Feats (Dragon Ball Supplement)

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Feats

The following feats presented on this page will only include reworked official feats that fit this setting and new feats introduced for the sake of this setting. In addition to all official feats, the following feats are available to characters with levels in the Martial Artist class.


Aberrant Magiblood

Prerequisites: No other Magiblood.
You have manifested an aberrant form of magical power that has either descended from your bloodline or manifested due to a unique culmination within you. You gain the following benefits:

  • Increase one Ability Score by 1, to a maximum of 20. If you are above 20th level when you gain this feat, you can increase the chosen Ability Score by 1, up to a maximum of 30, instead.
  • You learn a cantrip of your choice from any class spell list. In addition, choose a 1st-level spell from the spell list of the learned cantrip. You learn that spell and can cast it through your magiblood. Once you cast it, you must finish a short or long rest before you can cast it again through the magiblood. The Ability Score increased by this feat is your spellcasting ability for these spells.
  • When you cast the 1st-level spell through your mark, you can expend one of your Hit Dice and roll it. If you roll an even number, you gain a number of temporary hit points equal to the number rolled or regain a number of ki points equal to the number rolled (your choice). If you roll an odd number, one random creature within 30 feet of you (not including you) takes force damage equal to the number rolled. This damage cannot be reduced in any way. If no other creatures are in range, you may give one creature you can see disadvantage on the next attack roll, saving throw, or ability check they make instead.

Greater Aberrant Magiblood

Prerequisites: Aberrant Magiblood feat, 10th Level or Higher
Your magical power granted due to the aberrant magiblood within you has heightened to its pinnacle. You gain the following upon taking this feat:

  • You gain one boon, which is determiend randomly or chosen by your DM.
  • Permanently reduce your Hit Dice by 1. Your Hit Point Maximum is reduced by an amount equal to a roll of your hit die plus your Constitution Modifier (minimum reduction of 1). This reduction can't be reversed by any means short of a wish spell or something similar.

Charger

Whenever you would benefit from the dash action, you can make one attack or shove a creature as part of benefitting from the dash action. If you move at least 10 feet in a straight line immediately before making this attack or shove, you either gain a +5 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).

Keen Awareness

Prerequisites: Wisdom 14 or higher
Your heightened senses and quick reflexes make you keenly aware of your surroundings and adept at navigating dangerous terrain. You gain the following benefits:

  • Increase your Wisdom score by 1, to a maximum of 20. If you are above 20th level when you gain this feat, you can increase the Ability Score up to a maximum of 30 instead.
  • You gain a +5 bonus to your passive Wisdom (Perception) score.
  • You have advantage on initiative rolls.
  • You have advantage on saving throws against traps and hazards, and you can't be surprised while you are conscious.

Enduring Physique

Prerequisites: Constitution 14 or higher
You have a body honed by rigorous training and battle, granting you exceptional endurance and resilience. You gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20. If you are above 20th level when you gain this feat, you can increase the Ability Score up to a maximum of 30 instead.
  • Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
  • Whenever you roll a Hit Dice to regain hit points, you may double the result of the rolled Hit Die.
  • You have advantage on saving throws to prevent exhaustion, and against the effects of exhaustion.

Basic Ki Adept

Prerequisites: The ability to use one technique with a Ki Cost.
Choose a number of techniques you know equal to half your proficiency bonus. You may change the chosen techniques during a long rest. When you use the chosen techniques they gain one of the following benefits:

  • The technique ignores any damage resistances.
  • You may increase its damage die by 1 tier (1 > d4 > d6 > d8 > d10 > d12 > d20) to a maximum of a d20.

Advanced Ki Adept

Prerequisites: Basic Ki Adept feat, 15th level or higher
Your adeptness with Ki has increased to the point even a weak attack can be strong, and you can alter your abilities even faster. This feat replaces the Basic Ki Adept feat. Choose a number of techniques you know equal to half your proficiency bonus. You may change the chosen techniques during a short rest. When you use the chosen techniques they gain one of the following benefits:

  • The technique ignores any damage resistances.
  • Creatures have disadvantage against any saving throws the technique forces a creature to make.
  • You may gain advantage on any attack rolls or saving throws it incurs.
  • You may increase the damage die of the chosen techniques by 1 tier (1 > d4 > d6 > d8 > d10 > d12 > d20) to a maximum of a d20. If the damage die is already at a d20, add an additional damage die instead.

