Feats

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A feat represents a talent or an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides.

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You can take each feat only once, unless the feat's description says otherwise.

You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat's prerequisite, you can't use that feat until you regain the prerequisite. For example, the Grappler feat requires you to have a Strength of 13 or higher. If your Strength is reduced below 13 somehow—perhaps by a withering curse—you can't benefit from the Grappler feat until your Strength is restored.

Custom Feat

If you desire an effect that isn't on this list, consult with your DM over the idea of adding a customized feat.

Alert

Always on the lookout for danger, you gain the following benefits:

  • You gain a +5 bonus to initiative.
  • You can't be surprised while you are conscious.
  • Other creatures don't gain advantage on attack rolls against you as a result of being hidden from you.
Athlete

You have undergone extensive physical training to gain the following benefits:

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  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • When you are prone, standing up uses only 2 metres of your movement.
  • Climbing doesn't halve your speed.
  • You can make a running long jump or a running high jump after moving only 2 metres on foot, rather than 4 metres.
Actor

Skilled at mimicry and dramatics, you gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You have advantage on Persuasion checks when trying to pass yourself off as a different person.
  • You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Insight check contested by your Persuasion check allows a listener to determine that the effect is faked.
Charger

When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature.

If you move at least 4 metres in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack's damage roll (if you chose to make a melee attack and hit) or push the target up to 4 metres away from you (if you chose to shove and you succeed).

Crossbow Expert

Thanks to extensive practice with the crossbow, you gain the following benefits:

  • You ignore the loading quality of crossbows with which you are proficient.
  • Being within 2 metres of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
  • When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a loaded hand crossbow you are holding.
Defensive Duellist

Prerequisite: Dexterity 13 or higher

When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack.

Dual Wielder

You master fighting with two weapons, gaining the following benefits:

  • You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
  • You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.
  • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
Dungeon Delver

Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:

  • You have advantage on Perception and Investigation checks made to detect the presence of secret doors.
  • You have advantage on saving throws made to avoid or resist traps.
  • You take half of the incoming damage dealt by traps.
  • You can search for traps while travelling at a normal pace, instead of only at a slow pace.
Durable

Hardy and resilient, you gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).
Elemental Adept

Prerequisite: The ability to cast at least one spell

When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.

Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.

You can select this feat multiple times. Each time you do so, you must choose a different damage type.

Grappler

Prerequisite: Strength 13 or higher

You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:

  • You have advantage on attack rolls against a creature you are grappling.
  • You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
  • Creatures that are one size larger than you don't automatically succeed on checks to escape your grapple.
Great Weapon Master

You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:

  • On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
  • Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Healer

You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:

  • When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point.
  • As an action, you can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.
Heavily Armoured

Prerequisite: Proficiency with medium armour

You have trained to master the use of heavy armor, gaining the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.
  • You gain proficiency with heavy armour.
Heavy Armour Master

Prerequisite: Proficiency with heavy armour

You can use your armour to deflect strikes that would kill others. You gain the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.
  • While you are wearing heavy armour, bludgeoning, piercing, and slashing damage that you take from non magical weapons is reduced by 3.
Inspiring Leader

You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 10 metres of you who can see or hear you and who can understand you. Each creature can gain shielding equal to your level + your Charisma modifier. A creature can't gain shielding from this feat again until it has finished a short or long rest.

Keen Mind
Dmg

You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits.

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You always know which way is north.
  • You always know the number of hours left before the next sunrise or sunset.
  • You can accurately recall anything you have seen or heard within the past month.
Lightly Armoured

You have trained to master the use of light armour, gaining the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with light armour.
Linguist

You have studied languages and codes, gaining the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You learn three languages of your choice.
  • You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.
Lucky

You have inexplicable luck that seems to kick in at just the right moment.

You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.

You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours.

If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.

You regain your expended luck points when you finish a long rest.

Mage Slayer

You have practised techniques useful in melee combat against spellcasters, gaining the following benefits:

  • When a creature within 2 metres of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
  • When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
  • You have advantage on saving throws against spells cast by creatures within 2 metres of you.
Magic Initiate

Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list.

