Page 168 - Player's Handbook
P. 168
GRAPPLER INSPIRING LEADER
Prerequisite: Strength 13 ar higher Prerequisite: Charisma 13 or higher
You've developed the skills necessary to hold your Vou can spend 10 minutes inspiring your companions,
own in close-quarters grappling. Vou gain the shoring up their resolve to fight. When you do so, choose
following benefits: up to six friendly creatures (which can include yourself)
Vou have advantage on attack rolls against a creature within 30 feet of you who can see or hear you and who
you are grappling. can understand you. Each creature can gain temporary
Vou can use your action to try to pin a creature grap- hit points equal to your levei + your Charisma modifier.
pled by you. To do so, make another grapple check. lf 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- KEEN MIND
matically succeed on checks to escape your grapple. Vou have a mind that can track time, direction,
and detail with uncanny precision. Vou gain the
GREAT WEAPON MASTER
following benefits.
You've learned to put the weight of a weapon to your 1ncrease your lntelligence score by 1, to a rnaximum
advantage, letting its momentum empower your strikes. of20.
Vou gain the following benefits:
Vou always know which way is north.
On your turn, when you score a criticai hit with a Vou always know the number of hours lef! before the
mele e weapon or reduce a creature to O hit points next sunrise ar sunset.
with one, you can make one melee weapon attack as a Vou can accurately recall anything you have seen or
bonus action. heard within the past month.
Before you make a melee attack with a heavy weapon
that you are proficient with, you can choose to take a LIGHTLY ARMORED
-5 penalty to the attack roll. If the attack hits, you add Vou have trained to master the use of light armor,
+10 to the attack's damage. gaining the following benefits:
HEALER Increase your Strength or Dexterity score by 1, to a
maximum of 20.
Vou are an able physician, allowing you to mend wounds Vou gain proficiency with light armor.
quickly and get your allies back in the fight. Vou gain the
following benefits: LINGUIST
When you use a healer's kit to stabilize a dying crea- Vou 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
tend to a creature and restore 1d6 + 4 hit points to it, Increase your Intelligence score by 1, to a maximum of 20.
plus additional hit points equal to the creature's Illax- Vou learn three languages of your choice.
illlurn nurnber of Hit Dice. The creature can't regain Vou can ably create written ciphers. Others can't deci-
hit points frolll this feat again until it finishes a short pher acode you create unless you teach them, they
ar long rest. succeed on an Intelligence check (DC equal to your
1ntelligence score + your proficiency bonus), OI' they
HEAVILY ARMORED use magic to decipher it.
Prerequisite: Proliciency with mediuJ1Jarmor LUCKY
Vou have trained to Illaster the use of heavy armor, Vou have inexplicable luck that seems to kick in at just
gaining the following benefits:
the right moment.
Increase your Strength score by 1, to a rnaximum of 20. Vou have 3 luck points. Whenever you rnake an attack
• You gain proficiency with heavy armor. roll, an ability check. ar a saving throw, you can spend
one luck point to roll an additional d20. Vou can choose
HEAVY ARMOR MASTER to spend one of your luck points after you roll the die,
Prerequisite: Proliciency with heavy armor but before the outcome is determined. Vou choose which
of the d20s is used for the attack roll, ability check, or
Vou can use your armor to deflect strikes that would kill saving throw.
others. Vou gain the following benefits: Vou can also spend one luck point when an attack
Increase your Strength score by 1,to a Illaximum of 20. roll is made against you. RolI a d20, and then choose
While you are wearing heavy armor, bludgeoning. whether the attack uses the attacker's rull or yours.
piercing, and slashing damage that you take from non- If more than one creature spends a luck point to
magical weapons is reduced by 3. influence the outcome of a roll, lhe points cancel each
other oul; no additional dice are rolled.
Vou regain your expended luck points when you
finish a long rest.
PART 1 I CUSTOM IZA I ION OP1IONS

