Me.Mimic

Feat

A girl praying with glowing hands.

Blessed

Blessed Your faith or acts drew the attention of a deity which gave you a small blessing. You gain the following benefits: Ability Score Improvement. Increase one ability score by 1, to a maximum of 20. Blessed. Once per day, you can invoke the effects of a bless spell as bonus action on yourself. The […]

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A medical aid with a potion in hand.

Battle Medic

Battle Medic General Feat (proficiency in the Medicine skill) With nerves made of steel and calm hands, you become able to provide aid even in the heat of battle quickly. You gain the following benefits: Expertise. You gain expertise in the Medicine skill. First Aid. You learn the spare the dying cantrip. Additionally, as a

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A man in pain grasping his arm.

Augmented

Augmented Prerequisite: 8th level or higher You managed to forcefully augment your body or mind to achieve greater heights at the costs of decreased efficiency in other areas. You gain the following benefits: Ability Score Diminishment. Decrease one ability score by 2, to a minimum of 6. Ability Score Improvement. Increase one ability score by

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A depiction of a head with a brain in iridescent lights.

Astral Mind

Astral Mind You exposed your mind to the endless cosmos and the horrors lurking inside its void. You gain the following benefits: Ability Score Improvement. Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20. Alien Mind. You are immune to magic that allows other creatures to read your thoughts or sense

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A hooded man swinging a sword and casting a spell.

Arcane Fighting

Arcane Fighting Prerequisites: level 8+, the ability to cast cantrips You developed a fighting style that relies on magic and weapon strikes alike. You gain the following benefits: Battle Magic. When you take the Attack action on your turn, you can replace one of your attacks with casting a cantrip. This cantrip must have a

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A female adventurer controlling water.

Aquatic Grace

Aquatic Grace You are blessed with an extraordinary affinity for water. You gain the following benefits: Healing Water. Water quickens your recovery. When you spend a short rest submerged in water, you can reroll hit dice you rolled a 1 on. When you do so, you must use the new roll, even if the new

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_Template Feats

_Template Feats Prerequisite: Allways italic, delete this line if not applicable This is a short intro text all feats have. Please note that when you copy text into the text field here or on the left that you copy it beforehand into an editor file to remove all the formatting. Trait 1. A trait’s title is

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A male human in side jump throwing three dagger forward.

Throwing Expert

Throwing Expert You have mastered throwing weapons and can make precise shots in rapid succession. You gain the following benefits: Always Precise. You suffer no disadvantage when attacking with throwing weapons while being within 5 feet of a hostile creature or at the weapon’s long range. Bait and Switch. When you hit a creature with

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Two women with swords move forward in synchronous battle stance.

Tag Team

Tag Team You trained yourself using perfectly timed attacks to take advantage of the strengths of allies, granting you the following benefits: Ability Score Increase. Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20. Bait and Switch. When you move into the space of an allied creature, it can use

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An arm tattooed glyphs glowing in a blue light.

Rites in Flesh

Rites in Flesh Prerequisite: Level 4+, Constitution score of 14+ You carved the incantations of rites into your own flesh, warding you against evil. You gain the following benefits: Rites. You carve two spells of 3rd level or lower of your choice, with the ritual tag, into your own flesh. You can cast each of

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