Ultimate Ki Adept

Prerequisites: Advanced Ki Adept feat, 23rd level or higher
You have mastered your usage of Ki to the point where altering your abilities simply takes seconds, and the weakest of moves is incomprehensible to a beginner with Ki. This feat replaces the Advanced Ki Adept feat. Choose a number of techniques you know equal to half your proficiency bonus. You may change the chosen techniques as a full turn action, and can only do so twice per minutep. The chosen techniques gain the following benefits:

  • The technique ignores any damage resistances and immunities.
  • Creatures have disadvantage against any saving throws the technique forces a creature to make.
  • You may gain advantage on any attack rolls or saving throws it incurs.
  • You may increase the damage die of the chosen techniques by 1 tier (1 > d4 > d6 > d8 > d10 > d12 > d20) to a maximum of a d20. If the damage die is already at a d20, add an additional damage die instead.
  • You may treat any 1 on a damage die made with the chosen technique as a 2.

Speed Training

Your movement speed increases by 10 feet, and you may reduce the amount of movement you must spend to stand up when prone by 5 feet. Additionally, you may reduce the number of feet you must move to make a running long jump or a running high jump by 1 foot. You can take this feat up to 6 times.

Nimble Stride

Prerequisites: At least one instance of the Speed Training feat
Your agility and athleticism has allowed you to move with exceptional speed and fluidity, whether it be on the ground or in the air. You gain the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20. If you are above 20th level when you gain this feat, you can increase the Ability Score up to a maximum of 30 instead.
  • You ignore difficult terrain.
  • Climbing and swimming don't cost you extra movement.

Battle Instinct

Prerequisites: Wisdom and Intelligence 14 or higher
Your mind is honed for combat, granting you exceptional awareness and tactical insight on the battlefield. You gain the following benefits:

  • Increase your Wisdom score by 1, to a maximum of 20. If you are above 20th level when you gain this feat, you can increase the Ability Score up to a maximum of 30 instead.
  • You have advantage on Insight, Arcana, and Perception checks made to discern how a technique functions once you have seen it used at least once.
  • You can perfectly recall the details of any battle or combat encounter you've participated in within the last year, including the tactics employed, positions of allies and enemies, and significant events that occurred within the battle or combat encounter.
  • You may still take an action or reaction when surprised but can't move.

Adaptive Armor Training

Prerequisites: Strength or Dexterity 14 or higher, and proficiency in at least one type of armor.
Your training and experience with armor have allowed you to adapt to various styles of protection, whether light or heavy, enhancing your defensive capabilities. You gain proficiency in light, medium, and heavy armor. Additionally, you can don or doff armor in half the time required, rounded down, to a minimum of 6 seconds (1 round). While wearing armor, you can benefit from a feature that requires you to not be wearing armor as normal. If you benefit from Unarmored AC while wearing armor, instead of gaining the benefits of the armor, you may replace one stat modifier in your AC with your proficiency bonus.

Flying Combatant

Prerequisites: A flying or hovering speed.
You are skilled at flying through the air in combat, using your ability to maneuver through the skies to gain the upper hand. While you are benefitting from a flying or hovering speed, you have advantage on attack rolls against creatures that are not benefitting from a flying or hovering speed, you may only gain this benefit once per turn for each creature. Additionally, once per turn you can make one attack roll from a creature benefitting from a flying or hovering speed suffer disadvantage.

Magical Luck

Prerequisites: The ability to cast at least one spell
You can utilize your magical abilities to mystically lend your companions heightened luck whenever you see them falter. When an ally you can see within 30 feet of you rolls a 1 on a d20 for an attack roll, ability check, or saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll.

