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name effect tree level
Greater Ability Focus Choose a ability for which you have Ability Focus. You gain +1 on that abilities score. You can't increase an ability score above 20 using this perk. Ability 2 Ability Focus
Cosmopolitan Advantage on navigating in cities. Add proficiency bonus on charisma checks when gathering information from normal citizens. Charisma 2 Ability Focus (Charisma)
Steadfast Personality Add your Charisma modifier instead of your Wisdom bonus on wisdom saves against mind-affecting effects. Charisma 2 Ability Focus (Charisma)
Endurance When gaining exhaustion points, you can roll a DC 20 constitution saving throw. If successful, you don't gain an exhaustion point. Multiple points = multiple rolls. Constitution 2 Ability Focus (Constitution)
Fast Drinker You can drink potions as bonus actions instead of normal action. Also, when dringing anything, it takes significant less time then it would normaly take. Constitution 2 Ability Focus (Constitution)
Manipulative Agility You can use Sleight of Hand in place of Deception for checks to feint in combat, as well as for checks to pass secret messages without being noticed. Deception,Dexterity 3 Ability Focus (Dexterity) Feint
Fleet While you are wearing light or no armor, your base speed increases by 5 feet. You lose the benefits of this feat if you carry a medium or heavy load. Dexterity 2 Ability Focus (Dexterity)
Sea Legs Gain advantage on ships when using any dexterity checks. Dexterity 2 Ability Focus (Dexterity)
Well-prepared You can draw any one item from your person in tandem with your Movement. *short rest. Dexterity 2 Ability Focus (Dexterity)
Lie Low If you have been prone since the end of your last turn, gain +1 bonus to stealth checks for hiding for every 10 ft between your character and the closest enemy. Bonus can't be more than your dex modifier with a minimum of 1. Dexterity,Stealth 3 Ability Focus (Dexterity) Skill Focus (Stealth)
Dilettante If you don't have profficiency in religion, history, nature or medicine you count as having profficiency by using this perk. Uses = int modifier. *Long rest replenishes. Intelligence 2 Ability Focus (Intelligence)
Profficient Poisoner Gain proficiency with poisoner's kit. You can add either your wisdom or your intellect modifier in addition to dexterity modifier when using poisoner's kit. Intelligence 2 Ability Focus (Intelligence)
Profficient Scholar Gain proficiency with healer's kit, herbalism kit and alchemical supplies. Intelligence 2 Ability Focus (Intelligence)
Bull Rush If you move 15ft or more in straight line before using shove special attack, you can push them 5 more feet. Attacks of opportunity against you during this move have advantage. Also you deal them bludgeoning damage equal to str modifier. Strength 2 Ability Focus (Strength)
Charge As a dash action, if you move in a straight line, at the end of movement you can make a single attack with a weapon you are holding as part of the same action. You gain advantage on that attack roll, but attacks of opportunity against you during this move have advantage. You must move atleast 15ft for this to have effect. Strength 3 Ability Focus (Strength)
Deep Diver Ignore disadvantage from dangerous waters and you can double the number of turns you can hold your breath. Resistance to damage from deep water preasure Strength 2 Ability Focus (Strength)
Controlled Addiction Pick one drug. When consumming it, you have advantages on wisdom saving throws against getting addicted. If you get addicted on it, you must not consume that drug for one week to get unaddicted. The picked drug is your favored drug. You have advantages on deception rolls to hide the effects of this drug. Wisdom 2 Ability Focus (Wisdom) Constitution 13+
Cunning Initiative You can count your wis mod instead of dex mod for calculating initiative. Wisdom 2 Ability Focus (Wisdom)
Meditative Concentration When you meditate for at least 1 hour after getting a long rest, you gain one meditation roll. Meditation roll can be spent on any skill check or ability save of your choice. Before rolling, you can expend your meditation roll, and gain advantage on that roll. You cannot use this ability until you take a long rest and additional 1h of meditation. Unspent meditatio rolls fade after 24 hours. Wisdom 2 Ability Focus (Wisdom)
Monster Lore When making skill checks to identify the abilities and weaknesses of creatures using Nature, Arcana or Religion, add your Wisdom modifier in addition to your Int mod. Wisdom 2 Ability Focus (Wisdom) Intelligence 13+
Light Step Ignore difficult terrain in natural environments. Treat it as normal terrain. Acrobatics 4 Acrobatic Moves
Lunging Spell Touch You can increase the reach of your spells touch range by 5ft by taking 2 penalty to your AC until your next turn. Acrobatics 4 Acrobatic Moves
Addicts Healing When you take a dose of favored drugs, gain temporary hit points equal to your total hit dice for an hour. *short rest Wisdom 4 Addicts Euphoria Constitution 15+
Addicts Knowledge You have advantage when checking the quality of a favoured drug, you have advantage when trying to find a drug seller in a city or town. Gain 20% off of price. Wisdom 4 Addicts Euphoria Constitution 15+
Addicts Rejuvenation While affected by favoured drug, you have advantages on death saving throws. Wisdom 4 Addicts Euphoria Constitution 15+
Uncanny Alertness In addition to your wisdom modifier, add your Dexterity modifier to your perception. Perception 3 Alertness
Secret Language You have advantage to deception when passing secret information to an ally with this perk. Teamwork 1 Allay with Teamwork
Command Animal Use animal handling to make simple commands even if not trained. DC 12+wisdom mod of animal to stun it during combat as action. *short rest Animal Handling 3 Animal Trainer
Run When using dash action, you can move 3 times your normal speed instead of 2. You can use this ability times equal to your constitution mod (min 1) *long rest resets Athletics 4 Athlete
Spell Focus Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. Schools of Magic 1 Atleast Level 1 Spellcaster
Combat Flourish You can use your Performance skill bonus instead of dexterity bonus to AC when provoking attacks of opportunity. Count armor penalties. Performance 4 Awe-inspiring Strike Spectacular Exit
Battleready In the initiative step, you can gain effect of dodge action until your first turn. You can activate this perk even if you are surprised. Schools of Combat (Practice) 3 Battle Focus
Advanced Battle Focus You may spend your bonus action to gain rerolls on any rolls of 1 when rolling to damage with weapons you are proficient with. Schools of Combat (Practice) 4 Battleready
Versatile Warrior You can learn one additional fighting style that is available to your class. Schools of Combat (Practice) 4 Battleready
Divine Protection You can add your charisma modifier to any saving throw exept charisma saving throw. *short rest Religion 3 Believer's Boon
Greater Believer's Boon You gain channel divinity from one of cleric domains. Your cleric level is 1 for purposes of effects. You do not gain turn undead. If Cleric, instead gain another use of channel divinity per rest. Religion 3 Believer's Boon
Hand of the Beliver You can spend 10 minutes invoking your diety, need holy symbol, heal 1d6+lvl* long rest Religion 3 Believer's Boon
Pure Faith Gain Divine health paladin trait. If you are a level 3+ paladin, poison resistance. Religion 3 Believer's Boon
Vipers Reflexes When you make an opportunity attack with a weapon that deals slashing damage, you have advantage on the attack roll. Schools of Combat (Soldier) 3 Blade Mastery
Helping Strike If you use the Help action to aid an allys melee attack while youre wielding a weapon with bludgeoning damage, you knock the targets shield aside momentarily. In addition to the ally gaining advantage on the attack roll, the ally gains a +2 bonus to the roll if the target is using a shield. Schools of Combat (Reckless) 3 Blunt Force
Wounded Paw Gambit Whenever you use Broken wing gambit, any allies with this perk and is in 30ft from you can use a ranged attack as an attack of opportunity against the target foe. Teamwork 4 Broken Wing Gambit
Blitz Rush You can use bull rush when dashing. Strength 3 Bull Rush
Improved Bull Rush Gain advantage on the athletics check made when using bull rush. Deal d6+str mod instead of only strength modifier. Attacks of opportunity against you when using bull rush are not with advantage. Strength 3 Bull Rush
Merciless Rush Creatures hit by your bull rush get stunned for 1 round. If your athletics check exceeds targets opposite skill check by 10, they are stunned for 1d4 rounds. Strength 4 Bull Rush
Exquisite Sneak You do not apply the armor check penalty for light and medium armor on Stealth skill checks. You can move halfspeed with heavy and ignore stealth check penalty. Stealth 4 Careful Sneak
Advanced Cartographer When travelling, you can move and draw a map at the same time. In normal circumstances, gain advantage on checks for drawing maps. History 3 Cartographer
Improvised Weapon Mastery Increase the amount of damage dealt by the improvised weapon to 1d8. The improvised weapon has a critical threat range of 1920. Improvised weapons have these properties when you use them: Light, Versitile (1d10), Finesse. Schools of Combat (Improvised) 4 Catch Off-Guard
Powerfull Charge For every 10ft crossed during a charge, you gain bonus damage equal to half your str modifier, rounded up (minimum 1) to the charge attacks damage. Strength 4 Charge
