“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.” In other words, D&D feats allow you to customize your character beyond class or race in a way that suits your characters special talents.
What are optional class features?
Essentially, they add new options to an existing decision point on a class, such as the Fighting Style feature or a class’s spell list. These options are often safe to allow universally. The class doesn’t gain the ability to do more things within a single build; it simply gains more customization options.
What happens when you control a creature in Magic Jar?
Once you possess a creature’s body, you control it. Your game Statistics are replaced by the Statistics of the creature though you retain your Alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class feature. If the target has any class levels, you can’t use any of its Class Features.
How tall do you have to be to be possessed in Magic Jar?
You can attempt to possess any humanoid within 100 feet of you that you can see (creatures warded by a protection from evil and good or magic circle spell can’t be possessed). The target must make a Charisma saving throw.
What happens when a soul is destroyed in a Magic Jar?
If another creature’s soul is in the container when it is destroyed, the creature’s soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies.
When do you die in a Magic Jar?
If your body is more than 100 feet away from you or if your body is dead when you attempt to return to it, you die. If another creature’s soul is in the container when it is destroyed, the creature’s soul returns to its body if the body is alive and within 100 feet.