If the potion is drunk no more than 1 hour after the short rest ends, the creature drinking the potion can forgo the potion’s die roll and regains the maximum number of hit points that the potion can restore. You also learn warding wind and water breathing, each of which you can cast once without expending a spell slot. Orcish Fury (Half-orcs only): This feat is not normally good, but it does have its place with the noble Barbarian class. When you hit with a bite attack, you can choose to deal 2d6 additional poison damage to the target. If that wasn’t good enough, enemies can’t disengage to avoid opportunity attacks. When you create a device, choose one of the following options: Choose one ability score.
Teleportation, instant communication across vast distances—these services are rare, remarkable, and largely unique to the dragonmarked houses. Additionally, you can use a Healer’s Kit to heal a target once for 1d6 + 4 + a target’s level. Once you use this ability, you can’t do so again until you’ve finished a short or long rest.
Until the end of this turn, your attack rolls with a flail gain a +2 bonus against any target using a shield.
On top of that, you can use this feat again only after a short rest. Constitution Intelligence Tool Proficiency Utility Original feat Medicine Man. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. As an action you can inspect a plant within 5 feet of you and determine whether it is edible or poisonous, provided that you can see and smell it. If your check succeeds, you have advantage on attack rolls and ability checks against the target until the end of your next turn. Fortune favors you when someone tries to strike you. You ignore the loading quality of crossbows with which you are proficient. You gain the following benefits: You master more of the magic of elemental air and water. Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once. You can speak through your servo in your own voice. Immediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack. Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a −5 penalty to the attack roll.
Combine this feat with Polearm Master and anything within 10 feet of you, simply can’t ignore you.
You gain proficiency in the Acrobatics or Athletics skill (your choice). As normal, once you use this trait, you can’t use it again until you finish a short or long rest. As a bonus action, you can make a DC 15 Dexterity (Acrobatics) check. You can use a shield and still gain this benefit. If you’re already proficient, your proficiency bonus is doubled for checks you make with it. Once you use this ability, you can’t do so again until you finish a short or long rest. Surely a sign of fortune’s favor!
Increase your Dexterity score by 1, to a maximum of 20. You gain the following benefits: You can keep your enemies at bay with reach weapons. If you’re already proficient, your proficiency bonus is doubled for checks you make with it. The meal serves up to six people, and each person who eats it regains two additional Hit Dice at the end of the long rest. In addition, choose one 1st-level spell to learn from that same list. In this list, I do my best to pick out the best feats in the core D&D 5e source books: the Player’s Handbook and Xanathar’s Guide to Everything. While you are wielding a glaive, halberd, pike, quarterstaff. Increasing the chance to land a critical hit and activating the extra attack from Great Weapon Master. When an opponent moves close to attack, you stop them 10 feet away, because of Sentinel and Polearm Master’s opportunity attacks.
Increase your Dexterity score by 1, to a max-imum of 20. For example, the Grappler feat requires you to have a Strength of 13 or higher. You gain the following benefits: You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You also learn the longstrider and pass without trace spells, each of which you can cast once without expending a spell slot.
Barbs protrude from your head. Once you deal this poison damage, you can’t do so again until you finish a long rest. Many miss this mark. You gain the following benefits: You manifest scales and claws reminiscent of your draconic ancestors.
Wearing medium armor doesn’t impose disadvantage on your Dexterity (Stealth) checks. You gain the following benefits: You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. Proficiencies gained in this way last for 1 hour, and you can only mimic one proficiency at a time. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.