In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again.

Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid: or Intelligence for wizard.

Martial Adept

You have martial training that allows you to perform special combat manoeuvres. You gain the following benefits:

  • You learn two manoeuvres of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the manoeuvre's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
  • If you already have superiority dice, you gain one more; otherwise, you have two superiority die, which are a d6. These dice are used to fuel your manoeuvres. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
Medium Armour Master

Prerequisite: Proficiency with medium armour

You have practised moving in medium armour to gain the following benefits:

  • Wearing medium armour doesn't impose disadvantage on your Stealth checks.
  • When you wear medium armour, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.
Mobile

You are exceptionally speedy and agile. You gain the following benefits:

  • Your speed increases by 4 metres.
  • When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
  • When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
Moderately Armoured

Prerequisite: Proficiency with light armour

You have trained to master the use of medium armour and shields, gaining the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with medium armour and shields.
Mounted Combat

You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits:

  • You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
  • You can force an attack targeted at your mount to target you instead.
  • If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Observant

Quick to notice details of your environment, you gain the following benefits:

  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
  • You have a +5 bonus to your passive Perception and passive Investigation scores.
Polearm Master

You can keep your enemies at bay with reach weapons. You gain the following benefits:

  • When you take the Attack action and attack with only a glaive, halberd, or quarterstaff, you can use a bonus action to make a melee attack with the opposite end of the weapon. The weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage.
  • While you are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you when they enter your reach.
Resilient

Choose one ability score. You gain the following benefits:

  • Increase the chosen ability's score by 1, to a maximum of 20.
  • You gain proficiency in saving throws using the chosen ability.
Ritual Caster

Prerequisite: Intelligence or Wisdom 13 or higher

You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.

When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class's spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.

If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.

Savage Attacker

Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon's damage dice and use either total.

Sentinel

You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:

  • When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
  • Creatures within 2 metres of you provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
  • When a creature within 2 metres of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
Sharpshooter

You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:

  • Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
  • Your ranged weapon attacks ignore half cover and three-quarters cover.
  • Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.

Dmg 5e Book Of Heroic Deeds List

Shield Master

You use shields not just for protection but also for offence. You gain the following benefits while you are wielding a shield:

  • If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 2 metres of you with your shield.
  • If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
  • If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
Skilled

You gain proficiency in any combination of three skills or tools of your choice.

Skulker

Prerequisite: Dexterity 13 or higher

You are expert at slinking through shadows. You gain the following benefits:

  • You can try to hide when you are lightly obscured from the creature from which you are hiding.
  • When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.
  • Dim light doesn't impose disadvantage on your Perception checks relying on sight.
Spell Sniper

Prerequisite: The ability to cast at least one spell

You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:

  • When you cast a spell that requires you to make an attack roll, the spell's range is doubled.
  • Your ranged spell attacks ignore half cover and three-quarters cover.
  • You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
Tavern Brawler

Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • You are proficient with improvised weapons and unarmed strikes.
  • Your unarmed strike uses a d4 for damage.
  • When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.
Tough

Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.

War Caster

Prerequisite: The ability to cast at least one spell

You have practised casting spells in the midst of combat, learning techniques that grant you the following benefits:

  • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
  • You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
  • When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of an action and must target only that creature.
Weapon Master

You have practised extensively with a variety of weapons, gaining the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with four weapons of your choice.

Epic Boons

An epic boon is a special power available only to 20th level characters. Epic boons are typically awarded after the characters complete a major quest, or accomplish something else particularly notable. A character might gain an epic boon after destroying an evil artifact, defeating an ancient dragon, or halting an incursion from the Outer Planes.

Epic boons can also be used as a form of advancement, a way to provide greater power to characters who have no more levels to gain. With this approach, epic boons can be awarded to each character for every 3,000 XP he or she earns beyond level 20.

The DM determines which epic boon a character gains. Ideally, the boon picked is something the character would put to use in future adventures. The DM might allow a player to select a boon for his or her character, subject to their approval.

