed equal to your walking speed.

7


Prerequisite: Strength 13 or higher.

learn how to effectively use your strength to overpower

You

enemies. You gain the following benefits:

your

have advantage on Strength (Athletics) checks made

You

Shove a Creature.

to

you successfully shove a creature and decide to

When

them, the distance they are pushed is now equal to

push

can more easily recall and recite the incantation for

You

you haven’t prepared. You can cast an unprepared spell

spells

5th level or lower from your spellbook, treating the spell as

of

it were prepared.

if

can use this feat a number of times equal to half your

You

Bonus (rounded down), regaining all expended

Proficiency

strength and will is unyielding. You gain the following

Your

benefits:

your Strength, Dexterity or Constitution score by

Increase

to a maximum of 20.

1,

you use your Indomitable feature on a saving throw

When

aren’t proficient with, you can add your Proficiency

you

learn how to sense the subtle vibrations that travel

You

the ground. As an action, you can touch a solid

through

and gain 60ft Tremorsense until the start of your next

surface

turn.

creature with Tremorsense can detect and pinpoint the

A

of vibrations within a specific radius, provided that

origin

and the source of the vibrations are in contact with

creature

same ground or substance. Tremorsense can't be used to

the

you roll initiative roll a d4. You gain a bonus to

Whenever

initiative equal to the number rolled.

your

you roll initiative but before the first turn of combat,

After

can swap your initiative position with a willing

you

You can only use this feat once per combat

creature.

encounter.

Page 6 Art By Greg Opalinski

Source: https://www.artstation.com/artwork/dwarffighter-iconic

https://www.gmbinder.com/share/-Mijpe3akfjGU4MmVlmw/-

Mq8qyja48MGg0v7ZoqX

is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used

This

property of Wizards of the Coast. ©Wizards of the Coast LLC.

are

Pushover

Tactician

You are always ready for battle and always have a battle plan:

Increase your Strength score by 1, to a maximum of 20.

strength score, rounded down to the nearest 5ft.

your Recall Arcana

Prerequisite: 1st level or higher Wizard

when you finish a long rest.

uses Resolute

Prerequisite: Indomitable feature

Credit

Cover Page Art by lie setiawan

Source:

https://www.artstation.com/artwork/OoQokv

Page 2, 3, 4, 7 Art By Hans Krill

Source:

https://www.artstation.com/artwork/ybYWg5

Page 4, 7 Art © BLIZZARD ENTERTAINMENT, INC.

ALL RIGHTS RESERVED.

Page 5 Art By Mitchell Malloy

Source: https://www.artstation.com/artwork/dwarffighter-iconic

Page 5 Art By Travis Lacey

Source: https://www.artstation.com/artwork/41ev4

Feats by DNDBlue | Version 2.4

to the rerolled saving throw.

Bonus Seismic Touch

Volume 3 avaliable here:

detect flying or incorporeal creatures.


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