Radiant Charge When you hit with a charge attack, you can expend all of your remaining uses of lay on hands to deal extra damage equal to 1d6 per 5 pool points of lay on hands expended + your Charisma bonus. This damage is radiant. Strength 4 Charge Paladin
Stunning Charge If you successfuly hit an opponent with charge,enemy takes a constitution save DC 10+your str modifier+1 per every 15 ft of movement while charging. If failed, opponent is stunned for 1 round. Strength 4 Charge
Greater Cleave When using cleave, If you hit, you can continue to make attacks against foes adjacent to the previous foe, so long as they are within your reach. Schools of Combat (Reckless) 4 Cleave
Dagger Master The range of your thrown daggers increases to 40/60. Ignore half cover when the target is within normal range of your thrown daggers. When you are wielding a dagger in both hands, your AC increases by 1. Schools of Combat (Dishonor) 3 Cloak and Dagger
Uncanny Concentration Gain advantages on concentration rolls in any kind of situation. Constitution 4 Combat Casting
Cartwheel Dodge When you successfully use *Uncanny dodge* to take half dmg, you can move up to 10ft immiditaly. This movement doesnt provokes attacks of opportunity. Dexterity 4 Combat Dancer Rogue
Friendly Switch You can spend 5ft of your move to switch places with a willing ally of your size or smaller. Ally must be 5ft from you. This move does not provoke attacks of opportunity. This does not count toward your allys movement on his next turn. Dexterity 4 Combat Dancer
Meditation Master Instead of gaining one meditation roll when you meditate for 1 hour after a long rest, you gain number of meditation rolls equal to your wisdom modifier. Wisdom 4 Combat Meditation
Pet You form a powerful and magical bond with your pet, a small and weak, yet loyal animal that aids you along your adventures. When you gain this perk, you gain a pet. You normally select your pet from among the following animals: a bat, a cat, a crab, a frog (toad), a hawk, a lizard, an octopus, a poisonous snake, a fish (quipper), a rat, a raven, a sea horse, a spider, or a weasel. However, your DM might pick one of these animals for you, based on your background and past experiences. Your pet obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapaciated or absent, your pet acts on its own. Your pet shares your alignment and your ideal. Your pet's bond is always, "My owner is a beloved companion that I am more than willing to follow and serve." If your pet is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp worth of rare herbs and fine food, you call forth your pet's spirit and perform a ritual to create a new body for it. Animal Handling 4 Command Animal
Improved Conceal Spell Creatures no longer gain bonus to their passive perception equal to spell level. If the creature is 30ft or more from you, gain advantage on deception or sleight of hand. Deception 4 Conceal Spell
Addicts Euphoria While under effect of a favored drug, gain advantage against emotion effects and effects that inflict frightened condition. Wisdom 3 Controlled Addiction Constitution 15+
Criminal Reputation Add profficiency bonus on any skill checks when interacting with criminals. If already profficient with skill, double profficience bonus. Charisma 3 Cosmopolitan
Grant Initiative At the start of each encounter, you can either choose to keep the bonus granted to you by your Wisdom modifier on initiative checks or choose to give that bonus to one of your allies that you can see. You can do this before initiative rolls. Wisdom 3 Cunning Initiative
Antagonize Make an intimidation check DC 10+creature hit dice+wisdom mod. If successful, creature has disadv on everybody and adv on you on its next turn. Intimidation 4 Cutting Humiliation
Cypher Script It takes you half the time to scribe spells into your spellbook and it takes half the space it would usually need. Arcana 4 Cypher Magic
Anatomical Precision Once per turn, when you successful attack with one of your daggers, you can have the target make a CON Save (10+Proficiency mod) or suffer a Bleeding Wound. A creature with a Bleeding Wound takes 1d6 damage at the start of each of its turns. The target can use an action to make a DC 10 Medicine check to staunch the wound. Any magically healing instantly closes a Bleeding Wound. Schools of Combat (Dishonor) 4 Dagger Master
Dramatic Display While wielding the weapon in which you have Weapon Proficiency, you can perform a quick show of skill. As a bonus action, instead of standard action, you can attempt to demoralize a single creature in 20ft from you. If you use dazzling display, you can use this perk as a bonus action to add your Dexterity modifier to the Demoralize Intimidation check. Intimidation 4 Dazzling Display
Heros Display When using Dazzling Display, in addition to it's normal effect, all allies within 30 feet who can see your display gain temporary hitpoint equal to your number of hitdice. Intimidation 4 Dazzling Display
Rapid Shot When you make an attack action with your bow, you can fire one additional arrow but all your attacks gain disadvantage. Schools of Combat (Marksman) 3 Defensive Bowman
Combat Expertise When using attack action with weapons that you have profficiency in, you can deny yourself the profficiency bonus on all attacks and instead add your profficiency bonus to your AC until the begining of your next turn. Schools of Combat (Finesse) 4 Defensive Duelist
Dazzling Display While wielding the weapon in which you have Weapon Proficiency, you can perform a bewildering show of prowess as your action and movement. Make a single demoralize check against all foes within 30 feet who can see your display. *short rest Intimidation 3 Demoralize
Improved Demoralize You can use demoralize as a bonus action. It lasts for 1d4 rounds instead of 1. Intimidation 3 Demoralize
Two Weapons Mastery If you use two-weapon fighting to use a bonus action to attack with a light weapon, you can attack twice with it instead of once. If you throw a light weapon, you can draw another light weapon as part of the action. Schools of Combat (Finesse) 4 Dervish Finesse
Disconcerting Knowledge You can add your intelligence modifier to any verbal intimidation attempts. Creature must be intelligent and must understand the language that you are using. Intelligence 3 Dilettante
Improved Diplomatic Ruse You can use the bonus action that you get from diplomatic ruse to give +3 or -3 for initiative to any creature in 30 ft. Dexterity 4 Diplomatic Ruse
Improved Dirty Trick You do not provoke an attack of opportunity when performing a dirty trick combat maneuver. Gain +1 on DC. Schools of Combat (Dishonor) 3 Dirty Trick
Cutting Humiliation When you successfuly intimidate someone in social situation, you can instead humiliate that creature. It has disadvantage on charisma rolls for 10 minutes. Intimidation 3 Disarming Threat
Pommel Strike Once per your turn, if you successfuly hit and damage a creature with a melee attack with bludgeon damage type, you can contest your strength modifier against opponents strength saving throw. If successful, target is knocked prone. Strength 4 Disposable Weapon
Divine Interference As a reaction, you can use Believer's boon channel divinity to force opponent in 30ft to reroll a successful hit against an ally. New roll has penalty=spell lvl sacrificed *short rest Religion 4 Divine Protection
Dervish Finesse Gain +1 bonus to AC while you are wielding a separate melee weapon in each hand. If the weapon you are using bonus action to attack with is finesse, add Dexterity to its damage. Schools of Combat (Finesse) 3 Dual Wielding
Defensive Duelist If you take dodge action, once before your next turn you can use this perk to make an attack of opportunity against a creature that missed a melee attack against you and is in your reach. Schools of Combat (Finesse) 3 Duelist
Eyes of Judgment You may spend 3 rounds studying a creature within 60 feet. You cannot take any other actions while doing this. Effect: you learn the alignment of the creature. Perception 3 Eagle-eyed
Fast Healer When you regain hit points by resting or through magical healing, you recover additional hit points equal to half your Constitution modifier (minimum +1). Constitution 4 Endurance
Heroic Defiance You can delay the onset of one harmful condition or affliction (such as exhausted, paralyzed, stunned, and so on), including permanent and instantaneous conditions. Delay lasts one combat round or 6 seconds. After that, the condition is in effect as normal. *long rest Constitution 3 Endurance
Magevision You can cast detect magic once per short rest. Arcana 3 Esoteric Trickster
Hipshooter You can hold a crossbow you are profficient with in one hand. If the crossbow is loaded, and it uses two hands, you can attack with disadvantage using only one hand. Schools of Combat (Marksman) 3 Experienced Crossbowman
Eschew Materials You can cast any spell with a material component costing 1 gp or less without needing that component. You must have an material that costs more then 1 gp. Arcana 4 Eye For Ingredients
Eldritch Eye Ability to open third eye on forehead. Up to 1 minute. Open: gain advantage on perception skill checks, darkvision 60ft and ability to see invisible creatures. It takes a standar action. Effect stops when unconceous or after a minute. After effect, roll DC 15 Wisdom save or fall unconceous for d10 minutes. *long rest Arcana,Perception 4 Eyes of Judgment Magevision
