| Arcane Rationeer |
When you cast a spell up to the 6th level, you may choose to use spell slots of a lower level to cast the spell. To do so, you must sacrifice lower level spell slots that equal or exceed the level of the spell you want to cast. You can use any combination of spell slot levels, as long as the total is equal to or greater than the spell you wish to cast and you have access to the spell you wish to cast. Exceeding the spell level will strengthen the spell if indicated in the spell description. |
|
|
| Bad Luck Purveyor |
At the start of your turn, you can choose to impose disadvantage on all your rolls until the end of the current round. In doing so, you gain a bad luck charge. You can have up to 3 bad luck charges at anytime which can be used to impose disadvantage whenever a creature within 15ft makes an attack roll, skill check, or saving throw. |
|
|
| Bastion of Radiance |
You radiate a protective aura granting all allies within 10ft +1 to all saving throws. Once per a short rest, you can use your reaction to grant an ally within 10ft temporary HP equal to 8 + your WIS modifier + proficiency bonus. |
Austin |
Fizban Faithcrusher |
| Blood Rager |
Every time you deal damage with a weapon attack against an enemy, you can add +1 damage to the next weapon damage roll you make, up to a maximum of +5 damage. The damage will reset if you miss an attack, or if an attack deals no damage. |
|
|
| Bulwark |
You can equip shields in each hand. You can now use shields as weapons dealing 1d8 bludgeoning damage using your STR modifier for attack and damage rolls. Your second shield provides half the AC bonus rounded up. If a shield, such as a +1 shield, grants an additional bonus to AC, that bonus is also added to your attack and damage rolls with it. (The Dual Wielder feat & two weapon fighting fighting style work with this feat) |
|
|
| Debilitating Concentration |
You learn the Hex spell and can cast it once per a short rest without using a spell slot. While you are concentrating on a spell targeting another creature, you can add your proficiency bonus to all damage rolls you make against the targeted creature. |
Metro |
Dudicus |
| Dreadbound |
The closer to death you find yourself, the more dangerous you become. While below 50% HP, you can add your proficiency bonus to your damage rolls. Additionally, any damage you receive is reduced by your proficiency bonus. Once per a long rest, when you are dropped to 0 HP, you are brought back up to 1HP and you gain advantage on all attack and damage rolls until the end of your next turn. |
|
|
| Flames of Rejuvenation |
Radiant Flames: |
|
|
| Whenever you would deal fire damage, that damage will be radiant instead. |
|
|
|
| Rejuvenating Flames. |
|
|
|
| You gain one rejuvenating charge. When you deal radiant damage, you may expend that charge to let up to 2 other creatures within 15ft of you to regain hit points equal to half the radiant damage you dealt (rounded up). At the start of each of your turns, roll a d6: on a 4–6, the charge is regained. You also regain it when you finish a long rest. |
Andrew |
Benny G. |
|
| Ghostflame Curse |
Fire damage dealt by you is now considered cold damage and has a chilling effect. When dealing cold damage, you can add your proficiency bonus twice to the damage roll. Additionally, you gain a resistance to cold. |
|
|
| Spellslinger’s Draw |
You may learn one cantrip from the wizard’s spell pool with a casting time of 1 action. You may cast this cantrip as a bonus action 3 times per a short rest. When you cast this cantrip on your first turn, it always deals maximum damage. |
|
|
| Warden’s Patience |
If you don’t move on your turn, you gain the following bonuses: |
|
|
| Anchored Stance: +2 AC and advantage on your next melee attack before the end of your next turn. Opportunist’s Strike: Opportunity attacks deal 1d6 additional damage. (the damage type is the same as the damage you deal). |
|
|
|
| These bonuses end early if you are moved involuntarily. |
Chappie |
Nigel |
|