```metadata title: Combo Feats description: '' tags: - Feats - Prerequisite systems: - 5e renderer: V3 theme: 5ePHB ``` # Basic Combo's : ### Assassins Arsenal *Prerequisite: Poisoner Feat* : When you gain this feat, choose one of the following damage types: acid or poison. After a successful attack, if on your previous turn you dealt damage of the chosen damage type, you deal an additional 1d6 damage. This bonus stacks for each turn that you consecutively make a successful attack with the chosen damage type, to a maximum of 3d6. If, after your turn ends, you do not deal damage with the chosen damage type, any bonus granted by this feat expire. You can select this feat multiple times. Each time you do so, you must choose a different damage type. : ### Clairvoyant Strikes *Prerequisite: Telepathic Feat* : When you gain this feat, choose one of the following damage types: force or psychic. After a successful attack, if on your previous turn you dealt damage of the chosen damage type, you deal an additional 1d6 damage. This bonus stacks for each turn that you consecutively make a successful attack with the chosen damage type, to a maximum of 3d6. If, after your turn ends, you do not deal damage with the chosen damage type, any bonus granted by this feat expire. You can select this feat multiple times. Each time you do so, you must choose a different damage type. : ### Elemental Invocation *Prerequisite: Elemental Adept Feat* : When you gain this feat, choose one of the following damage types: cold, fire, lightning or thunder. After a successful attack, if on your previous turn you dealt damage of the chosen damage type, you deal an additional 1d6 damage. This bonus stacks for each turn that you consecutively make a successful attack with the chosen damage type, to a maximum of 3d6. If, after your turn ends, you do not deal damage with the chosen damage type, any bonus granted by this feat expire. You can select this feat multiple times. Each time you do so, you must choose a different damage type. \column : ### Martial Wrath *Prerequisite: Martial Adept or Weapon Master Feat* : When you gain this feat, choose one of the following damage types: bludgeoning, piercing or slashing. After a successful attack, if on your previous turn you dealt damage of the chosen damage type, you deal an additional 1d6 damage. This bonus stacks for each turn that you consecutively make a successful attack with the chosen damage type, to a maximum of 3d6. If, after your turn ends, you do not deal damage with the chosen damage type, any bonus granted by this feat expire. You can select this feat multiple times. Each time you do so, you must choose a different damage type. : ### Otherworldly Ruination *Prerequisite: Divinely Favored or Infernal Constitution Feat* : When you gain this feat, choose one of the following damage types: necrotic or radiant. After a successful attack, if on your previous turn you dealt damage of the chosen damage type, you deal an additional 1d6 damage. This bonus stacks for each turn that you consecutively make a successful attack with the chosen damage type, to a maximum of 3d6. If, after your turn ends, you do not deal damage with the chosen damage type, any bonus granted by this feat expire. You can select this feat multiple times. Each time you do so, you must choose a different damage type. {{imageMaskCenter6,--offsetX:44%,--offsetY:-7%,--rotation:90,opacity:60%,height:60%,width:60% ![background image](https://imgur.com/QkbSCon.jpg){position:absolute;bottom:40px,left:117px,height:75%} }} {{position:absolute;bottom:70px;Left:59px;width:auto;opacity:.7 ![Reforged Existence](https://imgur.com/SYsNpFT.jpg) {width:75px,mix-blend-mode:multiply} }} {{artist,bottom:60px,left:58px,opacity:.7 ##### Reforged Existence }} {{position:absolute;bottom:3px;left:-530px;widtch:auto; {{footnote *Created with The Homebrewery}} }} {{position:absolute;bottom:3px;left:0px;widtch:auto; {{footnote *Art Courtesy of Andsproject - Pixabay}} }} {{watercolor8,top:-200px,left:570px,width:300px,background-color:#8a2800,opacity:60%}} \page # Advanced Techniques : ### Deaths Cold Embrace *Prerequisite: Shadow Touched Feat* : You are a conduit for death, welcoming others to its cold embrace. : After a successful attack dealing necrotic damage, if on your previous turn you successfully dealt cold damage, the cold amplifies the essence of death and you deal an additional 2d10 necrotic damage. : ### Dirty Fighting *Prerequisite: Tavern Brawler Feat* : Your unethical tactics and situational awareness allows you to torment foes. : If you use both your action and bonus actions to perform atleast two successful attacks on your turn, as a reaction, which you may only take immediately after your turn ends, you can choose to perform one of the following: * You shove the target of the attack back 10ft * You jump or flip out of harms way, moving 10ft directly backwards * You knock the target of the attack prone * You cause the target to stumble, granting the next melee attack against them *advantage* Any movement caused by this feat does not provoke opportunity attacks. : ### Gouge Wounds *Prerequisite: Weapon Master Feat* : Your ability to strike weak points is honed, granting you the following benefits: : After a successful attack dealing slashing damage, if on your previous turn you successfully dealt piercing damage, you exploit this weakness to deal an additional 2d10 slashing damage. \column : ### Heal and Harm *Prerequisite: 5th level or higher in the Cleric class* : You have honed the ability to manipulate life essence, gaining the following abilities: : Whenever you successfully deal radiant damage as the result of an attack, if on your last turn you cast a spell or used an ability that provides magical healing, you can add the total of the amount healed to your damage roll, to a maximum of 20 additional damage. : ### Storm's Fury *Prerequisite: The ability to cast 3rd level spells* : You have conquered the will of the storm and gain the following benefits: : After a successful attack dealing either lightning or thunder damage, if on your previous turn you dealt the alternate damage type, you deal an additional 1d6 damage of the relevant type. On each consecutive turn that you successfully deal alternating damage types, the bonus additional dice increases to 1d8 on the third attack, 1d10 on the fourth, and 1d12 on the fifth. If, after your turn ends, you do not deal damage with either damage type, any bonus granted by this feat expire. : ### Unconquerable *Prerequisite: Sentinel or Shield Master Feat* : You are an indomitable force on the battlefield. : After using the effects of either your *Sentinel* or *Shield Master* feats, you gain a +2 bonus to your AC until the end of your next turn. Additionally, on your next turn, you can choose one of the following effects to use as your bonus action: : ***Shielder of the Weak.*** You use your intimidating aura to draw attention away from an ally. Target ally within 10ft of you gains a +2 bonus to their AC until the end of your next turn as long as they stay within 10ft of you. : ***Battlefield Antagonizer*** You draw the attention of every enemy around you. Enemies within 30ft have disadvantage on attack rolls made against creatures other than you. : {{imageMaskEdge8,--offset:34%,--rotation:0,opacity:.5 ![](https://imgur.com/P5ESZEr.png){height:78%,bottom:-220px} }} {{position:absolute;bottom:3px;left:542px;widtch:auto; {{footnote *Art Courtesy of Vecteezy.com}} }} {{watercolor5,top:-100px,left:-30px,width:300px,background-color:#6c0c04,opacity:60%}} {{watercolor6,top:450px,left:730px,width:300px,background-color:#5f0b04,opacity:70%}}