Judgement of Weakness When using eyes of judgement, in addition to knowing creatures allignment, you know it's weaknesses and resistances. Perception 4 Eyes of Judgment
Improved Familiar Bond Your familiar can deliver touch spells and see through your familiars eyes. Arcana 4 Familiar Bond
Iron Guts Gain advantage when resisting poisons and con save against sickening condition. Constitution 3 Fast Drinker
Feint Partner Whenever an ally who also has this perk successfully uses Feint against an opponent, you also gain benefits that your allies feint bestows. Deception,Teamwork 3 Feint
Deceptive Exhange On successful feint, instead of gaining advantage, you can force target creature to accept an object you are holding. Target must have free appendages to hold it. Deception 3 Feint
Master Surgeon You can attempt to revive a creature that has died within the last minute. DC 20 medicine check is needed. You need to have an unused healer's kit. This ability spends all 10 uses. If successful, creature returns to life and is considered dying as if it was dropped to 0 Hit Points by an attack. This perk cant return to life a creature that has died of old age, nor can it restore any missing body parts. Intelligence,Medicine 4 Field Medic
Survivor You gain advantage bonus on all Constitution checks made to stabilize while dying. Once per day, if you are struck by a critical hit or sneak attack, you can spend a reaction to negate the critical or the sneak attack damage, making the attack a normal hit. Replenishes after long rest. Constitution 4 Fight On
Twist Away While you are wearing light armor or no armor, if you are forced to attempt a Constitution saving throw, you can use an immediate action to instead attempt a Dexterity saving throw (at the same DC). If you succeed at this saving throw and the attack has a reduced effect on a successful save, you avoid the effect entirely. Whether the saving throw is successful or not, you are prone until the end of your next turn. If you are prevented from becoming prone, pr you are already prone, you cant use Twist Away, nor can you ignore the getting prone condition from Twist Away. Dexterity 3 Fleet
Divine Acceptence You get resistance against necrotic damage. Can't be taken if you have Divine Defiance. Charisma 4 Free Spirit Good Or Neutral Diety
Divine Defiance You get resistance against radiant damage. Can't be taken if you have Divine Acceptence. Charisma 4 Free Spirit No Diety
Stealthy If you are hidden, you can move up to 10 feet in the open without revealing yourself if you end the move in a position where youre not clearly visible. Stealth 4 Go Unnoticed
Loyal to the Death When an attack hits an ally adjacent to you who has this perk, you can instead take the hit. The attacker must roll another attack roll for that attack, but against your AC. If it hits, treat it as critical, if it misses, treat it as a normal hit. After damage is resolved, switch places. Switching places does not trigger attacks of oportunity. Teamwork 4 Got Your Back
Command Initiative When you use grant initiative to add your wisdom mod on allies initiative, that ally can choose one of two effects: roll it's initiative again, but must keep the second result. Other effect is: Before the start of first round of combat, but after surprise rounds, that ally can use Hide, Dodge or ready action for free. If he acted in surprise round, he can not take the second effect. Wisdom 4 Grant Initiative
Improved Grappler You have advantage on Attack rolls against a creature you are Grappling. Creatures that are one size larger than you don't automatically succeed on checks to escape your graple. Schools of Combat (Dishonor) 3 Grappler
Professional Choose an ability with 17+ ability score and for which you don't have proficient ability save . Gain proficiency in it. Ability 4 Greater Ability Focus
Bewildering Koan As a bonus action you can make charisma check vs wisdom save against enemy in 10ft. If successful, enemy loses action or you gain adv on attacks* short rest Charisma 3 Greater Ability Focus (Charisma) Intelligence 13+
Guided Hand You can add your charisma modifier to an attack and damage roll. *short rest Charisma 3 Greater Ability Focus (Charisma)
Inspiring Talent If copying someones actions that require skill checks, if that creature has profficiency in that skill and you don't, your skill check counts as being profficient. Charisma 3 Greater Ability Focus (Charisma) Half-Elf
Intoxicating Flattery Take 1 minute to flatter someone, after that roll charisma vs insight. If succesful, target gets disadvantage on all wisdom based rolls for 10 x your cha mod minutes. Charisma 3 Greater Ability Focus (Charisma)
Monstrous Mask When using intimidate against a humanoid, if your intimidate skill check beats the opposing skill check by 10 or more, target creature is frightened by you. Charisma 3 Greater Ability Focus (Charisma) Tiefling
Strong Comeback Whenever you are allowed to reroll an ability check, a skill check, or a saving throw, you gain a +2 bonus on the reroll. Charisma 3 Greater Ability Focus (Charisma)
Voice of the Sibyl Gain +2 on all charisma based skill checks (Deception, Intimidation, Performance and Peruasion) and charisma ability checks when speaking. Charisma 4 Greater Ability Focus (Charisma)
Combat Casting Gain advantage on Constitution saving throws made for concentration when casting while in melee or grapled. Constitution 3 Greater Ability Focus (Constitution)
Fight On Once per day, you can gain a number of temporary hit points equal to your Constitution modifier. You can activate this perk as a reaction when reduced to 0. You can use this feat to prevent yourself from dying instantly due to extensive damage. These temporary hit points last for 1 minute. If your hit points drop below 0 due to the loss of these temporary hit points, you fall unconscious and are dying as normal. Constitution 3 Greater Ability Focus (Constitution)
Ironhide Gain +1 AC. Constitution 4 Greater Ability Focus (Constitution) Half-ork, Dwarf
Raging Brutality When using two handed weapons while raging, you can add your constitution modifier in addition to strength modifier to damage rolls. Constitution 4 Greater Ability Focus (Constitution) Barbarian
Stalwart While in effect of dodge, you can use attack of opportunity reactions if an enemy enters your reach. Constitution 3 Greater Ability Focus (Constitution)
Wicked Valor When using hit dice to heal, you can add your wisdom modifier (min 1) to the amount of health gained. Constitution 3 Greater Ability Focus (Constitution) Tiefling
Combat Dancer You can move 5ft as a reaction once per turn. Dexterity 3 Greater Ability Focus (Dexterity)
Fast Crawl While prone, you can move at half speed. This movement provokes attacks of opportunity as normal. Dexterity 3 Greater Ability Focus (Dexterity)
Favored Defense If one of your favored enemy creatures attack you, you can give that attack disadvantage. Between long rest you can use this ablity times equal to your dex mod. Dexterity 4 Greater Ability Focus (Dexterity) Ranger
Sure Grasp Gain advantage on athletics and acrobatics skill checks while climbing or when making a Reflex save to avoid falling. Dexterity 3 Greater Ability Focus (Dexterity)
Diplomatic Ruse When making an initiative check, you can perform a single bonus action. Dexterity 3 Greater Ability Focus (Dexterity)
Superb Reflexes Gain one more reaction per turn. Dexterity 4 Greater Ability Focus (Dexterity)
Quick Mind Gain one more reaction per turn. Intelligence 4 Greater Ability Focus (Intelligence)
Wild Speech While in wild shape, you can speak any languages known to you as if you weren't in wild shape. Intelligence 3 Greater Ability Focus (Intelligence) Druid
Xenoglossy With a succesful DC 20 intelligence check you can speak with a single individual that does not share any common languages with you. Intelligence 3 Greater Ability Focus (Intelligence)
Fearsome Finish Upon reducing an enemy to 0 or fewer hit points, for the remaining duration of the combat encounter, you gain advantage on any Intimidate checks made to demoralize opponents who can see both you and the opponent you dropped. Intimidation,Strength 4 Greater Ability Focus (Strength) Demoralize
Disposable Weapon If you are attacking with an improvised weapon that is brakable (big branch, bamboo stick, chair...) you can choose to get disadvantage on attack. If you hit, regardless of the number on the attack die, it automaticaly counts as a critical hit. Strength 3 Greater Ability Focus (Strength) Strength 17+
Furious Blow Any time when you attack, you can spend one rage. If you do, if the attack hits, you can choose not to roll your damage dice for your weapon and instead deal damage equal to the maximum roll possible that weapon can do. (You only maximize basic weapon damage, bonus damage dice are not maximized). After using this ability, gain 1 exaustion level. *long rest Strength 3 Greater Ability Focus (Strength) Barbarian
Intimidating Prowess Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier. Strength 3 Greater Ability Focus (Strength)
Raging Hurler While raging, you can throw a two-handed weapon as a standard action, and you double range for weapons you throw. If you also have the Quick Draw feat, you can throw two-handed weapons at your full normal rate of attacks. Further, you can pick up an unattended object that you can use as a improvised weapon within your reach as part of the attack action to throw that item. Strength 4 Greater Ability Focus (Strength) Barbarian