Whatever boon a character ends up with, consider its place in your story and world. Many of the boons are extraordinary and represent the gradual transformation of a character into something resembling a demigod. The acquisition of a boon might visibly transform a character. For example, the eyes of a character with the Boon of Truesight might glow when he or she feels strong emotion, and a character who has the Boon of High Magic might have faint motes of light glimmering around his or her head. Also, decide how the boon first appears. Does the boon appear spontaneously and mysteriously? Or does a being of cosmic power manifest to bestow it? The bestowal of a boon can itself be an exciting scene in an adventure.

The text of a boon addresses its user. Unless a boon says otherwise, a character can't gain it more than once


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Book of Exalted Deeds
Abbreviation:BE, BoED
Author:James Wyatt, Darrin Drader, Christopher Perkins
Publisher:Wizards of the Coast
Item Code:880260000
Release Date:October 2003
Format:Hardcover
Page Count:192
ISBN-10:0-7869-3136-1
Price:$32.95 ; C$48.95
Product Blurb:
As the Book of Vile Darkness was a resource book on the most evil elements of campaign play, the Book of Exalted Deeds focuses instead on the availability of good resources and features in the D&D spectrum.

Included are new exalted feats, prestige classes, races, spells, magic items, and descriptions and statistics for a host of creatures and celestial paragons to ally with virtuous characters. The Book of Exalted Deeds also provides descriptions and statistics for a host of creatures and celestial paragons to ally with virtuous characters.

Book of Exalted Deeds is the second title in the line of Dungeons & Dragons products specifically aimed at a mature audience.

This text is quoted from promotion material. Text and images are copyrighted by the original publisher.


Races[edit]

There are no new player races in this supplement.


Base Classes[edit]

There are no new Basic Character Classes in this supplement.


Dmg 5e Book Of Heroic Deeds Free

New Spells[edit]

The Book of Exalted Deeds contains a section of new spells. All of the spells are in the (good) subtype, meaning they can only be used by good characters. The Book of Exalted Deeds also introduces the concept of 'Sanctified Spells', a subset of spells that requires the caster to make a personal sacrifice to cast the spell.

New Powers[edit]

There are no new powers available in this supplement.


Prestige Classes[edit]

Below is a table listing all available prestige classes as well as a brief summary provided for play from this supplement.


