Feats (Lazarus)

New feats are presented here in alphabetical order for groups that use them.

You are efficient at flanking, you allow allies to attack your foes.

* Increase your Strength score by 1, to a maximum of 20.
* Whenever you critically hit or deal more than 10 damage to a creature in a single attack, an allied creature within 5 feet of your target can use its reaction to make an attack on your target.

### DISTRACTING SPELLS

*Prerequisite: The ability to cast at least one spell*

You learned to distract mentally your target when you cast specific spells.

* Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
* Creatures have disadvantage on saving throws against spells you cast that has concentration.

### ENDURE PAIN

*Prerequisite: Second Wind or Rage ability*

You are able to prepare your body for incoming pain.

Whenever you use your second wind or your rage ability, you can expend a hit dice and gain temporary hit points equal to the die rolled plus your constitution modifier.

### HANDS OF RESTING

*Prerequisite: Lay on Hands ability*

Your restoration goes beyond the body.

* Your pool of healing power is increased by 15.
* You can expend 20 hit points to touch a target to restore up to 3 spell slots of 5th-level or lower.

### HELPING HAND

*Prerequisite: Mage Hand cantrip*

You are able to interfere against physical harm of a target with your magical mage hand.

When a creature that you can see within the range of your mage hand makes an Attack roll, you can use your Reaction to give the target a +3 bonus to AC for the attack. You can choose to use this feature after the creature makes its roll, but before the GM determines whether the Attack roll or ability check succeeds or fails, or before the creature deals its damage.

### LIFE TRANSFER

You can control the essence of living creatures around you.

* Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
* Whenever you gain or regain hit points from a spell you cast, you can make another creature you can see within 60 feet gain or regain those hit points instead of you.
* You learn the Cure Wounds spell and False Life spell. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can’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’ spellcasting ability is the ability increased by this feat.

### MYSTICAL KI

*Prerequisites : Ki ability*

Your ki has extended beyond its limit.

* Increase your Wisdom or Dexterity score by 1, to a maximum of 20.
* Whenever you spend a hit dice, you can add the ability modifier of the score increased by this feat instead of constitution.
* **Bamboo's Resilience.** You can spend 1 ki point as a bonus action to spend 1 hit dice.
* **Leaf in the Wind.** You can spend 1 ki point as a bonus action to take the escape action.

### WHIP MASTERY

*Prerequisites: Dexterity 13 or higher*

Your prowess with the whip weapon makes you a formidable tactician.

* Increase your Dexterity score by 1, to a maximum of 20.
* You gain proficiency with Whip weapons.
* Whenever you hit with an attack performed with a whip, you can use a bonus action to pull a target 5 feet toward you. The target must be no more than one size larger than you. This movement provokes opportunity attacks.