Small But Deadly You ignore your disadvantage penalty when making attacks with weapons with heavy quality for which you have the Weapon Focus feat. Strength 3 Greater Ability Focus (Strength) Strength 15+
Clarity of Pain You can reroll failed wisdom save by dealing yourself 1d6 b/p/s damage. You must take damage for this to have effect. Uses equal to Con modifier (min 1) *long rest Wisdom 3 Greater Ability Focus (Wisdom)
Lucid Dreamer Gain advantages for any kind of charisma or wisdom checks when in dreams, or attempting impossible feats in a dreamscape. If your lucid body dies while in a dreamscape, you wake up with 1 level of exhaustion. Wisdom 3 Greater Ability Focus (Wisdom)
Stoic You have advantages on saving throws against being Frightened. Wisdom 3 Greater Ability Focus (Wisdom)
Truth In Wine If you consume a drink of high quality alcohol (costing at least 10gp per drink), you gain advantages on all wisdom based skill checks for 1d4 minutes. *short rest. Wisdom 3 Greater Ability Focus (Wisdom)
Word of Healing Your lay of hands abiity gains 30ft range, but if you are not touching the creature that you are healing, that creature heals only half, rounded down. Wisdom 3 Greater Ability Focus (Wisdom) Paladin
Experienced Gain profficiency in any 1 skill that you don't have profficiency in. Can be picked only once per greater skill focus. Skill 4 Greater Skill Focus
Agile Maneuvers Double your dex bonus for using acrobatics against graple attempts or when trying to escape graple. Acrobatics 3 Greater Skill Focus (Acrobatics)
Tumble You can use your acrobatics skill bonus instead of dexterity modifier bonus to AC against attacks of opportunity for a single 5ft movement during your move action. Acrobatics 3 Greater Skill Focus (Acrobatics)
Acrobats Agility When you are prone, standing up uses only 5ft of your movement. Acrobatics,Dexterity 4 Greater Skill Focus (Acrobatics) Fast Crawl
Mystic Stride You can use Nimble moves and acrobatic moves even through thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, even if those areas confer any conditions condition. Acrobatics,Arcana 4 Greater Skill Focus (Arcana) Acrobatic Moves
Cypher Magic When casting spells from scrolls, you add 2 to spells DC Arcana 3 Greater Skill Focus (Arcana)
Eye For Ingredients When in a large city or larger settlement, you can search the markets carefully for 4 hours in order to purchase material components for your spells at a 10% discount. For example: you can purchase up to 1,000 gp worth of material components (which costs you 900 gp) each day. Their resale value is also 10% less. Arcana 3 Greater Skill Focus (Arcana)
Familiar Bond You gain Find familiar spell, although you cannot deliver touch spells through your familiar and can't see through your familiars eyes. You can't take this perk if you already have find familiar spell. Arcana 3 Greater Skill Focus (Arcana)
Telepathic Link You and your familiar can communicate with each other telepathically at a range of up to 1 mile. Arcana 3 Greater Skill Focus (Arcana)
Athlete Climbing doesn't halve your speed and you can make a running long jump or a running high jump after moving only 5ft rather than 10ft. Athletics 3 Greater Skill Focus (Athletics)
Heave When using Str to push, haul, lift or move objects/people, double str modifier. You have uses equal to con modifier (minimum 1)*long rest Athletics 3 Greater Skill Focus (Athletics) Strength 15+
Mage Grappler While you are grappling a creature, that creature can't cast spells with somatic commponents unless it passes an acrobatics or athletics check DC equal to 8 + your Athletics skill bonus. Athletics 3 Greater Skill Focus (Athletics)
Confabulist When using deception skill to deceive someone, if you fail you can follow up with another skill check with disadvantage to try another deception. If successful, creature ignores your first try. Deception 3 Greater Skill Focus (Deception)
Helpless Prisoner If you are restrained or imprisoned, you can make a deceive skill check against any creatures insight (30ft range). If that creature knows you are dangerous, it gets advantage on insight. If you succeed, the target does something intended to make you a little more comfortable, you gain advantage on your next skill check to try to escape. Deception 3 Greater Skill Focus (Deception)
Kinslayer Deal 1d6 bonus damage per attack when attacking creatures that have the same creature type (and subtype, if applicable) as you. Deception 4 Greater Skill Focus (Deception)
Second Skin When false-faceing gain passive deception, 8+deception bonus. If someone beats that DC, you can roll to try to beat their skill check. Deception 3 Greater Skill Focus (Deception)
Willing Accomplice Ally that is attempting Deception checks to disguise themself as another creature have advantage if in 15 ft from you. Can't use this ablity if deafened or blind. Deception 3 Greater Skill Focus (Deception)
Conceal Spell You can hide a somatic or verbal component of a spell from other creatures. Deception skill check against passive perception for verbal component, sleight of hand for somatic component. Add spells casting level to passive perception of creature you are hidding the spell from. Deception,Sleight of Hand 3 Greater Skill Focus (Deception) Skill Focus (Sleight of Hand)
Careful Reader You gain advantage on saving throws against written magical effects that might occur from reading a book, inscription, scroll, or any other form of writing. History 3 Greater Skill Focus (History)
Historian When you take the Help action to aid another creatures ability check, you can make a DC 15 Intelligence (History) check. On a success, that creatures check gains a bonus equal to your proficiency bonus, as you share pertinent advice and historical examples. To receive this bonus, the creature must be able to understand what youre saying. History 3 Greater Skill Focus (History)
People Reader If you would make a Wisdom (Insight) skill check contested by another persons Charisma (Deception) check, you have advantage on the roll. Insight 3 Greater Skill Focus (Insight)
Shared Insight As an action, you can give an ally in 20ft bonus to a next insight or perception check equal to your wisdom modifier Insight 3 Greater Skill Focus (Insight)
Quick Search You can take the Search action as a bonus action. Investigation 3 Greater Skill Focus (Investigation)
First Aid When stabilizing a creature, you can spend up to 5 uses of healers kit to give it 1 temp health points per use spent. These hit points last for 1 hour. Medicine 3 Greater Skill Focus (Medicine)
Nature Magic You have an ability to cast any 2 cantrips and 1 lvl-1 spell from druid spell list. Caster level is 1. *long rest to replenish. You must be in a natural enviroment to use this. Arcana,Nature 4 Greater Skill Focus (Nature) Greater Skill Focus (Arcana)
Unsanctioned Detection When using Detect evil and good spell, you have advantages on perception rolls and you add your caster level on passive perception. Arcana,Perception 4 Greater Skill Focus (Perception) Greater Skill Focus (Arcana)
Keen Scent You can scent creatures by their smell. You don't need to see someone in 30ft to sense them with perception check. Perception 3 Greater Skill Focus (Perception) Half-Orc
Sentry You can roll a perception check and count it as your passive perception for minutes equal to your level. *short rest Perception 3 Greater Skill Focus (Perception)
Actor You gain advantages on Deception and performance checks when trying to pass your self as a person that you studied visualy for atleast a minute. You can also attempt to mimic speech of another person. You must have heard the person speaking, for atleast a minut. Insight against your Deception allows a listener to determine that the speech is faked. Performance 3 Greater Skill Focus (Performance)
Awe-inspiring Strike After a you score a critical hit or bring an enemy down to 0 HP with a melee attack, you can you use a Bonus Action to choose one creature other than yourself within 60 feet of you who can see you. That creature gains the effect of one Bardic Inspiration die, a d6. Performance 3 Greater Skill Focus (Performance)
Captivating Display When performing to an audience, make a performance check. Everyone must pass a wisdom saving throw or be stunned for a minute. If stop performing during minute, effect stops. *long rest Performance 4 Greater Skill Focus (Performance)
Harmonic Spell You can use your bardic inspiration as a free action after casting a spell that has a verbal commponent. Performance 3 Greater Skill Focus (Performance)
Spectacular Exit If you take Disengage action you can make a performance skill check against wisdom saving throw for all foes in 5ft from you at the start of your movement. Any foes that lose the contest gain disadvantages on attacks until your next round. Performance 3 Greater Skill Focus (Performance)
Betrayer You can attempt a persuasion check against a creature in 10ft from you. If you succeed persuasion check to seem harmless against insight, you can take a 5ft movement, draw weapon and/or attack with adv. If hit, enemy has -2 init. Persuasion 4 Greater Skill Focus (Persuasion)
Commanding Charm You are able to persuade a creature charmed by you on anything short of killing themselves. Persuasion 4 Greater Skill Focus (Persuasion)
Ironclad Logic When you are forcing a point in a verbal duel or trying to persuade someone to change their mind, you gain bonus equal to your int mod on persuasion or deception. Persuasion 3 Greater Skill Focus (Persuasion)
