Page 156 - DnD_5e_Players_Handbook_(BnW_OCR)
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G r a p p l e r I n s p i r i n g L e a d e r
Prerequisite: Strength 13 or higher Prerequisite: Charisma 13 or higher
You’ve developed the skills necessary to hold your You can spend 10 minutes inspiring your companions,
own in close-quarters grappling. You gain the shoring up their resolve to fight. W hen you do so, choose
following benefits: up to six friendly creatures (which can include yourself)
• You have advantage on attack rolls against a creature within 30 feet of you w ho can see or hear you and w ho
you are grappling. can understand you. Each creature can gain temporary
• You can use your action to try to pin a creature grap- hit points equal to your level + your Charisma modifier.
pled by you. To do so, make another grapple check. If A creature can’t gain temporary hit points from this feat
you succeed, you and the creature are both restrained again until it has finished a short or long rest.
until the grapple ends.
• Creatures that are one size larger than you don’t auto- K e e n M i n d
matically succeed on checks to escape your grapple. You have a mind that can track time, direction,
and detail with uncanny precision. You gain the
G r e a t W e a p o n M a s t e r
following benefits.
You’ve learned to put the weight of a weapon to your
• Increase your Intelligence score by 1, to a maximum
advantage, letting its momentum em power your strikes.
of 20.
You gain the following benefits:
• You always know which way is north.
• On your turn, when you score a critical hit with a • You always know the number of hours left before the
m elee weapon or reduce a creature to 0 hit points next sunrise or sunset.
with one, you can make one melee weapon attack as a • You can accurately recall anything you have seen or
bonus action. heard within the past month.
• Before you make a m elee attack with a heavy weapon
that you are proficient with, you can choose to take a L i g h t l y A r m o r e d
- 5 penalty to the attack roll. If the attack hits, you add
You have trained to master the use of light armor,
+10 to the attack’s damage.
gaining the following benefits:
H e a l e r • Increase your Strength or Dexterity score by 1, to a
maximum of 20.
You are an able physician, allowing you to mend wounds
• You gain proficiency with light armor.
quickly and get your allies back in the fight. You gain the
following benefits:
L i n g u i s t
• W hen you use a healer’s kit to stabilize a dying crea-
You have studied languages and codes, gaining the
ture, that creature also regains 1 hit point.
following benefits:
• As an action, you can spend one use of a healer’s kit to
• Increase your Intelligence score by 1, to a maximum of 20.
tend to a creature and restore 1d6 + 4 hit points to it,
• You learn three languages of your choice.
plus additional hit points equal to the creature’s max-
• You can ably create written ciphers. Others can’t deci-
imum number of Hit Dice. The creature can’t regain
pher a code you create unless you teach them, they
hit points from this feat again until it finishes a short
succeed on an Intelligence check (DC equal to your
or long rest.
Intelligence score + your proficiency bonus), or they
H e a v i l y A r m o r e d use magic to decipher it.
Prerequisite: Proficiency with medium armor
L u c k y
You have trained to master the use of heavy armor,
You have inexplicable luck that seem s to kick in at just
gaining the following benefits:
the right moment.
• Increase your Strength score by 1, to a maximum of 20. You have 3 luck points. W henever you make an attack
• You gain proficiency with heavy armor. roll, an ability check, or a saving throw, you can spend
one luck point to roll an additional d20. You can choose
H e a v y A r m o r M a s t e r to spend one of your luck points after you roll the die,
Prerequisite: Proficiency with heavy armor but before the outcom e is determined. You choose which
of the d20s is used for the attack roll, ability check, or
You can use your armor to deflect strikes that would kill
saving throw.
others. You gain the following benefits:
You can also spend one luck point when an attack
• Increase your Strength score by 1, to a maximum of 20. roll is made against you. Roll a d20, and then choose
• W hile you are wearing heavy armor, bludgeoning, whether the attack uses the attacker’s roll or yours.
piercing, and slashing damage that you take from non If m ore than one creature spends a luck point to
m agical weapons is reduced by 3. influence the outcom e of a roll, the points cancel each
other out; no additional dice are rolled.
You regain your expended luck points w hen you
finish a long rest.