True Fear

Prerequisites: Frost Demon Race or Demon Realm Race or Majin
Whenever you are angered, you begin to release a burst of primordial menace toward your targets. You gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20. If you are above 20th level when you gain this feat, you can increase the Ability Score up to a maximum of 30 instead.
  • As a bonus action you release this anger directed at each creature of your choice within 40 feet of you, forcing them to make a Wisdom Saving Throw (DC 8 + your proficiency bonus + Charisma modifier). A target automatically succeeds on the save if it can't hear or see you and it can't sense you. On a failed save, a target becomes frightened for 1 minute. If the frightened target takes damage from any source other than you, it can repeat the saving throw, ending the effect on itself early on a success.

Bio-Armor

Prerequisites: Frost Demon Race
You manifest a form of excessive armor as scales around your body that you form as Bio-Armor to increase your capabilities. You gain the following benefits:

  • Increase your Strength, Constitution or Dexterity score by 1, up to a maximum of 20. If you are above 20th level when you gain this feat, you can increase the Ability Score up to a maximum of 30 instead.
  • Your natural body hardens. While you aren't wearing armor, you gain a bonus to your Armor Class equal to half your proficiency bonus, rounded down (minimum 1).

Namekian Fortitude

Prerequisites: Namekian Race
Your regenerative abilities have been heightened thanks to increased fortitude, allowing you to see better results. You gain the following benefits:

  • Increase your Constitution score by 1, up to a maximum of 20. If you are above 20th level when you gain this feat, you can increase the Ability Score up to a maximum of 30 instead.
  • When you use the Regeneration trait to regenerate and heal a limb, reduce the necrotic damage you would take by half, rounded down (to a minimum of 1).
  • When you use the Regeneration trait to expend hit die to regenerate hit points, you can add your Constitution modifier to the spent hit die.

Magical Fortitude

Prerequisites: Majin Race
Your ability to regenerate through innate magic has heightened, hastening its abilities to heal you, as the blood of the original Majin flows through your veins. You gain the following benefits:

  • Increase your Constitution score by 1, up to a maximum of 20. If you are above 20th level when you gain this feat, you can increase the Ability Score up to a maximum of 30 instead.
  • When you benefit from the effects of the Dodge action or the Stand Ground technique, you can spend 1 Hit Dice to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).

Demon High Magic

Prerequisites: Demon Realm Race
You learn more magic typical of Demon Realm Race members. You learn the Detect Magic spell and can cast it at will, without expending a spell slot. You also learn Levitate and Dispel Magic, each of which you can cast once without expending a spell slot. You regain the ability to cast the spell in this way when you finish a long rest.

Cerealian Acuity

Prerequisites: Cerealian Race
Your Red Eye heightens your accuracy for attacks to a new level. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:

  • Increase your Dexterity, Intelligence, or Wisdom score by 1, to a maximum of 20. If you are above 20th level when you gain this feat, you can increase the Ability Score up to a maximum of 30 instead.
  • When you make an attack roll using dexterity, intelligence or wisdom, you can spend 4 Ki Points to make the attack roll at advantage.
  • Whenever you have advantage on an attack roll using Dexterity, Intelligence, or Wisdom from multiple sources you may use your bonus action or reaction to roll the attack roll as many times as instances of advantage and take the highest roll.

Phantom Fade

Prerequisites: Vanishing Cosmic Illusion Technique
You have mastered the ability of illusion magic. Your mastery over Vanishing Cosmic Illusion has heightened your ability to fade away when you suffer harm. Immediately after you use the Vanishing Cosmic Illusion technique, as part of the same reaction you can magically become invisible until the end of your next turn, or until you attack, deal damage, or force someone to make a saving throw.

Hell Flames

You learn to call on hellfire to serve your commands. You gain the following benefits:

  • Increase your Intelligence, Charisma, or Wisdom score by 1, to a maximum of 20. If you are above 20th level when you gain this feat, you can increase the Ability Score up to a maximum of 30 instead.
  • When you roll fire damage, you can reroll any roll of 1 on the fire damage dice but must use the new roll, even if it is another 1.
  • Whenever you deal fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don't harm you or your possessions and shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 + your Ki Attack Modifier fire damage.