Persuasive Bribery You can attempt a persuasion check for bribary without provoking the target creature. You can add your Int modifier to persuasion checks when attempting bribery. Persuasion 3 Greater Skill Focus (Persuasion)
Sly Draw When you succesfuly do a feint while you have one weapon free, as a bonus action you may make a Sleight of Hand check to draw a light weapon and make an attack with disadvantage with it. Deception,Sleight of Hand 3 Greater Skill Focus (Sleight of Hand) Feint
Deft Catcher You have advantages when trying to catch objects falling in your reach. You can use monks "Deflect Missiles" (profficiency bonus instead of monk level) *short rest. Sleight of Hand 3 Greater Skill Focus (Sleight of Hand)
Quick Draw You can draw an additional weapon during an action. You can draw a hidden weapon (see the Sleight of Hand skill) without needing to use "Use object" action. Sleight of Hand 4 Greater Skill Focus (Sleight of Hand)
Quick Finggered As a bonus action, you can make a Dexterity (Sleight of Hand) check to plant something on someone else, conceal an object on a creature, lift a purse, or take something from a pocket. Sleight of Hand 3 Greater Skill Focus (Sleight of Hand)
Secret Signs When casting a spell, you can contest slight of hand with insight of a creature to hide your somatic spellcasting commponent. Sleight of Hand 3 Greater Skill Focus (Sleight of Hand)
Walking Sleight You can attempt a sleight of hand skill check as a bonus action any time during your movement. Sleight of Hand 3 Greater Skill Focus (Sleight of Hand)
Shady Magic You gain disguise self spell, caster level is char level. *short rest Arcana,Stealth 3 Greater Skill Focus (Stealth) Skill Focus (Arcana)
Careful Sneak You do not apply the armor check penalty for light and medium armor on Stealth skill checks as long as you move half your speed or less. Stealth 3 Greater Skill Focus (Stealth)
Expert Disguise You can take a minute to hide yourself in plain sight. Passive Perception DC 8+stealth to see in plane sight* short rest Stealth 4 Greater Skill Focus (Stealth)
Go Unnoticed All surprised creatures are considered not to have noticed you at the start of combat, begining from first round of combat you can't be targeted while hidden. Effect ends in the same way as being hidden. Stealth 3 Greater Skill Focus (Stealth)
Survival Magic You learn the alarm spell. You can cast it once without expending a spell slot, and you regain the ability to do so when you finish a long rest. Arcana,Survival 3 Greater Skill Focus (Survival) Skill Focus (Arcana)
Conceal Tracks If you move half speed, creatures have disadvantage when tracking you. With a succesful survival check of DC of 15+number of creatures in group you can give this effect to the whole group. Large creatures count as 2, small 0. Survival 3 Greater Skill Focus (Survival)
Outdoorsman You gain rangers "Natural explorer" ability. You can choose only one favored terrain, you don't get additional favored terrains from leveling. Survival 3 Greater Skill Focus (Survival)
Tracker You can use passive survival to track a single creature or a group. 10+survival. Effect stops if you are attacked or distracted. *long rest Survival 3 Greater Skill Focus (Survival)
Flexible Wizardry When you prepare your spells each day, you can choose to keep a number of spell slots equal to your Intelligence modifier (minimum 1) flexibly prepared. Instead of preparing a single spell within each of these slots, you can partially prepare two spells. Anytime after you prepare these flexible slots, you can spend a full-round action to finalize one slot, choosing one of the two spells to be finished and fully prepared in that slot. Schools of Magic 4 Greater Spell Focus
Force Dash As a bonus action you can sacrifice a single spell slot to gain 5ft x spell level +5ft on a single move on your turn. Cantrips can't be spent on this. When moving while affected by force dash, attacks of opportunity against you have disadvantage. *Long rest Schools of Magic 4 Greater Spell Focus
Spell Penetration Ignore resistance when dealing damage with spells that you chose with spell specialization. Schools of Magic 4 Greater Spell Focus
Reward of Life For every 5 pool points spent on healing creatures with lay of hands, you can heal yourself for a number equal to your charisma modifier. Charisma 4 Guided Hand Paladin
Exorcist As full round you can invoke holy rites of your divinity. All undead or possesed creatures in 10ft to roll DC 10+1/2 your level+cha mod or be stunned for 1 round. *long rest Religion 4 Hand of the Beliver
Spellsong You can use up one of your bardic inspirations to cast a spell at 1 level higher slot, without needing to spend a higher slot. Performance 4 Harmonic Spell
Improved Heave You can use Heave when adding str modifier to damage for a successful attack. You count as if you were one size larger for the purpose of determining your carrying capacity. Athletics 4 Heave Strength 17+
Medium Armor Mastery When wearing medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity 16 or higher. Schools of Combat (Soldier) 3 Heavily Armored
Stunning Strike As an attack action, you can take a single attack with a weapon that has bludgeoning damage. If you hit, opponent must pass a DC 10 + str modifier or be stunned for 1 round. If the weapon has heavy quality, add 2 to DC and stun lasts for 1d4 rounds. Schools of Combat (Reckless) 4 Helping Strike
Sycophant As a standard action, you can attempt to force an enemy to show you mercy by succeeding at a Deception check (DC = 12 + the targets Wisdom saving throw bonus). If you succeed, your targets next successful attack against you that brings you to 0 hp will knock you out instead of killing you. Deception 4 Helpless Prisoner
Natures Remedy You can use your herbalism kit and natures knowledge to remove all exhaustion points from a creature. It takes 15 minutes per point (+5 if creature large, -5 if small). DC 15 nature check is needed to be passed for every point. Intelligence,Nature 4 Herbalist Healer
Heroic Recovery After concetrating for 10 minute you can remove half points of exaustion rounded up. When you use Heroic Defiance, you can spend the use of this ability to instead of ignoring one harmful condition for one round, you can remove it totally. *long rest Constitution 4 Heroic Defiance
Padded Light Armor Gain +1 AC if wearing light armor. Schools of Combat (Finesse) 3 Hidden Armor
Crossbow Expert You ignore the loading quality of crossbows with which you are profficient. You don't get disadvantage on attacks when firing a crossbow with one hand. If holding a loaded crossbow, you can use it to make attacks of opportunity. Schools of Combat (Marksman) 4 Hipshooter
Minotaurs Charge When you hit an opponent with a charge attack, you might also initiate a bull rush as a bonus action. Strength 4 Improved Bull Rush Charge
Raging Buldoze While raging, when you attempt a bull rush, you can end your rage to add your constitution modifier to your athletics check and damage. Further, if you bull rush an opponent into a square another creature occupies or into a solid object, the opponent and the creature or object take bludgeoning damage equal to your Strength modifier + your Constitution modifier (target creature gets this damage in addition to normal bull rush damage). Strength 4 Improved Bull Rush Barbarian
Unstoppable Rush You do not provoke an attack of opportunity when performing a bull rush. Strength 4 Improved Bull Rush
Masterful Dirty Trick Effect of dirty trick lasts for 1d4 rounds. Gain +2 on DC. Stacks with improved Dirty trick. Schools of Combat (Dishonor) 4 Improved Dirty Trick
Struggle Stopper If a creature tries to break free from your graple, you can use your reaction to make an attack roll against it. You can only attack with light weapons and unarmed strikes. If you deal damage with that attack, grappled creature must first pass a constitution saving throw with DC = 10 + damage suffered. If failed, that creature can't attempt to break free from the grapple and loses its action. Schools of Combat (Dishonor) 4 Improved Grappler
Perfect Exploit If you pass a DC 25 when rolling for monster lore, your next attack against that creature has bonus on attack and damage equal to your wis + int modifiers. Instead of using this bonus yourself, you can spend a bonus action to give an advantage to the next attack roll against this creature to an ally in 20ft from you. Wisdom 4 Improved Monster Lore
Tavern Brawler As an attack action use unarmed strike against a foe, if it is a hit you can use a bonus action to either try to grapple him or knock him prone. First choose which effect you would want, then opponent rolls a DC 8 + proficiency bonus + your strenght modifier. If failed, apply effect. Schools of Combat (Improvised) 3 Improved Unarmed Strike
Weapon Mastery You can add your proficiency bonus to damage rolls when utilizing the weapon you picked with weapon focus. Schools of Combat (Soldier) 4 Improved Weapon Focus
Catch Off-Guard If you are carrying an improvised weapon and you start a combat by attacking with it, you count as if being hidden for the purposes of the attack. Schools of Combat (Improvised) 3 Improvised Weapon Proficiency
Heavy Lifter You can use stuff that weights 20lb - 10x your strength score lb as improvised weapons. You only get one attack, but it is 2d6 + double your strength modifier. You can use it as thrown weapon, but you have disadvantage and you can only throw it up to 20 ft. Foe that is hit by normal or thrown attack must pass a DC 10 + 2 times your strength modifier or get proned. Schools of Combat (Improvised) 4 Improvised Weapon Proficiency Strength 17+
