[Ebook] The Lost Faith: Psychological insights for Doctors and Patients get [PDF]
COPY THIS LINK ===> https://read.goodebook.club/?ympe0625slenco=B0DT1LVP85
COPY THIS LINK ===> https://read.goodebook.club/?ympe0625slenco=B0DT1LVP85
Transform your PDFs into Flipbooks and boost your revenue!
Leverage SEO-optimized Flipbooks, powerful backlinks, and multimedia content to professionally showcase your products and significantly increase your reach.
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.
document was lovingly created
This
GM Binder.
using
you would like to support the GM Binder developers,
If
joining our Patreon community.
consider
WWW.GMBINDER.COM