[[],[],[],[],[{"id":9421,"name":"Artificer Initiate","type":"General","prerequisite":"","normal":"","special":"","benefit":"You\u2019ve learned some of an artificer\u2019s inventiveness:  You learn one cantrip of your choice from the Artificer spell list, and you learn one 1st-level spell of your choice from that list. Intelligence is your spellcasting ability for these spells. You can cast this feat's 1st-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have. You gain proficiency with one type of artisan's tools of your choice","full_text":"<div><h2>Artificer Initiate [General]<\/h2><div><p><b>Prerequisite:<\/b><\/p><\/div><div><p><b>Benefit:<\/b> You&rsquo;ve learned some of an artificer&rsquo;s inventiveness:<\/p><ul><li>You learn one cantrip of your choice from the Artificer spell list, and you learn one 1st-level spell of your choice from that list. Intelligence is your spellcasting ability for these spells.<\/li><li>You can cast this feat's 1st-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have.<\/li><li>You gain proficiency with one type of artisan's tools of your choice, and you can use that type of tool as a spellcasting focus for any spell you cast that uses Intelligence as its spellcasting ability.<\/li><\/ul><\/div><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"Usergen"},{"id":9422,"name":"Gift of the everliving ones","type":"Class Feat","prerequisite":"Pact of the Chain feature","normal":"","special":"","benefit":"Whenever you regain hit points while your familiar is whithen 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you","full_text":"<div><h2>Gift of the everliving ones [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> Pact of the Chain feature<\/p><\/div><div><p><b>Benefit:<\/b> Whenever you regain hit points while your familiar is whithen 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you<\/p><\/div><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"Usergen"},{"id":9423,"name":"Investment of the Chain Master","type":"General","prerequisite":"Pact of the Chain feature","normal":"","special":"","benefit":"When you cast Find Familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits:  The familiar gains either a flying speed or a swimming speed (your choice) of 40 feet. As a bonus action, you can command the familiar to take the Attack action. The familiar\u2019s weapon attacks are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks. If the familiar forces a creature to make a saving throw, it uses your s","full_text":"<div><h2>Investment of the Chain Master [General]<\/h2><div><p><b>Prerequisite:<\/b> Pact of the Chain feature<\/p><\/div><div><p><b>Benefit:<\/b> When you cast Find Familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits:<\/p><ul><li>The familiar gains either a flying speed or a swimming speed (your choice) of 40 feet.<\/li><li>As a bonus action, you can command the familiar to take the Attack action.<\/li><li>The familiar&rsquo;s weapon attacks are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks.<\/li><li>If the familiar forces a creature to make a saving throw, it uses your spell save DC.<\/li><li>When the familiar takes damage, you can use your reaction to grant it resistance against that damage.<\/li><\/ul><\/div><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"Usergen"},{"id":9424,"name":"Chef","type":"General","prerequisite":"","normal":"","special":"","benefit":"Time and effort spent mastering the culinary arts has paid off. You gain the following benefits:  Increase your Constitution or Wisdom score by 1, to a maximum of 20. You gain proficiency with cook\u2019s utensils if you don\u2019t already have it. As part of a short rest, you can cook special food, provided you have ingredients and cook's utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food an","full_text":"<div><h2>Chef [General]<\/h2><div><p><b>Prerequisite:<\/b><\/p><\/div><div><p><b>Benefit:<\/b> Time and effort spent mastering the culinary arts has paid off. You gain the following benefits:<\/p><ul><li>Increase your Constitution or Wisdom score by 1, to a maximum of 20.<\/li><li>You gain proficiency with cook&rsquo;s utensils if you don&rsquo;t already have it.<\/li><li>As part of a short rest, you can cook special food, provided you have ingredients and cook's utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points.<\/li><li>With one hour of work or when you finish a long rest, you can cook a number of treats equal to your proficiency bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to your proficiency bonus<\/li><\/ul><\/div><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"Usergen"},{"id":9425,"name":"Eldritch Adept","type":"General","prerequisite":"Spellcasting or Pact Magic feature","normal":"","special":"","benefit":"Studying occult lore, you have unlocked eldritch power within yourself: you learn one Eldritch Invocation option of your choice from the warlock class. If the invocation has a prerequisite, you can choose that invocation only if you\u2019re a warlock and only if you meet the prerequisite.  Whenever you gain a level, you can replace the invocation with another one from the warlock class.","full_text":"<div><h2>Eldritch Adept [General]<\/h2><div><p><b>Prerequisite:<\/b> Spellcasting or Pact Magic feature<\/p><\/div><div><p><b>Benefit:<\/b> Studying occult lore, you have unlocked eldritch power within yourself: you learn one Eldritch Invocation option of your choice from the warlock class. If the invocation has a prerequisite, you can choose that invocation only if you&rsquo;re a warlock and only if you meet the prerequisite.<\/p><p>Whenever you gain a level, you can replace the invocation with another one from the warlock class.<\/p><\/div><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"Usergen"},{"id":9426,"name":"Fey Touched","type":"General","prerequisite":"","normal":"","special":"","benefit":"Your exposure to the Feywild's magic has changed you, granting you the following benefits:  Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. You learn the Misty Step spell and one 1st-level spell of your choice. The 1st-level spell must be from the Divination or Enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can\u2019t cast that spell in this way again until you finish a long rest.","full_text":"<div><h2>Fey Touched [General]<\/h2><div><p><b>Prerequisite:<\/b><\/p><\/div><div><p><b>Benefit:<\/b> Your exposure to the Feywild's magic has changed you, granting you the following benefits:<\/p><ul><li>Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.<\/li><li>You learn the Misty Step spell and one 1st-level spell of your choice. The 1st-level spell must be from the Divination or Enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can&rsquo;t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells&rsquo; spellcasting ability is the ability increased by this feat.<\/li><\/ul><\/div><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"Usergen"},{"id":9431,"name":"Lifelong Journey 3351 B.C.","type":"Class Feat","prerequisite":"Chronomancer 3rd level","normal":"","special":"","benefit":"","full_text":"<p>Your travelled back to a time where magic and miracles were rich throughout the land. Upo spending countless years in the timeline you are more attuned to magica than ever before.