Improvised Defense Whenever you wield an improvised weapon, you gain a +1 bonus to AC. If you use the improvised weapon to attack, you lose this shield bonus until the beginning of your next turn. Schools of Combat (Improvised) 3 Improvised Weapon Proficiency
Throw Anything Add 10 to both ranges of any thrown weapon you use. You can use anything with mass of 1lb-20lb as an improvised ranged weapon. Schools of Combat (Improvised) 3 Improvised Weapon Proficiency
Combat Distraction As a full-round action, you can choose to do something that seems to serve no useful purpose. Example actions could include laughing at another creatures misfortune, rooting in your pockets for a snack, bending over to pick up what looks like a weird bug, or trying to fly into the air by flapping your arms like a sea gull. Although youre acting like a lunatic, your unpredictable actions are distracting. Any creature within 10 feet of you must pass DC 8 + your perform skill bonus or suffer penalty on all skill rolls, to hit rolls and concentration checks equal to your proficiency bonus, for as long as you continue to be a distraction and remain in range. This penalty stacks with other creatures performing combat distractions, as long as youre both in range to the distracted target. Distraction stops if you get attacked. Performance 3 Intimidating Performance
Drunkards Recovery If you are dying and a creature gives you at least a sip of alcohol (a standard action for an adjacent creature), you immediately stabilize. Constitution 4 Iron Guts
Play to the Crowd You can make an insight check against opponents charisma save. If you succeed, you know what that character wants and you have advantages on persuasion and deception checks when using that knowlidge in an argument. Persuasion 4 Ironclad Logic
Smell Fear Gain advantage on sensing creatures with keen scent if they are frightened. Keen scent is extended to 45ft. Perception 4 Keen Scent
Spear Dancer When using versitile quality when attacking with spears, you can add finesse property to it. Schools of Combat (Finesse) 3 Light and Agile
Skulker You can try to hide when you are lightly obscured from the creature from which you are hiding. If you are hidden, you can move up to 10 feet in the open without revealing yourself if you end the move in a position where youre not clearly visible. Schools of Combat (Dishonor) 3 Lurker
Improvde Mage Grappler While you are grappling a creature, that creature can't cast spells with verbal or somatic commponents unless it passes an acrobatics or athletics check DC equal to 8 + your Athletics skill bonus. Athletics 4 Mage Grappler
Detect Expertise When casting detect magic, you can concentrate for a minute on one object in 30ft to get effects of identify spell on that object. *Long rest Arcana 4 Magevision
Alchemical Bombs You know how to craft compact, volatile collections of chemicals in a fragile container—a bomb. As an Attack action, you can craft and throw a bomb up to 20 feet (or up to 40 feet with disadvantage) as a ranged weapon that does 1d10 damage. When you throw a bomb, you choose if the damage it does is acid, fire, or cold damage. You must have your alchemists supplies in order to create a bomb. Crafting a bomb is DC 20 use alchemist's supply check. If failed, you can't use this ability until long rest. If you forfeit your movement action this turn, you get advantage on crafting. Intelligence 4 Master Alchemist
Serpents Knowledge Applying poison to a weapon or 1 piece of ammunition costs only a bonus action for you. When you craft a vial of basic poison your poison deals 2d6 poison damage, and its saving throw DC becomes 8 + your proficiency bonus + your Dexterity modifier, instead of 10. Intelligence 4 Master Poisoner
Combat Meditation You can spend your meditation roll on attacks. If you spend a meditation roll to gain advantage on a concentration check, you instead pass it automaticaly. Wisdom 3 Meditative Concentration
Heavy Armor Mastery While you are wearing heavy armor, you have resistance on bludgeoning, piercing and slashing damage that you take from non magical weapons. If wearing magical armor, you also have resistance against bludgeoning, piercing and slashing damage that you take from magical weapons. Schools of Combat (Soldier) 4 Medium Armor Mastery
Improved Monster Lore When using monster lore, add a bonus equal to 1/2 of your characters level, rounded up, to your roll. Wisdom 3 Monster Lore Intelligence 15+
Acrobatic Moves Once per move you can treat 20ft of difficult terrain as if it was normal terrain. Stacks with Nimble moves. Acrobatics 3 Nimble Moves
City Sprinter You do not treat crowds as difficult terrain. Also, you don't treat tiled rooftops, slipper streets or sewers as difficult terrain. Acrobatics 3 Nimble Moves
School of Dishonor Gain +1 on damage rolls against surprised and prone foes. Schools of Combat 1 Non-lawful Allignment
Back to Back If you are in 5ft from an ally who has this perk, you can't be flanked. Teamwork 3 One Mind
Broken Wing Gambit If you successfuly hit a foe, you can grant that foe advantage on attack rolls against you. If target foe attacks you, after the attack is resolved any ally with this perk can use attack of opportunity reaction against that foe. Teamwork 3 One Mind
Combat Advice As a move action, designate an ally that has One mind perk and an enemy; your ally gains your proficiency bonus on her next attack roll against that enemy. You must clearly see them both. Teamwork 3 One Mind
Coordinated Shot For the purposes of this perk, instead of using it, you can Ready a single ranged attack. When an ally with One mind perk attacks a foe that you can see with a ranged attack, you can trigger your readied shot and use it to attack the same foe. You both gain +1d4 on your attack and damage. Teamwork 3 One Mind
Distracting Help If an ally has One mind perk, as your help action, you can aid that ally in attacking a creature within 15 feet of you. Teamwork 3 One Mind
Got Your Back If you use your help action to target an ally with One mind perk that is in 5ft from you, that ally gains +2 AC until your next turn. Teamwork 3 One Mind
Seize the Moment When an ally who has One mind perk scores a critical hit against an opponent that you also threaten, as a reaction, you can make an attack of opportunity against that opponent. Teamwork 3 One Mind
Timely Coordination If a same trigger triggers your and your allies ready action, you both gain advantage on attack rolls or skill checks for that action. Ally must have this feat. Teamwork 3 One Mind
Modereatly Armored Gain medium armor proficiency and shield proficiency. Schools of Combat (Finesse) 4 Padded Light Armor
Sense Loyalties After an hour of interaction with a creature, you can contest your insight against creatures wisdom save. If successful, gain knowledge of creatures: what gods does the creature worship, government, leader, or patron a creature is loyal to or worships and its allignment. Insight 4 People Reader
Precision Your ranged attacks with weapons that have ammunition property and for which you have proficiency ignore half cover. Ignore three-quarters cover if your enemy is in half of your weapons short range. Schools of Combat (Marksman) 3 Point Blank Shot
Defensive Stance While you are wielding a glaive, halberd, pike, spear, or quarterstaff, other creatures provoke an opportunity attack from you when they enter your reach. Schools of Combat (Soldier) 4 Polearms Agility
Savage Combatant Once per turn, whenever you roll damage in melee, you can reroll any dice for that attack. You must take the second result. If you do so, you take a -2 penalty on AC until your next turn. Schools of Combat (Reckless) 3 Power Attack
Cleave As part of an attack action, When you hit a foe with a two handed weapon, you can make an additional attack bonus against a foe that is adjacent to the first and within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a 2 penalty to your Armor Class until your next turn. Schools of Combat (Reckless) 3 Powerful Swings
Mutilating Ritualist You can deal d6 damage per hit die of your character to yourself to cast a ritual spell at 1d4 greater level. You can not use sacrificial ritualist when using this perk. Arcana 4 Practiced Ritualist
Sacrificial Ritualist When beggining to cast a ritual spell, you can kill a sentinent creature to cast that spell at 1d4 greater level. You can not use mutilating ritualist when using this perk. Arcana 4 Practiced Ritualist
Bullseye Before making an attack with a weapon that has ammunition property and you are proficient with, you can choose to take a penalty equal to your profficiency bonus. If the attack hits, add damage equal to 2 times your profficiency bonus. Schools of Combat (Marksman) 4 Precision
School of Finesse Gain +1 to attack rolls with finesse weapons. Schools of Combat 1 Proficient with at least one Finesse Weapon
School of Soldier Gain +1 to attack rolls with versatile weapons. Schools of Combat 1 Proficient with at least one Martial Weapon
School of Marksman Gain +1 to attack rolls with ranged weapons if the target is not in cover. Schools of Combat 1 Proficient with at least one Ranged Weapon
School of Recklesness Gain +1 to damage rolls with heavy or two-handed weapons. Schools of Combat 1 Proficient with at least one Two-handed Weapon
