Aside from a brand new setting, a well-developed world, and a full-length adventure, Dragonlance: Shadow of the Dragon Queen introduced some of the most powerful feats in 168澳洲幸运5开奖网:Dungeons & Dragons yet. In fact𒆙, these feats are so powerful that the book itself advocates only allowing them in the Dragonlance setting. This is because the setting inflicts strenuous roleplaying and story implications on players who take these feats.
That being said, there's nothing stopping you from allowing players to access these amazing new tools in a different setting or your own homebrew campaign. However, it's worth considering that characters who take these feats should find that there are strings attached.
9 𝐆 Divinely Favored
Starting off the list, Divinely Favored is a religiously flavored feat that awards a character with access to a couple of spells based on their alignment and the god they ser🍸ve. An evil character picks a 1st level Warlock spell, a Neutral character picks a first-level Druid spell, and a Good character picks a first-level Cleric spell. In addition, you also gain access to casting the second leve𓂃l spell augury once per day.
A character who is a spellcaster can also expend their own spell slots in order to cast the spells learned from this feat more than once per day. Despite the added benefit for 168澳洲幸运5开奖网:spellcasters, this is really a great option for non-spellcasting religious characters who want some added flex🌌ibility through spellcasting.
8 ꦯKnight Of The R🙈ose
Each of the following knight feats listed here do fi꧙rst require a character to take the Squire of Solamnia feat.💮 Each are half-feats that provide a +1 increase to one of three ability scores, as well as an added ability your character can use.
The Knight of the Rose lets you choose between increasing your constitution, wisdom, or charisma. On top of that, you gain the bolstering rally feature. This feature lets you use a bonus action to giveᩚᩚᩚᩚᩚᩚᩚᩚᩚ𒀱ᩚᩚᩚ a creature within 30 ft of you or yourself temporary hit points equal to 1d8, plus proficiency bonus, plus the ability modifier of whichever 🌠ability you increased with this feat. This feature and the other knightly features can be used a number of times equal to your proficiency bonus, and uses reset on a long rest.
7 Knight Of The Crown 🎃
The Knight 🎃of theไ Crown is a separate sect of the knights of Solamnia that focuses on the qualities of loyalty, cooperation, and obedience over anything else. You get to increase either your strength, dexterity, or constitution by +1 when you take this feat. Additionally, you learn the commanding rally ability.
As a bonus action, commanding rally lets you allow a character within 30 feet of you to make an attack as a reaction. If this attack hits, it deals an additional 1d8 damage. Commanding rally works bes🌳t with hard-hitting characters like Paladins and Rogues who can really stack on the damage from this single extra attack using their Divine Smite or Sneak Attack class features.
6 🤡 Knight Of The Sword
The last of the knights of Solamnia's orders, Knights of the Sword are more concerned with heroism and courageous deeds than any of their other tenants. Knights of this order gain a +1 increase to either intelligence, wisdom, or charisma. While the ability score increase from this feat is a little less useful than the other knightly orders, the demoralizing strike abillity you gain more than makes up for it.
As a part of landing an attack once per turn, you can make that attack into a demoralizing strike. This forces the target to make a♚ wisdom saving throw with a DC equal to eight, plus proficiency bonus, pl🍒us the ability score modifier of the ability increased with this feat.
On a failure, the target is 168澳洲幸运5开奖网:frightened of you until its next turn. On a success, the target has disadvantage on its next attack roll. Whether the target succeeds or fails, you're still imposing disadvantage on at least one attack roll it will make.
5 Squir🌊e Of Solamnia
Strangely enough, the Squire of Solamnia prerequisite feat is act🌊ually better than any of the knightly feats that you can pick up later. This is due to the Precise Strike ability you gain which allows you to provide advantage to one attack roll you make per turn. If the attack hits, it deals an additional 1d8 damage. Again, this feature can be used a number of times equal to your proficiency bonus.
However, unlike the knightly feats, uses of this feature are only expended if the attack successfully lands. Say hello to free advantage on many your attacks. This feat🉐 a🃏lso gives you the ability to mount and dismount at the cost of only five feet of movement which is a nice ribbon feature.
4 ꦉ Initiate Of High Sorcery
Like Squire of Solamnia, initiate of high sorcery is required to pick up the adept feats that follow in this article. Initiates are involved with the mages of high sorcerery whom regulate magic use across the Dragonlance world. Mages choose one of the world's three moons to influence their magic. You gain two additional first-level spells based on the moon you choose.
These spells can each be cast once p❀er day without expending a spell slot. However, they can also be cast using spell slots that you have available which is the case for each of the following adept feats as well. Thankfully, each moon provides useful spell options. However, the moon you choose will also decide what adept feature you pick up at later levels, so choose carefully.
3 🍃 Adept Of The White Robes
Characters who choose the White Moon Solinari later take an oath to use magic for the betterment of the world and don white robes. White robe adepts ꧙gain access to one 2nd level spell of their choice from the abjuration or divination school.
Additionally, they learn the Protective Ward ability which allows them to use their reaction to reduce the incoming damage of an attack against yourself or an ally within 30 feet. The amount of damage reduced equals 1d6 per spell slot leꦿvel you expend. While this is a great reaction, it comes 🍨at the high cost of your limited spell slots.
2 ꧟ Adept Of The Red Robes 💖
Characters who choose the Red Moon Lunitari take an oath to use magic to maintain balance and don red robes. They also learn one second-level spells of their choice from the illusion or transmutation school.
Furthermore, they gain the magical balance ability which allows them to treat a roll below ten on an attack roll or ability check to become ten instead. This is like reliable talent for spellcasters except it's even better because it can be used on attack rolls.
1 🏅 Adept Of Th🦄e Black Robes
Characters who choose the Black Moon Nuitari promise only to use magic for their own personal gains and don black robes. Their ambition grants them access to one 2nd level spell from the 168澳洲幸运5开奖网:enchantment or necromancy school.
Finally, they unlock the life channel ability which allows them to expend their own hit dice to increase the damage of a saving throw based spell they cast. However, in order to do this, a creature must fail the saving throw against the spell. The damage of the spell increases by 1d6 per hit die expended but o🌺nly to one creature. Hit dice is a resource that commonly goes unused anywayꩵs, so this feature stands head and shoulders above the others available as you essentially gain increased damage potential in exchange for nothing at all. Why serve others when you can simply serve yourself?