&nbsp;<\/p><p><strong>Epoch Continuum<\/strong><\/p><p>Starting when you choose this journey at 3rd level, Your Bolt of time cnatrip is Altered to be Epoch Bolt it gaines these effects:<br \/><br \/><\/p><ul><li>When dealing damage with this spell, in the place of d8s use 1d4+1d4 for damage rolls. For example Casting epoch Bolt at 5th level and hitting will deal 4d4 force damage<\/li><li>The creature hit cannot take reactions until your next turn if they fail a Wisdom saving throw.&nbsp;<\/li><li>You gain an adcantage on spell attack rolls with epoch Bolt<\/li><\/ul><p><strong>Ancient Research<\/strong><\/p><p>At 6th level you gain +2 to your Wisdom stat. This cannot make the stat total go over 20. Your apply your profciency bonus to the damage of your spells.&nbsp;<\/p><p><strong>Fate Renewed<\/strong><\/p><p>Beginning at 11th level. you can expend a fate dice as a bonus action to heal a creature. It gains hitpoints equal to 1d6+ Your chonomancer level. Your must finish a Long rest before you can Use this feature again.<\/p><p><strong>Timeless Visage<\/strong><\/p><p>Once 17th level if obtained, you gain the ability to create a timeless visage of yourself acting like a clone. This timeless visage cannot expend fate dice. However it can attack and cast cntrips at your telepathic command. When you create a Timeless visage you must roll its initiative. The timless visage is controlled by you and does not require your concntration. IF you do not give the visage commands it will not move or react. The visage uses all your statisitcs,it does not again your feats and has hitpoints equal to one half your total hitpoints. You must finish a long rest before you can use this feature again.<\/p><p>&nbsp;<\/p>","reference":"Usergen"},{"id":9432,"name":"Lifelong Journey 253 A.D.","type":"Class Feat","prerequisite":"Chronomancer 3rd level","normal":"","special":"","benefit":"","full_text":"<p>You have travelled to a land where martial experience is what makes a warrior. By spending an extended time here, you have become highly skilled in close quarters combat.<\/p><p><strong>Horological Warrior<\/strong><\/p><p>Starting when you choose this jouney at 3rd level, you become incerdibly skilled in all martial weapons. gaining proficiency in them . You add 1d4 extra psychic damage on your weapon attacks.<\/p><p>&nbsp;<\/p><p><strong>Split Second Reaction<\/strong><\/p><p>At 6th level your incredible martial skills expand due to the fact you can forsee incoming attacks. When you get hit by an enemy you can make a reaction to attack them with your weapon.&nbsp;<\/p><p><strong>Mind Over Matter<\/strong><\/p><p>Beginning at 11th level. You can use your Wisdom in the place of strength or Dexterity for melee weapon attacks and gain advantage in hit rolls.<\/p><p>&nbsp;<\/p><p><strong>Rift in Time<\/strong><\/p><p>Once 17th level is obtained when you hit with a melee attack. you can choose to get the target to make a Wisdom saving roll equal to your spell save DC then target is stunned for 1 round and takes 10d10 force damage after the stun effect finishes taking half damage on a succeful&nbsp; save. AFter using Rift in Time you must complete a Long rest before you can use it again.<\/p>","reference":"Usergen"},{"id":9433,"name":"Lifelong Journey 1877 A.D.","type":"General","prerequisite":"Chronomancer 3rd level","normal":"","special":"","benefit":"","full_text":"<p>In the fuutre, You discover that combat is now fought with firearms. You decide to stauy a while and master these dangerous new weapons.<\/p><p><strong>Age Old Guncraft<\/strong><\/p><p>Starting when you choose this journey at 3rd level, you are proficient in firearms. You can also teach towns blacksmiths to create firearms and ammunition.<\/p><p><strong>Timelost Rounds<\/strong><\/p><p>At 6th level, Your increazsed practice of a futuristic firearms has granted you the ability to reroll any 1s on a firearms damage dice. You must take the next roll even if it is another 1. You create a time rift inside your firearm so that it does not require ammunition<\/p><p><strong>Trigger the mind<\/strong><\/p><p>Beginning at 11th level. you can use your Wisdom in the place of strength or Dexterity for fire arm weapon attacks and gain +2 on their damage<\/p><p><strong>Rapid Fire<\/strong><\/p><p>Once 17th level is obtained. you may choose to unleash a while clip into a creature for your action attacking up to 12 times in one action. You must take a long rest before you can use this feat again.<\/p>","reference":"Usergen"},{"id":9434,"name":"MetaMagic-Expand Spell","type":"Metamagic","prerequisite":"level 14 caster","normal":"","special":"","benefit":"","full_text":"<p>Increase size of spells to 1&nbsp;<\/p><p>effects that effect a 5 foot area increases in all directions by 5 feet but ti doesnt effect target spells.&nbsp;<\/p>","reference":"Usergen"},{"id":9435,"name":"Telepathic","type":"General","prerequisite":"","normal":"","special":"","benefit":"","full_text":"<p>You awaken the ability to mentally connect with others, granting you the following benefits:<\/p><ul><li>Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.<\/li><\/ul><ul><li>You can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn't give the creature the ability to respond to you telepathically.<\/li><\/ul><ul><li>You can cast the&nbsp;<a href=\"http:\/\/dnd5e.wikidot.com\/spell:detect-thoughts\">Detect Thoughts<\/a>&nbsp;spell, requiring no spell slot or components, and you must finish a long rest before you can cast it this way again. Your spellcasting ability for the spell is the ability increased by this feat. If you have spell slots of 2nd level or higher, you can cast this spell with them.<\/li><\/ul>","reference":"Usergen"},{"id":9436,"name":"Telekinetic","type":"General","prerequisite":"","normal":"","special":"","benefit":"","full_text":"<p>You learn to move things with your mind, granting you the following benefits:<\/p><ul><li>Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.<\/li><\/ul><ul><li>You learn the&nbsp;<a href=\"http:\/\/dnd5e.wikidot.com\/spell:mage-hand\">Mage Hand<\/a>&nbsp;cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this feat.<\/li><\/ul><ul><li>As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved 5 feet toward or away from you. A creature can willingly fail this save.