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## Striker Feats The following feats are incompatible with the Striker feats: Great Weapon Master, Sharpshooter. ##### Lightning Striker *Prerequisite: Cannot have another Striker Feat* You have learned to strike with lightning speed in a blur of deadly motion. * When you engage in two-weapon fighting, you can use your bonus action to attack once with each weapon you are holding (up to a maximum of two attacks). * Whenever you make an attack, you can draw a weapon as part of taking the attack. ##### Magic Striker *Prerequisite: Cannot have another Striker Feat, Strength or Dexterity of at least 13* You can weave magic and martial talents together more effectively, enchanting your blade and delivering deadly magical strikes. When you take this feat, select a Spell Casting ability score from Charisma, Intelligence, or Wisdom * When you make a weapon attack, you can use the Spell Casting modifier instead of Strength or Dexterity for the attack and damage rolls. * You gain one cantrip of your choice. That cantrip uses the selected spell casting ability score. * Once per turn on your turn, when you cast a spell you can charge your weapon for 1d6 per level of the spell cast (1d4 for cantrips). While your weapon is charged, if you gain charges they can replace the charged amount, but are not added to it. The next time you make a weapon attack before the end of your next turn, the attack deals a additional force damage equal to the stored amount. ##### Precise Striker *Prerequisite: Cannot have another Striker Feat* You have learned to strike deftly with unerring precision when wielding lighter weapons. * When attacking with a melee weapon with the Light or Finesse property, it's damage die is increased by one size (for example, a dagger's d4 becomes a d6). * When you strike a creature for the second time on your turn, the second attack adds damage equal to twice your proficiency modifier (this occurs only once on your turn). * When you score a critical strike, the first damage die of your weapon is treated as it's maximum value. ##### Shield Striker *Prerequisite: Cannot have another Striker Feat* You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield: * Increase your Strength or Constitution score by 1, to a maximum of 20. * You can shove a creature with your shield as a bonus action. * When you shove a creature with your shield, you can deal damage to that creature equal to your Strength modifier. \columnbreak
> ##### Art Credit: > Blur of Blades - Magic the Gathering - WotC
##### Trick Shooter *Preresquisite: Cannot have the Sharpshooter Feat* The feats you can perform with a bow are artistic as they are lethal. You gain proficiency in Performance, and have advantage on archery related Performance checks. * Your flair for performance allows you to hit improbable shots; once per turn you can add your Proficiency modifier to an ranged weapon attack made with a shortbow or longbow; the harder the attack, the better the Performance: if you have disadvantage on the attack roll, you can add your Charisma modifier as well. * When you use your action to Disengage, you can make a single ranged weapon attack as part of the action. * When making an ranged weapon attack, you can use your bonus action to make it a trick shot, giving yourself disadvantage but *either* adding another die of damage to the damage roll **or** making the same attack against two targets. #### Fighting Style When you choose a fighting style, the following style is added to the list of options (Fighter, Ranger, Paladin, College of Swords, Paragon Warlord). ##### Versatile Fighting You can increase the size of one weapon die (for example, from a d8 to a d10) for a versatile weapon you are wielding (up to a d12). This stacks with the increase granted by the Versatile property. \pagebreak #### Graveyard These are feats that were previously presented, but likely won't make the cut for a finished version. They are preserved here for playtesters reference for the people still using them. ##### Freeform Fighting You master an unpredictable and versatile style of fighting. While wielding a versatile weapon, you gain the following benefits on your turn; you can only gain each effect once per turn, but can gain multiple effects in a turn: * After making a weapon attack using two-hands, if you make a weapon attack using one-hand, an unarmed strike, or a grapple check, you can add 1d4 to the attack roll or ability check. * After making a weapon attack using one-hand, an unarmed strike, or a grapple check, if you make a weapon attack using two-hands, you can add 1d6 to the damage roll of that attack. * If you take the attack action against a prone target or one that you are grappling, you can make an additional weapon attack using the hilt of your weapon or unarmed strike against that target using your bonus action. The damage die for this attack is 1d4 regardless of the method used. If this damage triggers a concentration check, they have disadvantage on the check.