Master Poisoner Gain advantage on rolls for DC when using poisoner's kit. Creatures gain disadvantage when trying to sense your poisons in food or drink. When making poisons, you can create a number of doses equal to your Intelligence modifier (minimum 1) at one time. These additional doses do not increase the time required to make them, but they do increase the raw material cost. Intelligence 3 Profficient Poisoner
Master Alchemist You may create mundane alchemical items much more quickly than normal. When making potions, you can create up to two additional potions at one time. These additional potions add 5 to the DC for creating them per peace and they do not increase the time required to make them, but they do increase the raw material cost. When making potions and other alchemical items, you can double the time needed to finish them to get an advantage on DC for crafting them. Intelligence 3 Profficient Scholar
Deadly Dealer You can use playing cards as thrown improvised weapons. Instead of str, use your dex mod for attack rolls and damage rolls. Sleight of Hand 4 Quick Finggered
Thorough Search You can spend 5 min per 5ft of room to find any nonmagicaly hidden objects* short rest Investigation 4 Quick Search
Stopping Throw If you are holding a weapon with thrown quality and noone is in 5 ft from you, your attacks of opportunity are 15ft instead of 5ft. If you hit someone with this attack of opportunity, that foe must pass a DC 10 + your str mod + profficiency bonus. If unsuccessful, that foe must end it's movement in the sqare/hex in which it was hit by your attack. Schools of Combat (Marksman) 4 Quick Thrower
Snapshot When you make a dash action while having your bow in hand, as a bonus action, in any point of your movement, you can make a single attack with your bow. Schools of Combat (Marksman) 4 Rapid Shot
Investigator If you would make a Wisdom (Insight) skill check, you may choose to make an Intelligence (Investigation) skill check in its place Investigation 3 Researcher
Practiced Ritualist Ritual spellcasting either takes 5 minutes of casting time instead of 10 or you can cast the spell as 1 level higher if possible. Arcana 3 Sacrificial Adept
Furious Attack When making a power attack, ignore attack penalty from it. Schools of Combat (Reckless) 4 Savage Combatant
Cloak and Dagger You gain advantage on any Dexterity (Sleight of Hand) checks to conceal a dagger on your person. Schools of Combat (Dishonor) 2 School of Dishonor
Dirty Trick You can attempt to hinder a foe in melee as a standard action. Target needs to pass a dexterity saving throw equal to 10+proficiency bonus+your dexterity modifier or suffer the effect. Examples include kicking sand into an opponents face to blind him for 1 round, pulling down an enemys pants to halve his speed, or hitting a foe in a sensitive spot to make him stunned for a round. The GM is the arbiter of what can be accomplished with this action, but it cannot be used to impose a permanent penalty. If you do not have the Improved Dirty Trick perk or a similar ability, attempting a dirty trick provokes an attack of opportunity from the target of your maneuver. If your attack is successful, the target takes a penalty. The penalty is limited to one of the following conditions: blinded, deafened, restrained or stunned. These effects last for 1 round. Schools of Combat (Dishonor) 2 School of Dishonor
Grappler You can use your action to try to pin a creature Grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both Restrained until the grapple ends. Schools of Combat (Dishonor) 2 School of Dishonor
Lurker When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position. Schools of Combat (Dishonor) 2 School of Dishonor
Dual Wielding You can use two-weapon fighting even when the one handed melee weapons you are wielding aren't light. You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one. Schools of Combat (Finesse) 2 School of Finesse
Duelist If there is only one foe in your reach and if no allies are in 5ft from that foe, you gain a bonus to attack and damage equal to your wisdom modifier (minimum 1). Schools of Combat (Finesse) 2 School of Finesse
Hidden Armor You can use deception skill check to hide the fact that you are wearing light armor. Schools of Combat (Finesse) 2 School of Finesse
Light and Agile All light weapons count as having finesse. Schools of Combat (Finesse) 2 School of Finesse
Improved Unarmed Strike Your unarmed strike uses 1d4 for damage. Schools of Combat (Improvised) 2 School of Improvisation
Improvised Weapon Proficiency Gain proficiency in improvised weapons. In addition, your improvised weapons use 1d6 instead of 1d4 for damage. Schools of Combat (Improvised) 2 School of Improvisation
Defensive Bowman You can make melee attacks with your bow. Treat it as a finesse quarterstaff for a longbow or a d4/d6 versatile quarterstaff for a shortbow. Schools of Combat (Marksman) 2 School of Marksman
Experienced Crossbowman When you use the attack action and attack with a one handed weapon, you can use your bonus action to attack with a loaded crossbow you are holding. Being within 5ft of a hostile creature doesn't impose disadvantage on your ranged attack rolls with crossbows. Schools of Combat (Marksman) 2 School of Marksman
Point Blank Shot Gain +1 on attack and damage rolls made against creatures in half range of your short range. Schools of Combat (Marksman) 2 School of Marksman
Skilled Thrower When you make a ranged weapon attack by throwing the weapon, the attack's normal range is increased by 10 feet, and the long range is increased by 20 feet. Schools of Combat (Marksman) 2 School of Marksman
Blunt Force Whenever you have advantage on a melee attack roll you make with a weapon that has bludgeoning damage and hit, you can knock the target prone if the lower of the two d20 rolls would also hit the target Schools of Combat (Reckless) 2 School of Recklesness
Power Attack Once per turn, before making an attack with a two handed melee weapon, you can choose to gain penalty equal to your profficiency modifier and add twice that much to damage for that attack. Schools of Combat (Reckless) 2 School of Recklesness
Powerful Swings Gain +2 to damage with two handed weapons. Schools of Combat (Reckless) 2 School of Recklesness
Blade Mastery Gain +1 on all attack rolls with weapons that have slashing damage. Schools of Combat (Soldier) 2 School of Soldier
Heavily Armored Gain +1 AC if wearing heavy or medium armor Schools of Combat (Soldier) 2 School of Soldier
Sentinel As a reaction, you can grant an ally in 5ft who doesn't have a shield from you your shields AC bonus. Schools of Combat (Soldier) 2 School of Soldier
Underarm Grip When using a polearm you can use two-handed attacks with only one hand. You have disadvantage on those attacks. If using this perk, do not add ability modifiers to your damage. Schools of Combat (Soldier) 2 School of Soldier
Weapon Focus Choose one martial weapon that you are proficient in. Gain +1 to attack rolls with this weapon. Schools of Combat (Soldier) 2 School of Soldier
Fool Magic When you are in disguise as a member of a particular race or a person of a particular alignment, you can use your Deception bonus instead of your Arcana bonus to emulate that race and alignment for the purpose of attempting to activate a magic item. Arcana,Deception 4 Second Skin Skill Focus (Arcana)
Pass For Human Gain advantages when making a deception skill check to disguise yourself as a human. Deception 4 Second Skin Half-Elf, Half-Orc
One Mind If ally in 5ft with this perk has blinded condition and you don't, that ally can ignore that condition while you are in 5ft. If you can see an invisible creature, so can an ally with this perk while in 5ft from you. Teamwork 2 Secret Language
Tandem Flanking If you and an ally with this perk are adjacent to an opponent, you are both considered to be flanking that opponent, regardless of your actual positioning. Teamwork 4 Seize the Moment
Shield Bash As an attack action, instead of attacking with your weapons, you can attack with your shield. Damage is bludgeoning 1d4 + Str modifier. If it hits, if the target creature is your size or smaller it makes an athletics check against DC 10 + damage taken. If failed, creature is stunned for 1 round as is pushed 5ft away from you. If successful, it is only pushed 5ft away from you. Schools of Combat (Soldier) 3 Sentinel
Master Sentry When using sentry, you gain advantage on that perception skill check which counts for your passive perception. You can't be surprised while sentry is active. Perception 4 Sentry
Improved Shady Magic You gain invisiblity spell, but can only cast on self and it lasts minutes equal to your profficiency bonus. *short rest Arcana,Stealth 4 Shady Magic Skill Focus (Arcana)
Portable Barrier If you arent incapacitated, you can add your shields AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you. If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect. Schools of Combat (Soldier) 4 Shield Bash
Greater Skill Focus Choose a skill for which you have skill focus. You gain bards "Expertise" class ability for that skill. You can not use bards expertise twice on this skill. Skill 2 Skill Focus
Nimble Moves Once per move you can treat 10ft of difficult terrain as if it was normal terrain. Acrobatics 2 Skill Focus (Acrobatics)
Tree Leaper When you are in a tree, you count as having a running start when you jump. Acrobatics 2 Skill Focus (Acrobatics)
Corsair Gain advantage on acrobatic checks on ships and gain profficiency bonus on initiative rolls while on ships. Acrobatics,Dexterity 3 Skill Focus (Acrobatics) Ability Focus (Dexterity)