<\/li><\/ul>","reference":"Usergen"},{"id":9601,"name":"Call To Arms","type":"Class Feat","prerequisite":"Sword Mage ","normal":"","special":"","benefit":"At 1st level, you are able to focus your concentration onto a weapon, equivalent to reaching out with a psychic hand and equipping the weapon mentally as a spellcaster. You are able to use a bonus action to imbue a number of weapons NOT currently equipped or enchanted with magic up to a max of your intelligence modifier. The weapon must be one-handed and deal either piercing or slashing damage. You are able to move the imbued weapons in any direction up to 30 feet per turn. You use your Action to attack wit","full_text":"<div><h2>Call To Arms [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> Sword mage level 1<\/p><\/div><div><p><b>Benefit:<\/b> At 1st level, you are able to focus your concentration onto a weapon, equivalent to reaching out with a psychic hand and equipping the weapon mentally as a spellcaster. You are able to use a bonus action to imbue a number of weapons NOT currently equipped or enchanted with magic up to a max of your intelligence modifier. The weapon must be one-handed and deal either piercing or slashing damage. You are able to move the imbued weapons in any direction up to 30 feet per turn. You use your Action to attack with all imbued weapons simultaneously instead of attacking with one at a time (each works off of the same attack roll), or you can have each weapon make an attack against a different creature separately (each getting their own attack roll), you can also use the swords as part of an attack of opportunity as a reaction. You use your Intelligence Modifier when attacking with the imbued swords, damage is that of the used weapons and includes your casting modifier as bonus damage. If you are proficient with the weapon in question, proficiency applies to attacks as well ( to hit not to damage ). Your imbued weapons do not occupy a space and can not be used toflanking opportunity. They also have to be within 40 feet of the user, otherwise, they will lose their imbued state and fall to the floor. Imbuement does not require physical contact, a creature may use their action to attack the weapons if they deal more than 20 damage to the weapon you lose your connection to it, until you use your bonus action to imbue it again.<\/p><\/div><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"Usergen"},{"id":9602,"name":"Sword Study","type":"Class Feat","prerequisite":"Sword Mage ","normal":"","special":"","benefit":"Your curiosity grows as you use your magic to bond with your weapons and learn more about the weapons you come into contact with and you gain an insight into their history (the DM may choose to give them a personality as well, but this will not effect their obedience in battle). You are able to study up to 2 EQUIPPED melee weapons of your choice and become bonded with it over the course of an hour. The bonded weapon becomes imbued with additional bonus attack damage equal to 1d8 as it bonds with you, sharin","full_text":"<div><h2>Sword Study [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> Sword Mage<\/p><\/div><div><p><b>Benefit:<\/b> Your curiosity grows as you use your magic to bond with your weapons and learn more about the weapons you come into contact with and you gain an insight into their history (the DM may choose to give them a personality as well, but this will not effect their obedience in battle). You are able to study up to 2 EQUIPPED melee weapons of your choice and become bonded with it over the course of an hour. The bonded weapon becomes imbued with additional bonus attack damage equal to 1d8 as it bonds with you, sharing its memories. This raises to 2d8 at 5th level, 3d8 at 8th level, 4d8 at 12th level, and 5d8 at 20th level. All bonded weapons are considered magical when it comes to bypassing non-magical immunity. This bonus does not stack when all bound weapons are attacking together, meaning you will not add the bonus damage to each swords dmg in the same attack, but if they all are attacking separate creatures then they will each get the bonus dmg (ex. 5 swords at 20th level is considered 5d8+5d8, not 5d8+20d8). It takes 10 minutes to take away the bond and if you do, all attack bonuses aren't usable until another study is conducted. Bonds must be re-established after gaining a level in this class. For each level you take not re-establishing the bond, it will take you thirty minutes more on your next study for the specific weapon you lost bondage with. If you use this feature the weapon is destroyed and you may not use this feature until you have a long rest<\/p><\/div><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"Usergen"},{"id":9603,"name":"Techniques of the Blade","type":"Class Feat","prerequisite":"Sword Mage ","normal":"","special":"","benefit":"You have practiced the way of the blade as you go about in your adventures to decimate enemies when they least expect it. When you reach 2nd, 7th, 12th and 16th level, you learn 2 Techniques of your choice shown in the Techniques detailed at the end of the class description, you may only have two techniques active at a time and you may change up to two Techniques once per short rest. You may not have multiple of the same technique.","full_text":"<div><h2>Techniques of the Blade [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> Sword Mage<\/p><\/div><div><p><b>Benefit:<\/b> You have practiced the way of the blade as you go about in your adventures to decimate enemies when they least expect it. When you reach 2nd, 7th, 12th and 16th level, you learn 2 Techniques of your choice shown in the Techniques detailed at the end of the class description, you may only have two techniques active at a time and you may change up to two Techniques once per short rest. You may not have multiple of the same technique.<\/p><\/div><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"Usergen"},{"id":9604,"name":"Arts of Swordsmanship","type":"Class Feat","prerequisite":"Sword Mage ","normal":"","special":"","benefit":"At 3rd level, your constant practice and concentration in sword handling and use, advances your techniques in the Arts of Swordsmanship. Your combat prowess and intellect helps you as you choose a unique style of battle from two different arts: The Art of the Duelist and The Art of the Mage, detailed at the end of the class description. Your decision grants you a feature at 3rd level, and again at 9th level, 13th level, and at your 17th level.","full_text":"<div><h2>Arts of Swordsmanship [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> Sword Mage<\/p><\/div><div><p><b>Benefit:<\/b> At 3rd level, your constant practice and concentration in sword handling and use, advances your techniques in the Arts of Swordsmanship. Your combat prowess and intellect helps you as you choose a unique style of battle from two different arts: The Art of the Duelist and The Art of the Mage, detailed at the end of the class description. Your decision grants you a feature at 3rd level, and again at 9th level, 13th level, and at your 17th level.<\/p><\/div><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"Usergen"},{"id":9605,"name":"Telekinetic Mastery","type":"Class Feat","prerequisite":"Sword Mage ","normal":"","special":"","benefit":"You begin to master your mind and concentrate on objects as practice using your telekinetic powers in daily life. When you reach 5th level, you are able to cast telekinesis as a prepared spell and it doesn't consume a spell slot. After casting this spell in this manner, you must take a long rest before you can use this feature again, or use a spell slot of 5th level or higher.","full_text":"<div><h2>Telekinetic Mastery [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> Sword Mage<\/p><\/div><div><p><b>Benefit:<\/b> You begin to master your mind and concentrate on objects as practice using your telekinetic powers in daily life. When you reach 5th level, you are able to cast telekinesis as a prepared spell and it doesn't consume a spell slot. After casting this spell in this manner, you must take a long rest before you can use this feature again, or use a spell slot of 5th level or higher.