Infernal Constitution

Prerequisites: Demon Realm Race
Your Demon Blood runs strong in you, heightening your resilience to effects akin to that of the harshest of places in the Demon Realm. You gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20. If you are above 20th level when you gain this feat, you can increase the Ability Score up to a maximum of 30 instead.
  • You gain immunity to cold and necrotic damage, and resistance to poison damage.
  • You have advantage on saving throws against being poisoned.

Saiyan Brutality

Prerequisites: Saiyan Race
Your ferocity burns tirelessly during combat, seeping into your fighting style to allow you to conjure more force in your attacks. You gain the following benefits:

  • Increase your Strength or Dexterity score by 1, up to a maximum of 20. If you are above 20th level when you gain this feat, you can increase the Ability Score up to a maximum of 30 instead.
  • When you hit with an attack, you can roll one additional damage dice and add it as extra damage of the same type as the attack's damage. You can only use this ability once per turn.
  • Immediately after you use the Further Beyond or Saiyan Power trait, you can use your reaction to take the attack action, cast a technique with no charge time, or cast a spell with a casting time of 1 action or bonus action.

Prodigy

You have a knack for learning new things. You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice. Additionally, one skill in which you have proficiency becomes expertise, which you choose when you select this feat. When you make checks for or with the chosen skill, double your proficiency bonus.

Resistance Training

Your maximum hit dice increase by 2 dice. This also increases your maximum hit points in the same manner as gaining 2 additional levels. You can take this feat multiple times.

Spiritualism Training

Your maximum ki points increase by 2. For every additional instance of this feat, you gain 1 additional ki point. This additional ki point does not carry over to subsequent instances of this feat. You can take this feat multiple times.

Technique Training

You learn two Techniques of your choice that can be taken at your character's Martial Artist level. These Techniques can go above your Technique limit. You can take this feat up to 6 times.

Technique Memory Training

Two Techniques count as half of what they would normally cost toward your Technique limit. You can take this feat up to 6 times.

Mutant

Prerequisites: Must be taken as your first feat.
You're born with a remarkable fighting power distinct compared to the baseline of your race, although harder to control. Any Form transformation you're in gains a bonus to one of its ability scores equal to your proficiency bonus (rounded down) while increasing the cost to maintain the form by the proficiency bonus as well (rounded up). This will apply to forms that don't have ki drain as well and can be nullified only by a Grade 6 Transformation. This feat may only be applied to one form at a time when using multiple.

Technique Enhancement

2 Techniques of your choice that deal damage besides ki blast permanently gain 1 additional damage dice or 1 Technique of your choice permanently gains 2 additional die (This only applies to the initial damage in charging). You can take this feat up to 3 times.

True Warrior

When you roll a 1 during an attack roll in battle, you can reroll it and use the new roll instead. This cannot be selected more than once, and can only be done once per battle, regaining use of this feat at the end of a short rest.

Evolved Warrior

Prerequisites: True Warrior Feat
When you would roll a 1 during an attack roll in battle, you can reroll it and use the new roll instead. This cannot be selected more than once, and can only be done three times per battle, regaining use of this feat at the end of a short rest. This replaces the “True Warrior” feat.

Body of Poison

Prerequisites: Frost Demon Race
Your body produces a deadly poison that is stored within your tail. You have an advantage on saving throws against being Poisoned and you have resistance to Poison Damage. Additionally, Twice per short rest when you use your tail and hit a creature that isn't a Construct or Undead, you can force the targeted creature to make a Constitution saving throw with a DC of 10 + your Constitution Modifier + your Proficiency Bonus. On a failed save they become poisoned for 1 minute, rolling a Constitution saving throw at the end of each of their turns and ending this effect early on a success.

Demonic Forgery

Prerequisites: Demon Race
Your demonic abilities continue growing at an increasingly alarming rate, letting you not only become a master at weaponry, but also the ability to create weapons through magic. You become proficient in two weapons of your choice. Additionally, you can use a free action and a dark point to create any weapon you have proficiency in, the created weapon lasts for 1 minute.