NamePageDescription
Anointed Knight49The anointed knight is a holy soldier who has taken great pains to learn the intricacies of alchemy in order to become a more capable combatant. Armed with an ancestral weapon, she searches for obscure lore, consults with alchemists and sages, and communes with the powers of good. Her unquenchable thirst for knowledge is matched only by her extraordinary combat prowess.
Apostle of Peace51In a world where conflict usually means violence, where good and evil meet regularly on the field of battle, where might too often makes right and power is measured in gold peaces, the apostle of peace is a lone voice crying in the wilderness, calling for a change of heart. Having completely forsworn violence in any form, the apostle of peace is an advocate for nonviolent resolution of conflict. He is a powerful font of divine magic, but his spells are all aimed toward healing, calming hostility, and aiding his allies.
Beloved of Valarian53The beloved of Valarian (also called Valarian’s beloved) are women who have foresworn the love of mortals to dedicate themselves entirely to the unicorn deity Valarian, thus fostering a close bond with unicorns. They normally come from the ranks of exalted rangers or druids, although there have been paladins and even fighters who have chosen this path. Most of Valarian’s beloved are humans, elves, and half-elves, but halflings, gnomes, and dwarves are not prohibited.
Celestial Mystic55The mysteries of the seventh mounting heaven, the celestial layer of Chronias, are unplumbed even by the archons who inhabit Celestia’s lower layers. Tales say that those who enter have their inherent goodness magnified until their essence joins with Celestia itself. From their homes and studies on the Material Plane, celestial mystics strive to attain this ultimate unity with the perfect good. By contemplating the mystery of the Illuminated Heaven, they believe that they become more pure, more good, and more perfect. As they improve themselves, they become suited—after long effort and much meditation— to ascend to the seventh heaven and find what they describe as simultaneously a perfect extinction and a perfect immortality, a oneness with the highest good in all the planes.
Champion of Gwynharwyf56Gwynharwyf is the celestial patron of barbarians, the model for how rage and righteousness can coexist in a single being. Her champions are mortal barbarians who strive to emulate her sublime balance of fury and reserve, using their rage to smite implacably evil foes while retaining their focus on good, with its demands for mercy and respect for life. They are among the fiercest warriors for the cause of good on the Material Plane, armed with spells they can actually cast while raging, ironwilled resistance to compulsions, and eladrinlike resistance to attacks in addition to their fearsome rage.
Defender of Sealtiel58Sealtiel is the celestial paragon who serves as patron of defenders—those who protect the weak from the depredations of the strong, fight off the forces of evil when they assault the good, and defend the ideals of goodness and truth from evil deception and lies. His mortal champions are the defenders of Sealtiel, a knightly order sworn to uphold those ideals. While the fists of Raziel take the fight against evil onto evil’s home ground, the defenders of Sealtiel remain at home, guarding against evil’s counterassault.
Emissary of Barachiel59Ruler of the first heaven of Celestia, Barachiel is patron of lawful good heralds and messengers. He is charged with the defense of Celestia and the promulgation of law and goodness on the Material Plane, and his emissaries help him carry out this latter mission. The emissaries of Barachiel are peacemakers, diplomats, and evangelists, as well as staunch opponents of evil and corruption.
Exalted Arcanist61Tales say that sorcerers gain their innate magical ability from draconic blood, and many sorcerers (especially kobold sorcerers) loudly champion this legend. Aasimar sorcerers, meanwhile, smile to themselves, knowing that dragons are not the only source of spontaneous arcane power. Among both sorcerers and bards, some trace the source of their power back to celestial influence, either bloodline or simply favor. These are the exalted arcanists, spontaneous spellcasters who gain access to spells that channel celestial energy.
Fist of Raziel62The fists of Raziel represent a knightly order dedicated to the celestial patron of holy warfare against evil. Its members include large numbers of paladins, as well as lawful good clerics, fighters, rangers, and occasionally warriors. While Sealtiel champions those who defend good communities from evil assault, Raziel’s crusaders lead the charge against evil wherever it is found. Smiting evil is their mission and their specialty
Initiate of Pistis Sophia64Pistis Sophia is the monk of the Celestial Hebdomad, a contemplative, mystic, and ascetic patron for those who follow similar spiritual paths. The path of her initiates requires great sacrifices (in the form of at least three sacred vows), but brings great rewards of spiritual power.