<\/p><\/div><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"Usergen"},{"id":9606,"name":"Extra Sword","type":"Class Feat","prerequisite":"Sword Mage ","normal":"","special":"","benefit":"As you master bonding your magic to your swords, one or two weapons aren't enough. Your practices of telekinesis and your combat prowess grants you the ability to master more weapons than your intellect would normally allow. You may imbue a extra sword with your Sword Study ability at 7th, 10th, and 15th level.","full_text":"<div><h2>Extra Sword [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> Sword Mage<\/p><\/div><div><p><b>Benefit:<\/b> As you master bonding your magic to your swords, one or two weapons aren't enough. Your practices of telekinesis and your combat prowess grants you the ability to master more weapons than your intellect would normally allow. You may imbue a extra sword with your Sword Study ability at 7th, 10th, and 15th level.<\/p><\/div><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"Usergen"},{"id":9607,"name":"Last Attempt","type":"General","prerequisite":"Sword Mage ","normal":"","special":"","benefit":"As you gain more and more swords in your arsenal you can now make all your swords fuse together into one giant sword and combine all the elements you chose. At your 18th level, as a bonus action, you can make one attack roll against one Large creature or larger. If you hit, the enemy has to make a Constitution saving throw. If it fails, it takes 12d8 magical slashing damage and any elements used on your swords are added with their bonuses (if the bonus is not a damaging effect than add 1d6 to the damage rol","full_text":"<div><h2>Last Attempt [General]<\/h2><div><p><b>Prerequisite:<\/b> Sword Mage<\/p><\/div><div><p><b>Benefit:<\/b> As you gain more and more swords in your arsenal you can now make all your swords fuse together into one giant sword and combine all the elements you chose. At your 18th level, as a bonus action, you can make one attack roll against one Large creature or larger. If you hit, the enemy has to make a Constitution saving throw. If it fails, it takes 12d8 magical slashing damage and any elements used on your swords are added with their bonuses (if the bonus is not a damaging effect than add 1d6 to the damage roll). It takes half on a successful save, but the effects of the elements still take effect.<\/p><\/div><br \/><br \/><b>Reference:<\/b><\/div>","reference":"Usergen"},{"id":9608,"name":"The Art of the Duelist","type":"Class Feat","prerequisite":"Sword Mage ","normal":"","special":"","benefit":"Duelists don't like to stay back and watch the fight unfold from afar. These mages want to join in on the fight along with their other swords to get the enemy down faster. Learning the Art of the Duelist means you are responsible for your swords and what you do with them. You have accepted that learning this art means a great responsibility is placed upon you as a Sword Mage. Your swords aren't just your own, but also for your allies to help take down any foe you encounter.","full_text":"<div><h2>The Art of the Duelist [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> Sword Mage<\/p><\/div><div><p><b>Benefit:<\/b> Duelists don't like to stay back and watch the fight unfold from afar. These mages want to join in on the fight along with their other swords to get the enemy down faster. Learning the Art of the Duelist means you are responsible for your swords and what you do with them. You have accepted that learning this art means a great responsibility is placed upon you as a Sword Mage. Your swords aren't just your own, but also for your allies to help take down any foe you encounter.<\/p><\/div><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"Usergen"},{"id":9609,"name":"One With The Weapons","type":"Class Feat","prerequisite":"Sword Mage-The Art of the Duelist","normal":"","special":"","benefit":"At 3rd level, you are able to attack personally along with your imbued weapons and get ahead in the fight. Through your constant sword practice and techniques you are able to take your action to attack with your equipped weapon normally and attack with your imbued swords as a bonus action.","full_text":"<div><h2>One With The Weapons [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> Sword Mage-The Art of the Duelist<\/p><\/div><div><p><b>Benefit:<\/b> At 3rd level, you are able to attack personally along with your imbued weapons and get ahead in the fight. Through your constant sword practice and techniques you are able to take your action to attack with your equipped weapon normally and attack with your imbued swords as a bonus action.<\/p><\/div><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"Usergen"},{"id":9610,"name":"Telekinetic Sharpness","type":"General","prerequisite":"Sword Mage- The Art of The Duelist","normal":"","special":"","benefit":"If you chose the Art of the Duelist, at 6th level your bonded swords wound enemies through great tactical prowess. Enemies have to make a Constitution Saving Throw against your spell save DC or become wounded, taking 1d6 bleeding damage at the beginning of there turns for 1d4 rounds. You may also add one more technique to what you know.","full_text":"<div><h2>Telekinetic Sharpness [General]<\/h2><div><p><b>Prerequisite:<\/b> Sword Mage- The Art of The Duelist<\/p><\/div><div><p><b>Benefit:<\/b> If you chose the Art of the Duelist, at 6th level your bonded swords wound enemies through great tactical prowess. Enemies have to make a Constitution Saving Throw against your spell save DC or become wounded, taking 1d6 bleeding damage at the beginning of there turns for 1d4 rounds. You may also add one more technique to what you know.<\/p><\/div><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"Usergen"},{"id":9611,"name":"Sword Armor","type":"Class Feat","prerequisite":"Sword Mage- Art of The Duelist","normal":"","special":"","benefit":"At 9th level, you can use any amount of swords to help block an attack from your foe. Any sword used for blocking damage is +1 AC and cannot be used in an attack. You may place a sword to an ally to help take on damage as a bonus action on your turn. (If using the two-handed technique, you get +2 instead.)","full_text":"<div><h2>Sword Armor [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> Sword Mage- Art of The Duelist<\/p><\/div><div><p><b>Benefit:<\/b> At 9th level, you can use any amount of swords to help block an attack from your foe. Any sword used for blocking damage is +1 AC and cannot be used in an attack. You may place a sword to an ally to help take on damage as a bonus action on your turn. (If using the two-handed technique, you get +2 instead.)