Human Prowess: Shadowcraft (5e Feat)

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Human Prowess: Shadowcraft

Prerequisites: human race, proficiency with thieves' tools and/or the stealth skill
You weren't born with any natural propensity for stealth or subterfuge, but your inborn shortcomings offer you a chance to innovate the arts of thievery. When you take this feat, you gain the following benefits:

Clean Escape

As an action, you may select up to 3 creatures within 20 feet of you that can see you. These creatures are charmed by you until the end of your next turn, but will not act or take commands from you. If you are not within their line of sight when this effect ends, they forget that you were there. This feature does not work on creatures that are immune to the Charmed condition. This does not, however, prevent you from being discovered again.

Once you have used this feature, you may not do so again until you complete a long rest.

Tricks of the Trade

You learn a new trick for your "honest" side business. Select one of the following options. You may not change this decision.

-Innocent "Accident": When you make a Dexterity (sleight of hand) check to pickpocket an item that weighs no more than 1 pound, you may also bump into the person to grant yourself an additional 1d6 to that check. This feature does not work more than once on the same creature.

-Open Door Policy: When you make an ability check with your thieves' tools to open a locked container or door whose DC is 18 or lower, you may jam your lockpick to open the lock, but lose use of your thieves' tools until you purchase a new lockpick for 5 GP.

-Pocket Grease: While restrained, when you make a Strength (athletics) or Dexterity (acrobatics) check to escape a grapple or bindings, you may choose to grant yourself an additional 1d6 on that check. You may do this three times a day.

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