Lion of Talisid65The undisputed ruler of the guardinals, Talisid the Celestial Lion is an enormously powerful force for good—and good alone, undiluted by concerns of law or chaos. He is also a mighty druid, and his mortal and guardinal champions are druids and rangers who share both his fierce hatred of evil and his passionate love of the natural world and its creatures. Called the lions of Talisid, these protectors of nature and champions of good emulate their celestial patron in more concrete ways: adopting feline animal companions, assuming great cat forms with their wild shape ability, and eventually roaring like a leonal. Druids and rangers most commonly become lions of Talisid, and only a character with an animal companion can enter the class. Multiclass druid/rangers also commonly adopt the class, and less commonly, fighter/druids or cleric/rangers.
Prophet of Erathaol66The prophet of Erathaol is a seer and visionary, a medium of the heavenly will, pronouncing judgment on corruption and evil in the world, speaking words of comfort to the oppressed and downtrodden, and announcing the work of the archons in the world. She channels celestial spirits and allows them to use her body for their purposes on the Material Plane. Insofar as these celestials have knowledge of future events, the prophet may speak authoritatively about events to come, but her primary focus is on changing the present world into a better world for the future, a place where law and good might reign supreme.
Risen Martyr68Characters driven by revenge, greed, or other base desires may return from death as ghosts, revenants, or other undead. By contrast, a risen martyr is an exalted character who continues in his earthly existence after his martyrdom, rather than entering the ranks of the petitioners on the celestial planes, in order to finish some unfulfilled task. Within a short time of his martyrdom (usually 1d4+1 days), a risen martyr returns in a spiritual body to complete the holy task that led to his martyrdom.
Sentinel of Bharrai69Respect for the power of nature, the desire to further the ends of good, and the resolve to destroy evil are the core beliefs of the sentinels of Bharrai, strongwilled spellcasters who venerate “The Great Bear of Elysium.” Their initiates hail primarily from the ranks of wizards, although sorcerers, druids, and clerics may also become sentinels.
Skylord71An elf crusader, the skylord uses his kinship with creatures of the sky and the power of the winds to fight evil. His ties with the elven community are generally loose at best, since he sees much more urgency in the day-to-day events of the world. This point of view is often lost on the elven lords who would prefer to insulate themselves from the affairs of the shorter-lived races. Elves who become skylords often come from the ranks of barbarians, fighters, druids, and rangers.
Slayer of Domiel73Assassins, of course, are evil by their nature and the nature of what they do: committing murder for money is a completely evil act. However, sometimes the skill set of an assassin is required for more noble purposes. Claiming the power of the paragon archon Domiel, the slayers of Domiel are a disciplined, secretive order of stealthy spies and—when the need arises—assassins who serve the cause of law and good. Rather than relying entirely on stealth and poison, the slayers of Domiel use supernatural means to dispatch evil foes.
Stalker of Kharash75Kharash, one of the Five Companions of Talisid, is the greatest of the wolflike lupinal guardinals. As a fierce opponent of evil, Kharash acts as patron to those who use stealth to track and hunt evildoers. The stalkers of Kharash are a loose-knit order of rangers, rogues, and other characters devoted to fighting evil under Kharash’s patronage.
Swanmay76Swanmays are members of a secretive order sworn to protect wilderness areas from evil. Their most distinctive feature is their ability to adopt the form of a swan, which they use primarily for mobility. The order accepts only women who are committed to the cause of good and who already possess a strong affinity for the natural world.
Sword of Righteousness77The call of exalted deeds does not exclude the path of the warrior. Though few in number, warriors of every stripe devote themselves to good, choosing a higher calling than their fellows. Even among paladins, some pursue a commitment to righteousness and purity that exceeds the norm, truly exalting them above their peers. These men and women are called swords of righteousness.
Troubadour of Stars78With the exception of Gwynharwyf, who holds her barbarian champions in special regard, the various lords and knights of the eladrin Court of Stars do not sponsor individual orders of followers. Rather, as a group they offer their patronage to certain mortal bards, granting them the ability to channel their celestial music through their mortal voices and instruments. These blessed bards are the troubadours of stars, gifted musicians and champions of good.
Vassal of Bahamut80Most of Bahamut’s emissaries and champions are dutiful and mighty metallic dragons. Occasionally, however, Bahamut finds a nondraconic champion whose reverence of good dragons is unshakable, and whose hatred of evil dragons rivals that of the purest gold dragons—a force of good so strong that Bahamut feels moved to offer this champion a place in his court.
Wonderworker82Among spellcasters of all kinds, some are so devoted to the cause of good that they sacrifice some of their spellcasting ability in order to grow closer to the ideal of goodness they revere. These are wonderworkers, practitioners of arcane or divine magic (or even psionics) whose righteousness and purity sets them apart from others—even from other good clerics.