<\/p><\/div><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"Usergen"},{"id":9612,"name":"Level the Playing Field","type":"General","prerequisite":"Sword Mage-Art of the Duelist","normal":"","special":"","benefit":"If you chose the Art of the Duelist, at 11th level you understand masterfully the battle in any playing field. You may take an additional technique to use in battle (having 3 total active). You may also gain the same benefits as if you were using the Dual Wielder Feature or increase the base damage output of all your swords by one level to a maximum of 2d8, this includes the weapon you have naturally equipped in your hands. For example, if your short sword deals 1d6, you increase it to 1d8 (1d4, 1d6, 1d8, 1","full_text":"<div><h2>Level the Playing Field [General]<\/h2><div><p><b>Prerequisite:<\/b> Sword Mage-Art of the Duelist<\/p><\/div><div><p><b>Benefit:<\/b> If you chose the Art of the Duelist, at 11th level you understand masterfully the battle in any playing field. You may take an additional technique to use in battle (having 3 total active). You may also gain the same benefits as if you were using the Dual Wielder Feature or increase the base damage output of all your swords by one level to a maximum of 2d8, this includes the weapon you have naturally equipped in your hands. For example, if your short sword deals 1d6, you increase it to 1d8 (1d4, 1d6, 1d8, 1d10, 1d12, 2d6, 2d8). If you take the Dual Wielder benefit, you can't choose the feature option for your next ability score improvement.<\/p><\/div><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"Usergen"},{"id":9613,"name":"Monster Seeking Swords","type":"Class Feat","prerequisite":"Sword Mage-Art of the duelist ","normal":"","special":"","benefit":"Your swords have understood your images of beasts, monstrosities and giants through your teachings. They feel your emotions as you talk about them and they want to defend you against those monsters. At your 13th level, whenever a beast, monstrosity or giant is within a mile radius, your swords alert you and your team. If the creature is in a 30ft range, you may choose to send any number of swords to go after them. You may also split them to attack if more monsters are around you. These creatures do not need","full_text":"<div><h2>Monster Seeking Swords [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> Sword Mage-Art of the duelist<\/p><\/div><div><p><b>Benefit:<\/b> Your swords have understood your images of beasts, monstrosities and giants through your teachings. They feel your emotions as you talk about them and they want to defend you against those monsters. At your 13th level, whenever a beast, monstrosity or giant is within a mile radius, your swords alert you and your team. If the creature is in a 30ft range, you may choose to send any number of swords to go after them. You may also split them to attack if more monsters are around you. These creatures do not need to be in sight (ex. Around a corner), but in order to send your weapons after them, you have to have seen the creature within the last 1d4 rounds. Once your weapons are attacking the chosen creature, they will continue to do so until you call them back, or until you fall unconscious.<\/p><\/div><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"Usergen"},{"id":9614,"name":"Almighty Duelist","type":"Class Feat","prerequisite":"Sword Mage-Art of the Duelist","normal":"","special":"","benefit":"At 17th level, you've told more stories to your swords about heroic battles against the strongest of monsters, weapons that have taken down the gods, and massacring hordes of the darkness. Your swords get excited to fight and be like those legendary swords. Your bonded swords have advantage on attacks against dragons, celestials, beasts, giants and monstrosities. You may add your proficiency bonus to your bonded swords damage rolls now.","full_text":"<div><h2>Almighty Duelist [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> Sword Mage-Art of the Duelist<\/p><\/div><div><p><b>Benefit:<\/b> At 17th level, you've told more stories to your swords about heroic battles against the strongest of monsters, weapons that have taken down the gods, and massacring hordes of the darkness. Your swords get excited to fight and be like those legendary swords. Your bonded swords have advantage on attacks against dragons, celestials, beasts, giants and monstrosities. You may add your proficiency bonus to your bonded swords damage rolls now.<\/p><\/div><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"Usergen"},{"id":9615,"name":"Iron Maiden","type":"Class Feat","prerequisite":"Sword Mage-Art of the Duelist","normal":"","special":"","benefit":"At 20th level, your blades become a true extension of your soul and move in complex maneuvers around an enemy. Your weapons can come together to form a stabbing cage of blades reminiscent of a medieval torture device. Using your concentration, you create a 15ft floating sphere of magical blades centered at a visible point 60ft from you. Enemies in the sphere must make a dexterity save. They take 8d6+10 magical piercing damage and are restrained on a fail, or half damage on a successful save. Creatures restr","full_text":"<div><h2>Iron Maiden [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> Sword Mage-Art of the Duelist<\/p><\/div><div><p><b>Benefit:<\/b> At 20th level, your blades become a true extension of your soul and move in complex maneuvers around an enemy. Your weapons can come together to form a stabbing cage of blades reminiscent of a medieval torture device. Using your concentration, you create a 15ft floating sphere of magical blades centered at a visible point 60ft from you. Enemies in the sphere must make a dexterity save. They take 8d6+10 magical piercing damage and are restrained on a fail, or half damage on a successful save. Creatures restrained can break free with a successful strength check on their turn. On a failed save they take 1d6+4 magical piercing damage.<\/p><\/div><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"Usergen"},{"id":9616,"name":"The Art of the Mage","type":"Class Feat","prerequisite":"Sword Mage ","normal":"","special":"","benefit":"More often, mages like to keep their hands clean from afar, torturing their enemies as they get struck down by the swords they wield. You learn that you can multi-task dealing damage with your swords as well as casting spells that help support your allies or deal massive damage to multiple foes. You use your spells to your advantage whenever you are in battle.","full_text":"<div><h2>The Art of the Mage [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> Sword Mage<\/p><\/div><div><p><b>Benefit:<\/b> More often, mages like to keep their hands clean from afar, torturing their enemies as they get struck down by the swords they wield. You learn that you can multi-task dealing damage with your swords as well as casting spells that help support your allies or deal massive damage to multiple foes. You use your spells to your advantage whenever you are in battle.