Animal Trainer You have advantage on Wisdom (Animal Handling) checks made to train and command animals Animal Handling 2 Skill Focus (Animal Handling)
Esoteric Trickster Gain one use of spells mage hand and prestidigitation. *short rest Arcana 2 Skill Focus (Arcana)
Sacrificial Adept If you coup de grace a creature before casting a ritual spell, additional casting is 1 minute instead of 10. Arcana 2 Skill Focus (Arcana) Evil Allignment
Childlike Passive deception of 10+deception bonus when trying to disguise as a human child. You can ignore any prequirements for Pass for Human perk. Deception 2 Skill Focus (Deception) Halfling
Feint Instead of single attack, you can use deception against insight. If successful, your next attack has advantage against target creature. Deception 2 Skill Focus (Deception)
Taunt You can demoralize opponents using Deception rather than Intimidate and take no skill check penalty for being smaller than your target. Deception,Intimidation 3 Skill Focus (Deception) Demoralize
Cartographer Gain proficiency in cartographers tools. If you navigate using a map you have advantage on Wisdom (Survival) checks to get to any place that you have mapped. History 2 Skill Focus (History)
Thoughtful Discernment Once per long rest as a bonus action, you can think back about a single statement you heard in the last day and determine if it was a lie. Take an insight skill check, DC is determined by your DM. If successful, you realize if it was a lie or not. Insight 2 Skill Focus (Insight)
Demoralize As a standard action, you can target a creature in 20ft from you. Contest your intimidate vs DC 10+ targets hit dice + target wisdom saving bonus. If successful target creature has penalty to all attack rolls, saving throws, skill checks, and ability checks equal to your profficiency bonus until your next round. Gain disadvantage if you are smaller size then the target. Intimidation 2 Skill Focus (Intimidation)
Disarming Threat When you intimidate someone to by friendly toward you, after the effect expires, that person will not be unfriendly and won't take any actions to report you. Intimidation 2 Skill Focus (Intimidation)
Researcher In any settlement that is the size of small town or bigger, you can spend 1d4 hours researching to gain a advantage on a single Religion, History, Medicine or Nature check. Investigation 2 Skill Focus (Investigation)
Field Medic You can use a healer's kit to heal creatures. For every two uses spent, you heal 1d4. Healing take number of minutes equal to uses spent. Intelligence,Medicine 3 Skill Focus (Medicine) Profficient Scholar
Herbalist Healer You can use herbalism kits as if they were healer's kits. Intelligence,Nature 3 Skill Focus (Nature) Profficient Scholar
Animal Call You can use your deception skill to mimic the calls of animals that you heared before. Can use nature check to detect that it's a false sound. Nature,Performance 3 Skill Focus (Nature) Skill Focus (Performance)
Alertness Gain advantages on saving throws against sleep and charm effects for a number of times equal to your. Wisdom modifier. *long rest Perception 2 Skill Focus (Perception)
Eagle-eyed You can see to a considerable distance without penalty. Ignore disadvantage to perception due to distance. Perception 2 Skill Focus (Perception)
Intimidating Performance Instead of rolling intimidate skill check when intimidating someone, you can roll a performance skill check instead and count it as intimidate. Performance 2 Skill Focus (Performance)
Believer's Boon You learn the thaumaturgy and detect evil and good spells. You can cast detect evil and good once without expending a spell slot, and you regain the ability to do so when you finish a long rest. Religion 2 Skill Focus (Religion)
Burglar You gain proficiency with thieves tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them. Stealth 2 Skill Focus (Stealth)
Urban Forager You may use the Survival skill to forage and track in urban locations Survival 2 Skill Focus (Survival)
Quick Thrower Being within 5 feet of a hostile creature doesn't impose disadvantage on your thrown weapon attack rolls. You can pull an additional throwing weapon for free during your turn. Schools of Combat (Marksman) 3 Skilled Thrower
Backstab You gain Rogue class ability Sneak attack, but you don't gain damage increase, it is always 1d6. If you have levels in Rogue class, you instead gain +1 on every sneak attack dice rolled. Schools of Combat (Dishonor) 4 Skulker
Spear Master Spears have reach property when you use them. Gain +2 on damage when using spears with both hands. Schools of Combat (Finesse) 4 Spear Dancer
Spell Specialization Select one spell of the school for which you have taken the Spell Focus perk. Treat your caster level as being two higher for all level-variable effects of the spell. Every time you gain an even level in the spellcasting class you chose your spell from, you can choose a new spell to replace the spell selected with this feat, and that spell becomes your specialized spell. Schools of Magic 2 Spell Focus
Greater Spell Focus Add +1 to the Difficulty Class for all saving throws against spells from the school of magic that you selected with spell focus. Schools of Magic 3 Spell Specialization
Improved Stalwart If you haven't moved this turn, you get the effect of dodge action. You can not use this ability if you already took a dodge action. Constitution 4 Stalwart
Free Spirit You can gain advantage on any roll to resist mind-affecting effects or to escape grapple and any bonds. *short rest Charisma 3 Steadfast Personality
Fearless Immune to any fear effects. You can not be Frightened. Wisdom 4 Stoic
School of Improvisation Your unarmed attacks deal 1d4 damage instead of 1. If you have atleast a level in monk class, instead you get +1 to damage per attack. Schools of Combat 1 Strength Or Dexterity 15+
Lucky Halfling When one of your allies within 30 feet makes a saving throw, you may roll the same saving throw as if you were the subject to the effect requiring it. You may use this ability after your ally rolled, but before the GM declares if the roll was a success or failure. Your ally may choose to use your saving throw in place of his own. Uses equal to your charisma modifier. *long rest Charisma 4 Strong Comeback Halfling
Catfall You have resistance from falling damage. When you take damage from a fall effect, you can ignore prone effect if you pass a dexterity saving throw with DC equal to damage taken. Dexterity 4 Sure Grasp
Martial Artist You count as having a secondary unarmed strike. You unarmed strikes have light property. You can use your unarmed strike as an off hand weapon for the purposes of two weapon fighting, exept you don't lose your ability modifier bonus on damage. Schools of Combat (Improvised) 4 Tavern Brawler
Far-roaming Familiar You retain your communicate with each other telepathically regardless of distance, though lead blocks the link at distances greater than 1 mile. Arcana 4 Telepathic Link
Deadly Throw Your thrown weapons deal 1d6 bonus damage. Schools of Combat (Improvised) 4 Throw Anything
Confounding Tumble If you use tumble against creatures attack of opportunity, and that creature misses, your first attack against that creature has advantage this turn. Acrobatics 4 Tumble
Swift While you are wearing light or no armor, your base speed increases by 10 feet. You lose the benefits of this feat if you carry a medium or heavy load. Dexterity 4 Twist Away
Greater Alertness You can't be surprised while you are conscious. Other creatures don't gain advantage on attack roll against you as a result of being hidden from you. Perception 4 Uncanny Alertness
Improved Initiative Gain +4 on initiative Perception 4 Uncanny Alertness
One Eye Open Your passive perception counts even when your are sleeping. Perception 4 Uncanny Alertness
Polearms Agility When you take the Attack action and attack with only a glaive, spear, halberd, or quarterstaff, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapons damage die for this attack is a d4, and it deals bludgeoning damage. Schools of Combat (Soldier) 3 Underarm Grip
Parrying Stance On your turn, you can use your reaction to assume a parrying stance, provided you have the weapon in hand. Doing so grants a +2 bonus to your AC until the start of your next turn or until you're not holding the weapon. Schools of Combat (Soldier) 4 Vipers Reflexes
Battle Focus You may reroll any rolls of 1 when attacking in combat. Schools of Combat (Practice) 2 Weapon Diversity
Improved Weapon Focus Gain +1 AC while using the weapon you picked with weapon focus. Schools of Combat (Soldier) 3 Weapon Focus
Natural Spell You can complete the verbal and somatic components of spells while using wild shape. Intelligence 4 Wild Speech Druid
Esoteric Linguistics You can concentrate for an hour on any magical script including scrolls, spellbooks, writings on the wall, etc... and gain effect of identify spell. *long rest Arcana,Intelligence 4 Xenoglossy Skill Focus (Arcana)
Ability Focus Choose one ability for which you have proficiency on saves. Gain 1 reroll for any save rolls or ability checks*short rest Ability 1
Weapon Diversity You can not pick a weapon that you are not profficient in. Become profficient with it. You can pick this perk multiple times. Schools of Combat (Practice) 1
Skill Focus Choose one skill that you are profficient in. Gain 1 reroll that you can use on that particular skill check. *short rest Skill 1
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