Feats[edit]

NamePageDescription
Ancestral Relic39You own an ancestral heirloom and can invest it with increasing power.
Animal Friend41Animals respond favorably to the aura of goodness that exudes from you.
Celestial Familiar41As long as you are able to acquire a new familiar, you may receive a celestial as a familiar.
Celestial Mount42Your special mount is a true creature of the heavens.
Consecrate Spell42You can imbue your spells with the raw energy of good, by the grace of a celestial power.
Consecrate Spell Trigger42You can channel holy power through a spell trigger item, such as a wand or staff.
Consecrate Spell-Like Ability42You can channel holy power into your spell-like abilities.
Exalted Companion42Instead of an animal companion, you have a magical beast of good alignment.
Exalted Smite42Your smite ability is empowered with holy energy.
Exalted Spell Resistance42You are particularly resistant to evil spells.
Exalted Turning42You turn undead with such power that affected undead take damage.
Exalted Wild Shape42You can use your wild shape ability to take the form of a good-aligned magical beast.
Favored of the Companions43You swear allegiance to the Talisid or one of the Five Companions, the paragons of the guardinals, and in exchange gain power to act on their behalf.
Fist of the Heavens43Your stunning attack is empowered by celestial might.
Gift of Faith43You have an unusual capacity to trust in divine providence working all things for the good.
Gift of Grace43You can improve the saving throws of your allies by sharing some of your divine grace.
Hands of a Healer43You can heal more damage than normal by laying on hands.
Holy Ki Strike44Your unarmed attacks deal extra damage to evil creatures.
Holy Radiance44You can increase the intensity of the light surrounding you to damage undead creatures.
Holy Subdual44You can turn bonus damage into nonlethal damage.
Intuitive Attack44You fight by faith more than brute strength.
Knight of Stars44You swear allegiance to the Court of Stars, the paragons of the eladrin, and in exchange gain power to acton their behalf.
Nemesis44You are the holy bane of creatures of a particular type.
Nimbus of Light44You are cloaked in the radiant light that marks you as a servant of the purest ideals.
Nonlethal Substitution44You can modify a spell that uses energy to deal damage to deal nonlethal damage instead.
Nymph's Kiss44By maintaining an intimate relationship with a good-aligned fey, you gain some of the characteristics of fey.
Purify Spell44You can charge your damaging spells with celestial energy that leaves good creatures unharmed.
Purify Spell Trigger45You can channel holy power through a spell trigger item, such as a wand or staff.
Purify Spell-Like Ability45You can charge your damaging spell-like abilities with celestial energy that leaves good creatures unharmed.
Quell the Profane45Your mightiest attacks weaken evil foes.
Ranged Smite Evil45You smite ability can be channeled through your ranged weapon.
Resounding Blow45Your mightiest attacks cause your foes to tremble before you.
Righteous Wrath45Your rage is empowered with divine fury.
Sacred Strike45Your sneak attack is enhanced by your unshakable faith in a good-aligned deity.
Sacred Vow45You have willingly given yourself to the service of a good deity or cause, denying yourself an ordinary life to better serve you highest ideals.
Sanctify Ki Strike46Sacred power suffuses your unarmed strikes.
Sanctify Martial Strike46Sacred power suffuses your attacks with a certain kind of weapon.
Sanctify Natural Attack46You can focus holy power into your natural attacks.
Sanctify Weapon46You can focus holy power into your weapon.
Servant of the Heavens46You swear allegiance to one of the Tome Archons who rules the Seven Heavens, and in exchange gain power to act on their behalf.
Spell Focus (Good)46Your spells with the good descriptor are more potent than normal due to your relationship with the powers of good.
Stigmata46You bear the marks of wounds on your body, as sort of a living martyrdom.
Subduing Strike46You are adept at striking to deal nonlethal damage even with normal weapons.
Touch of Golden Ice47Your touch is poisonous to evil creatures.
Vow of Abstinence47You have taken a sacred vow to abstain from alcoholic beverages, drugs, stimulants such as caffeine, and intoxication.
Vow of Chastity47You have taken a sacred vow to refrain from marriage and sexual intercourse.
Vow of Nonviolence47You have taken a sacred vow to avoid violence against humanoids.
Vow of Obedience48You have taken a sacred vow to live according to the dictates of another, generally your superior in a religious order or similar organization.
Vow of Peace48You have taken a sacred vow to abstain from harming any living creature.
Vow of Poverty48You have taken a sacred vow to forswear material possessions.
Vow of Purity48You have taken a sacred vow to avoid contact with dead flesh.
Words of Creation48You have learned a few of the words that were spoken to create the world.

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