<\/p><\/div><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"Usergen"},{"id":9617,"name":"Another For The Flock","type":"Class Feat","prerequisite":"Sword Mage-Art of the Mage ","normal":"","special":"","benefit":"At 3rd level, being focused on your telekinetic powers instead of your fighting ability helps propel you on the path of being a real mage of swords. You can imbue one additional weapon to fight alongside you on your journey","full_text":"<div><h2>Another For The Flock [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> Sword Mage-Art of the Mage<\/p><\/div><div><p><b>Benefit:<\/b> At 3rd level, being focused on your telekinetic powers instead of your fighting ability helps propel you on the path of being a real mage of swords. You can imbue one additional weapon to fight alongside you on your journey<\/p><\/div><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"Usergen"},{"id":9618,"name":"A Touch of Magic","type":"General","prerequisite":"Sword Mage-Art of the Mage ","normal":"","special":"","benefit":"At 6th level, your way with the Weave of magic affects your swords in an enchanting way. Your swords become magical and will deal magical slashing or piercing damage. Your telekinetic powers can help move an ally's sword towards a target. If you can clearly see an ally within 20 feet of you, you may use your reaction to add your ability modifier and proficiency bonus to your ally's roll to attack. After its used, you must need a long rest before being able to use this ability again.","full_text":"<div><h2>A Touch of Magic [General]<\/h2><div><p><b>Prerequisite:<\/b> Sword Mage-Art of the Mage<\/p><\/div><div><p><b>Benefit:<\/b> At 6th level, your way with the Weave of magic affects your swords in an enchanting way. Your swords become magical and will deal magical slashing or piercing damage. Your telekinetic powers can help move an ally's sword towards a target. If you can clearly see an ally within 20 feet of you, you may use your reaction to add your ability modifier and proficiency bonus to your ally's roll to attack. After its used, you must need a long rest before being able to use this ability again.<\/p><\/div><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"Usergen"},{"id":9619,"name":"Weapon Storm","type":"Class Feat","prerequisite":"Sword Mage-Art of the Mage ","normal":"","special":"","benefit":"At 9th level, you make all your weapons storm around in a 10 feet radius. Any creature within the area must make a Dexterity saving throw as the swords fly around rapidly slashing and piercing them at every turn. On a failed save, they take 2d8 + your ability modifier and proficiency bonus worth of damage. Otherwise, they take half damage.","full_text":"<div><h2>Weapon Storm [General]<\/h2><div><p><b>Prerequisite:<\/b> Sword Mage-Art of the Mage<\/p><\/div><div><p><b>Benefit:<\/b> At 9th level, you make all your weapons storm around in a 10 feet radius. Any creature within the area must make a Dexterity saving throw as the swords fly around rapidly slashing and piercing them at every turn. On a failed save, they take 2d8 + your ability modifier and proficiency bonus worth of damage. Otherwise, they take half damage.<\/p><\/div><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"Usergen"},{"id":9620,"name":"An Invisible Enemy","type":"General","prerequisite":"Sword Mage-Art of the Mage ","normal":"","special":"","benefit":"At 11th level you may control the battlefield with your use of telekinetic powers. You can cast hold person, hold monster and levitate at will if you don't have them already. For hold person\/monster, you can hold up people and\/or monsters equal to your ability modifier. For example, if you have +5 to your Intelligence you hold up an equal of five people and\/or monsters. You can regain this ability after a short rest.","full_text":"<div><h2>An Invisible Enemy [General]<\/h2><div><p><b>Prerequisite:<\/b> Sword Mage-Art of the Mage<\/p><\/div><div><p><b>Benefit:<\/b> At 11th level you may control the battlefield with your use of telekinetic powers. You can cast hold person, hold monster and levitate at will if you don't have them already. For hold person\/monster, you can hold up people and\/or monsters equal to your ability modifier. For example, if you have +5 to your Intelligence you hold up an equal of five people and\/or monsters. You can regain this ability after a short rest.<\/p><\/div><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"Usergen"},{"id":9621,"name":"Mage's Countermeasures","type":"Class Feat","prerequisite":"Sword Mage-Art of the Mage ","normal":"","special":"","benefit":"At 13th level, you can use your reaction to slow an enemy's weapon that you currently have studied invoking disadvantage, or reduce the damage on a projectile by 1d8 + Intelligence modifier + proficiency. If it drops to 0, if any imbued sword is within 10 feet of you and is visible, you can make an attack roll. If its successful, you can force a sword to come towards the enemy. Each dealing their respective damage.","full_text":"<div><h2>Mage's Countermeasures [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> Sword Mage-Art of the Mage<\/p><\/div><div><p><b>Benefit:<\/b> At 13th level, you can use your reaction to slow an enemy's weapon that you currently have studied invoking disadvantage, or reduce the damage on a projectile by 1d8 + Intelligence modifier + proficiency. If it drops to 0, if any imbued sword is within 10 feet of you and is visible, you can make an attack roll. If its successful, you can force a sword to come towards the enemy. Each dealing their respective damage.<\/p><\/div><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"Usergen"},{"id":9622,"name":"Summon Giant Sword","type":"Class Feat","prerequisite":"Sword Mage-Art of the Mage ","normal":"","special":"","benefit":"At 17th level, you use all your concentration and select a point and roll a 1d4 for the amount of turns it will take to to summon it. Once summoned, enemies in the surrounding area must make a dexterity saving throw against your spell save Dc a giant sword will slam into a 30 feet radius, slicing to the ground and any enemy in the area will take 12d6 piercing + 40 thunder damage. Enemies have to make a Strength Saving Throw against your spell save DC or be blown outwards 15 feet. You can do this again after","full_text":"<div><h2>Summon Giant Sword [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> Sword Mage-Art of the Mage<\/p><\/div><div><p><b>Benefit:<\/b> At 17th level, you use all your concentration and select a point and roll a 1d4 for the amount of turns it will take to to summon it. Once summoned, enemies in the surrounding area must make a dexterity saving throw against your spell save Dc a giant sword will slam into a 30 feet radius, slicing to the ground and any enemy in the area will take 12d6 piercing + 40 thunder damage. Enemies have to make a Strength Saving Throw against your spell save DC or be blown outwards 15 feet. You can do this again after finishing a long rest.