![]() If either weapon has the Thrown property, you can throw the weapon, instead of making a melee Attack with it. You don’t add your ability modifier to the damage of the bonus Attack, unless that modifier is negative. When you take the Attack action and Attack with a light melee weapon that you’re holding in one hand, you can make an additional Attack with a different light melee weapon that you’re holding in the other hand as part of the Attack Action. Multiple Weapon DrawingĮvery time you make an attack as an action or bonus action, you can draw a weapon and use it as part of the same attack. Improvised Weaponsĭeal 1d8 + Strength modifier damage if it is wielded in two-hands. On a success, the creature regains hit points equal to the amount the check passed the DC by, plus its Constitution modifier (Minimum 1).Ī creature that regained Hit Points in this way must complete a short- or long rest before it can do so again. ![]() You may use a Healer's Kit to spend 1 minute attempting to heal a creature's wounds. If the attack hits anyways, you reduce the damage of the attack by an amount equal to your proficiency bonus + your shield AC bonus if you are wielding one. You can use your reaction to impose disadvantage on an attack roll that would hit an allied creature within 5ft of you being targeted by a creature you can see. ![]() ![]() When you are wielding a single melee weapon you gain a +2 bonus to damage rolls with that weapon. This revised feat list uses the following home rules and additions for it to work. All in all I feel they make for a more balanced playing experience. This is a large overhaul of a majority of feats available that I found problematic either for their lack of desireablity under most any circumstances, like Grappler, or feats that were just must haves like Lucky or Sharpshooter. ![]()
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