Revenant Blade

Prerequisites: Demonic Forgery feat
Your abilities with the forged weapon you have created has heightened to that of mastery over your weaponry, allowing you to become that much more dangerous with it. You gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20. If you are above 20th level when you gain this feat, you can increase the Ability Score up to a maximum of 30 instead.
  • While you are holding a weapon created by the Demonic Forgery trait, you gain a +1 bonus to your Armor Class and Attack Rolls, and a +1 to the damage dice of the weapon.

Bubble Nimble

Prerequisites: Majin Race
You are uncommonly nimble for your race. You gain the following benefits:

  • Increase your Dexterity score by 2, to a maximum of 20. If you are above 20th level when you gain this feat, you can increase the Ability Score up to a maximum of 30 instead.
  • Increase your walking speed by 5 feet.
  • You may spend 2 ki points when you make an Athletics or Dexterity Check to gain advantage on the roll.
  • You gain proficiency in the Acrobatics or Athletics skill (your choice). If you are already proficient in both skills, you gain proficiency in one other skill of your choice

Enchantment Magic

Prerequisites: The ability to cast at least one spell
You have inherited the innate spellcasting ability to prevent detection. You can cast Nondetection on yourself at will, without needing material components. You can learn the Blindness/Deafness, Blur, Longstrider, Pass Without Trace, and Disguise Self spells and cast them once each without expending a spell slot. You regain the ability to cast these spells in this way when you finish a long rest. Wisdom is your spellcasting ability for these spells

Demon Wings

Prerequisites: Namekian, Demon Clan or Demon Realm Race
You sprout a pair of demonic wings. With your wings, you have a flying speed equal to your movement speed if you aren’t wearing heavy armor and aren’t exceeding your carrying capacity, or half as much if you are wearing heavy armor or are exceeding your carrying capacity. You can take this feat multiple times, each time increasing your flying speed with your wings by 10 for each instance of this feat after the first.

Namekian Priest

Prerequisites: Namekian, Dragon Clan
You are a descendant of the mystic namekian sages of old, and you tap into your lifeblood to further develop yourself. Your maximum Ki Points increase by 2, and whenever you cast a spell or use a Ki Technique that would heal either yourself or others, the target is healed by double the original value. You can take this feat up to 2 times.

Warrior Champion

Prerequisites: Namekian, Warrior Clan
You are a descendant of the ancient namekian warriors, and you tap into your lifeblood to further develop. Increase your Strength score by 1, to a maximum of 20. When an ally you can see within 5 feet of you is the target of a creature’s attack roll, you can use your reaction to leap between your ally and the enemy, causing the attack to strike you instead. You can take this feat up to 3 times, and for every additional instance of this feat the distance you can see to react increases by 10 feet.

Ultimate Namekian

Prerequisites: Namekian, Namekian Fusion
After fusing, you've become an Ultimate Namekian. This feat may only be taken after undergoing Namekian Fusion, and it grants you a number of feats equal to your proficiency bonus. The feats granted in this way can only be used to take feats that either of your components has taken.

Toned Body

Your carrying capacity and the weight you can push, drag, or lift is doubled. And you get a bonus equal to half your proficiency bonus on all Strength checks.

Blood of Magic

All attacks additionally count as magical to overcome non-magical resistances if they didn’t already, if they did, attacks affected by both effects gain a +1 to their attack and damage rolls.

Way of Magic

Prerequisites: Blood of Magic Feat
Your proficiency in magic is increasing as you tap into your Blood and develop a Way of Magic. Choose any Damage Type from bludgeoning, fire, cold, lightning, thunder, or acid, once each turn when you hit a creature with an attack, you can cause the attack to deal an additional 1d8 damage of the chosen damage type.

Branch of Magic

Prerequisites: Blood of Magic Feat, Way of Magic Feat
Your magical capabilities are reaching their peak. When you deal damage you may change it into the damage type you chose in Way of Magic for 1 ki point, additionally, once per turn when you deal the chosen damage type you can expend 3 ki points force the target to make a constitution saving throw equal to 8 + Your Constitution modifier + Your Proficiency Bonus, or else be given a status effect dependent on the damage type until the end of their turn. (Bludgeoning - Rasped, Fire - Burned, Cold - Chilled, Acid - Pained, Lightning / Thunder - Spasmic


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