<\/p><\/div><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"Usergen"},{"id":9623,"name":"Living Steel","type":"Class Feat","prerequisite":"Sword Mage-Art of the Mage ","normal":"","special":"","benefit":"At 20th level, you've imbued your weapons with your magical essence, making them an extension of yourself. During a long rest, your swords can be charged with 1 spell from your spell list, costing the appropriate spell slot and components, and allowing one spell per sword. Cantrips can be cast in this same manner without preparation on a sword not charged with a spell. Spells cast from a sword act as if your body was occupying the same space. After a charge is used a spell cannot be cast from a sword until ","full_text":"<div><h2>Living Steel [General]<\/h2><div><p><b>Prerequisite:<\/b> Sword Mage-Art of the Mage<\/p><\/div><div><p><b>Benefit:<\/b> At 20th level, you've imbued your weapons with your magical essence, making them an extension of yourself. During a long rest, your swords can be charged with 1 spell from your spell list, costing the appropriate spell slot and components, and allowing one spell per sword. Cantrips can be cast in this same manner without preparation on a sword not charged with a spell. Spells cast from a sword act as if your body was occupying the same space. After a charge is used a spell cannot be cast from a sword until another long rest. Swords that deal weapon damage and are charged with an active damaging spell can add 1d10 damage die of the same damage as the spell (ie. firebolt would apply fire damage).<\/p><\/div><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"Usergen"},{"id":9624,"name":"Mastery Of Weapon Fighting","type":"Class Feat","prerequisite":"Sword Mage ","normal":"","special":"","benefit":"Allows you to imbue one extra weapon, this weapon also gets proficiency to attack and ability modifier to damage.","full_text":"<div><h2>Mastery Of Weapon Fighting [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> Sword Mage<\/p><\/div><div><p><b>Benefit:<\/b> Allows you to imbue one extra weapon, this weapon also gets proficiency to attack and ability modifier to damage.<\/p><\/div><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"Usergen"},{"id":9625,"name":"Staying Back Is Best","type":"Class Feat","prerequisite":"Sword Mage ","normal":"","special":"","benefit":"Sometimes staying back helps your allies get things done or doesn't get blood on your hands. You are able to imbue ranged weapons as an attack and get +5 on your attack rolls, but can use only one other imbued weapon as it takes more concentration.","full_text":"<div><h2>Staying Back Is Best [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> Sword Mage<\/p><\/div><div><p><b>Benefit:<\/b> Sometimes staying back helps your allies get things done or doesn't get blood on your hands. You are able to imbue ranged weapons as an attack and get +5 on your attack rolls, but can use only one other imbued weapon as it takes more concentration.<\/p><\/div><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"Usergen"},{"id":9626,"name":"Chains Of Binding","type":"Class Feat","prerequisite":"","normal":"","special":"","benefit":"Bonus action, you can shoot out chains from your hands and attempt to grapple an enemy up to 60 feet away. The enemy has to make a Strength saving throw against your spell save DC or else become grappled. The creature can attempt to break free from your chains by doing a Strength check against your spell save DC.","full_text":"<div><h2>Chains Of Binding [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b><\/p><\/div><div><p><b>Benefit:<\/b> Bonus action, you can shoot out chains from your hands and attempt to grapple an enemy up to 60 feet away. The enemy has to make a Strength saving throw against your spell save DC or else become grappled. The creature can attempt to break free from your chains by doing a Strength check against your spell save DC.<\/p><\/div><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"Usergen"},{"id":9627,"name":"Shielded","type":"Class Feat","prerequisite":"Sword Mage ","normal":"","special":"","benefit":"You realize that a great defense helps make the best offense and help the survivability of your team. You are now able to imbue a shield that floats around you or an ally and must remain with 5ft of them granting the shields bonus. If the ally has a shield already, the bonus does not come into effect.","full_text":"<div><h2>Shielded [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> Sword Mage<\/p><\/div><div><p><b>Benefit:<\/b> You realize that a great defense helps make the best offense and help the survivability of your team. You are now able to imbue a shield that floats around you or an ally and must remain with 5ft of them granting the shields bonus. If the ally has a shield already, the bonus does not come into effect.<\/p><\/div><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"Usergen"},{"id":9628,"name":"Daggers Everywhere","type":"Class Feat","prerequisite":"Sword Mage ","normal":"","special":"","benefit":"You've learned how to create daggers out of thin air and rain them down onto your enemies. You gain three charges of the spell Cloud of Daggers and you regain these at the end of a long rest.","full_text":"<div><h2>Daggers Everywhere [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> Sword Mage<\/p><\/div><div><p><b>Benefit:<\/b> You've learned how to create daggers out of thin air and rain them down onto your enemies. You gain three charges of the spell Cloud of Daggers and you regain these at the end of a long rest.<\/p><\/div><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"Usergen"},{"id":9629,"name":"Two handed Weapons","type":"Class Feat","prerequisite":"Sword Mage ","normal":"","special":"","benefit":"You have the ability to imbue two-handed weapons that you have studied. Versatile weapons will also be considered two-handed when imbued. Whenever you attack with this weapon, you can't attack with your other imbued weapons as it takes a lot of concentration at 2nd level, but you gain an additional +8 to the attack damage. After 5th level, your maximum imbuement of two handed weapons is half of your ability modifier rounded down.","full_text":"<div><h2>Two handed Weapons [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> Sword Mage<\/p><\/div><div><p><b>Benefit:<\/b> You have the ability to imbue two-handed weapons that you have studied. Versatile weapons will also be considered two-handed when imbued. Whenever you attack with this weapon, you can't attack with your other imbued weapons as it takes a lot of concentration at 2nd level, but you gain an additional +8 to the attack damage. After 5th level, your maximum imbuement of two handed weapons is half of your ability modifier rounded down.<\/p><\/div><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"Usergen"},{"id":9630,"name":"Daggers Everywhere","type":"Class Feat","prerequisite":"Sword Mage ","normal":"","special":"","benefit":"You've learned how to create daggers out of thin air and rain them down onto your enemies. You gain three charges of the spell Cloud of Daggers and you regain these at the end of a long rest.","full_text":"<div><h2>Daggers Everywhere [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> Sword Mage<\/p><\/div><div><p><b>Benefit:<\/b> You've learned how to create daggers out of thin air and rain them down onto your enemies. You gain three charges of the spell Cloud of Daggers and you regain these at the end of a long rest.