Codex - D&D 5e Unearthed Arcana

(Jeff_L) #1

Feats


Dragonmark Benefits
Mark Ability Least Lesser Greater
Detection Wisdom Detect magic, mage hand Detect thoughts Clairvoyance
Finding Wisdom Identify, mage hand Locate object Clairvoyance
Handling Wisdom Druidcraft, speak with animals Beast sense Conjure animals
Healing Wisdom Cure wounds, spare the dying Lesser restoration Revivify
Hospitality Charisma Friends, unseen servant Rope trick Leomund’s tiny hut
Making Intelligence Identify, mending Magic weapon Fabricate
Passage Intelligence Expeditious retreat, light Misty step Teleportation circle
Scribing Intelligence Comprehend languages, message Sending Tongues
Sentinel Wisdom Blade ward, compelled duel Blur Protection from energy
Shadow Charisma Dancing lights, disguise self Darkness Nondetection
Storm Intelligence Fog cloud, shocking grasp Gust of wind Sleet storm
Warding Intelligence Alarm, resistance Arcane lock Magic circle


Dragonmark


You have a magical mark that indicates you are a member of
one of the dragonmarked houses. Select one of the options
from the Dragonmarks table.
You gain the ability to innately cast spells and cantrips, as
summarized in the Dragonmark Benefits table, using the
spellcasting ability listed under the Ability column. You cast
each spell at its lowest level.
Once you cast a given spell this way, you must finish a long
rest before you can cast it innately again. You must still
expend any material components. Your dragonmark confers
the following benefits:


least

When you first take this feat, you gain the least
dragonmark. You learn the spells listed under the Least
column.
At 5th level and higher, your mark becomes more potent,
improving to lesser dragonmark. You also learn the spell
listed under the Lesser column.
At 9th level and higher, your mark’s power increases
again, becoming a greater dragonmark. You also learn
the spell listed under the Greater column.

Weapon Mastery Feats


Fell Handed


You master the handaxe, battleaxe, greataxe, warhammer,
and maul. You gain the following benefits when using any of
them:


You gain a +1 bonus to attack rolls you make with the
weapon.
Whenever you have advantage on a melee attack roll you
make with the weapon and hit, you can knock the target
prone if the lower of the two d20 rolls would also hit the
target.
Whenever you have disadvantage on a melee attack roll
you make with the weapon, the target takes bludgeoning
damage equal to your Strength modifier (minimum of 0) if
the attack misses but the higher of the two d20 rolls
would have hit.
If you use the Help action to aid an ally’s melee attack
while you’re wielding the weapon, you knock the target’s
shield aside momentarily. In addition to the ally gaining
advantage on the attack roll, the ally gains a +2 bonus to
the roll if the target is using a shield.

Blade Mastery
You master the shortsword, longsword, scimitar, rapier, and
greatsword. You gain the following benefits when using any of
them:

You gain a +1 bonus to attack rolls you make with the
weapon.
On your turn, you can use your reaction to assume a
parrying stance, provided you have the weapon in hand.
Doing so grants you a +1 bonus to your AC until the start
of your next turn or until you’re not holding the weapon.
When you make an opportunity attack with the weapon,
you have advantage on the attack roll.

EXTRAS | FEATS
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