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Alignment Feats
Alignment Feats
Light Law
FEAT: DIVINE AUTHORITY
Dark Neutral
FEAT: SHADOW NEGOTIATOR
Once per session, use Iron Fist to force an You can break free from restraints and inspire
enemy to make a Wisdom saving throw (DC others to do the same.
= 8 + your proficiency bonus + your Strength Once per session, activate Liberating Burst
modifier) or be frightened for one minute. to automatically escape from grapples,
FEAT: INQUISITOR'S GAZE restraints, or similar effects. All allies within
10 feet gain advantage on their next escape
attempt.
Your intense scrutiny can reveal the truth or
force confessions. FEAT: CHAOS INFUSION
Neutral Neutral
FEAT: EQUILIBRIUM KEEPER Light Neutral
FEAT: HARMONIOUS PRESENCE
Your balanced nature allows you to maintain Your balanced nature allows you to channel
equilibrium in any situation. healing energy effectively.
Once per session, you can negate Once per session, you can cast a healing
disadvantage on any roll or impose spell at one level higher than you normally
disadvantage on an attack against you. could, or heal an additional 2d8 hit points
FEAT: ADAPTIVE STRATEGY with a healing ability.
Once per session, you can change one of Your presence can calm and soothe those
your prepared spells or known abilities to around you.
another of the same level from your class
list.
Once per session, activate Calming Aura to Once per session, you can force an enemy
remove fear, charm, or similar effects from to reroll a successful attack roll or saving
all allies within 10 feet. throw. They must use the new roll.
Dark Chaos
FEAT: CHAOTIC INFLUENCE