<\/p><\/div><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"Usergen"},{"id":9631,"name":"Retaliation","type":"Class Feat","prerequisite":"Sword Mage ","normal":"","special":"","benefit":"Sometimes the enemy wins, but always having the last laugh is what you aim for in every battle. If an enemy attacks you and hits, and there is a visible, imbued sword 10 feet away from you, you can use your reaction to attack the enemy with your imbued sword. Up to one sword can be used for this technique.","full_text":"<div><h2>Retaliation [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> Sword Mage<\/p><\/div><div><p><b>Benefit:<\/b> Sometimes the enemy wins, but always having the last laugh is what you aim for in every battle. If an enemy attacks you and hits, and there is a visible, imbued sword 10 feet away from you, you can use your reaction to attack the enemy with your imbued sword. Up to one sword can be used for this technique.<\/p><\/div><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"Usergen"},{"id":9632,"name":"Hidden Blade","type":"Class Feat","prerequisite":"Sword Mage ","normal":"","special":"","benefit":"While an enemy focuses onto you, you can make a Stealth check to one of your swords. On a successful check, you can stab the enemy in the back as an action and gain advantage. On a failed check, you gain disadvantage on your next attack roll.","full_text":"<div><h2>Hidden Blade [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> Sword Mage<\/p><\/div><div><p><b>Benefit:<\/b> While an enemy focuses onto you, you can make a Stealth check to one of your swords. On a successful check, you can stab the enemy in the back as an action and gain advantage. On a failed check, you gain disadvantage on your next attack roll.<\/p><\/div><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"Usergen"},{"id":9633,"name":"Collateral Damage","type":"Class Feat","prerequisite":"Sword Mage ","normal":"","special":"","benefit":"You have learned since your training that the faster the sword goes, the more enemies you can take down. One of your imbued swords can exceed the sound barrier as it attacks multiple enemies. If there are up to three enemies 5 feet away from each other, you can use your bonus action to drive your sword through them and make an attack roll for each enemy you go through.","full_text":"<div><h2>Collateral Damage [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> Sword Mage<\/p><\/div><div><p><b>Benefit:<\/b> You have learned since your training that the faster the sword goes, the more enemies you can take down. One of your imbued swords can exceed the sound barrier as it attacks multiple enemies. If there are up to three enemies 5 feet away from each other, you can use your bonus action to drive your sword through them and make an attack roll for each enemy you go through.<\/p><\/div><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"Usergen"},{"id":9634,"name":"Parry","type":"Class Feat","prerequisite":"Sword Mage ","normal":"","special":"","benefit":"You've learned the arts of parrying from generations of teachings and try to incorporate them using your imbued swords. If an enemy attacks you with a melee weapon and there is an imbued sword 5 feet away from you, you can use your reaction to parry the attack and reduce it by 1d6 + your Int-modifier. You can only do this three times until you need a short rest.","full_text":"<div><h2>Parry [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> Sword Mage<\/p><\/div><div><p><b>Benefit:<\/b> You've learned the arts of parrying from generations of teachings and try to incorporate them using your imbued swords. If an enemy attacks you with a melee weapon and there is an imbued sword 5 feet away from you, you can use your reaction to parry the attack and reduce it by 1d6 + your Int-modifier. You can only do this three times until you need a short rest.<\/p><\/div><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"Usergen"},{"id":9635,"name":"Disarm","type":"Class Feat","prerequisite":"Sword Mage ","normal":"","special":"","benefit":"You may attempt to use an action to disarm an enemy if they are wielding a weapon you have studied with. The target must roll a Strength saving throw against your spell DC. If the creature fails, they let go of the weapon they are currently holding.","full_text":"<div><h2>Disarm [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> Sword Mage<\/p><\/div><div><p><b>Benefit:<\/b> You may attempt to use an action to disarm an enemy if they are wielding a weapon you have studied with. The target must roll a Strength saving throw against your spell DC. If the creature fails, they let go of the weapon they are currently holding.<\/p><\/div><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"Usergen"},{"id":9636,"name":"Tendon Swipe","type":"Class Feat","prerequisite":"Sword Mage ","normal":"","special":"","benefit":"As a reaction when an enemy disengages you can still make an opportunity attack if it hits you reduces there speed by half but deal no damage.","full_text":"<div><h2>Tendon Swipe [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> Sword Mage<\/p><\/div><div><p><b>Benefit:<\/b> As a reaction when an enemy disengages you can still make an opportunity attack if it hits you reduces there speed by half but deal no damage.<\/p><\/div><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"Usergen"},{"id":9637,"name":"Wall of Swords","type":"Class Feat","prerequisite":"Sword Mage ","normal":"","special":"","benefit":"You have learnt how to draw swords from nowhere and create a defensive ring of blades around you from many days of intense practice. You can use your action to create a ringed wall of blades around your self of up to 10 feet in diameter, 10 feet high and 1 foot thick. Any creature within 5 feet of the wall must make a Dexterity saving throw against your spell DC. On a failed save, a creature takes 5d6 magical piercing damage and takes half on a successful save. Your speed is reduced to 0 while you are using","full_text":"<div><h2>Wall of Swords [Class Feat]<\/h2><div><p><b>Prerequisite:<\/b> Sword Mage<\/p><\/div><div><p><b>Benefit:<\/b> You have learnt how to draw swords from nowhere and create a defensive ring of blades around you from many days of intense practice. You can use your action to create a ringed wall of blades around your self of up to 10 feet in diameter, 10 feet high and 1 foot thick. Any creature within 5 feet of the wall must make a Dexterity saving throw against your spell DC. On a failed save, a creature takes 5d6 magical piercing damage and takes half on a successful save. Your speed is reduced to 0 while you are using this technique and you cannot have moved previously that turn. this ability can last for concentration up to 10 min.<\/p><\/div><br \/><br \/><b>Reference:<\/b> <\/div>","reference":"Usergen"}],[],[],[],[],[],[]]