Prerequisite: Constitution 13 or higher
You are especially hardy, you are wounded less and irrepressible even when wounded, recovering with surprising speed.
Options:
When you spend Hit Dice to recover Hit Points, instead of rolling, you heal the maximum possible result. For example, if a Cleric (d8) spends 2 Hit Dice on healing, they automatically regain 16 Hit Points plus their modifier for Con on both dice.
If you fail an Intelligence, a Wisdom, or a Charisma saving throw, you can cause yourself to succeed instead. Once you use this benefit, you can't use it again until you finish a Short or Long Rest.
You do not suffer Exhaustion when you fall to 0 Hit Points.
You recover up to two levels of Exhaustion when you finish a Long Rest
You gain proficiency in saving throws in Constitution. You are required to forgo two of your feat bullets to select Resilient Major (CON).
You gain proficiency in saving throws in Dexterity. You are required to forgo two of your feat bullets to select Resilient Major (DEX).
You gain proficiency in saving throws in Wisdom. You are required to forgo two of your feat bullets to select Resilient Major (WIS).
You gain proficiency in saving throws in Charisma.
You gain proficiency in saving throws in Intelligence.
You gain proficiency in saving throws in Strength.
Your Hit Point maximum cannot be lowered.
While you are not wearing any armor, your Armor Class equals 13 plus your Constitution modifier. You can use a shield and still gain this benefit.
Your Hit Point maximum increases by an amount equal to your level when you select this bullet. Whenever you gain a level thereafter, your Hit Point maximum increases by an additional one Hit Point. You may select this bullet twice, if you do so, you gain twice the benefit.
Your Hit Point maximum increases by an amount equal to your level when you select this bullet. Whenever you gain a level thereafter, your Hit Point maximum increases by an additional one Hit Point. You may select this bullet twice, if you do so, you gain twice the benefit.
When you spend Hit Dice to recover Hit Points, instead of rolling, you heal the maximum possible result. For example, if a Cleric (d8) spends 2 Hit Dice on healing, they automatically regain 16 Hit Points plus their modifier for Con on both dice.
You do not suffer Exhaustion when you fall to 0 Hit Points.
You recover up to two levels of Exhaustion when you finish a Long Rest
You gain proficiency in saving throws in Constitution. You are required to forgo two of your feat bullets to select Resilient Major (CON).
You gain proficiency in saving throws in Dexterity. You are required to forgo two of your feat bullets to select Resilient Major (DEX).
You gain proficiency in saving throws in Wisdom. You are required to forgo two of your feat bullets to select Resilient Major (WIS).
You gain proficiency in saving throws in Charisma.
You gain proficiency in saving throws in Intelligence.
You gain proficiency in saving throws in Strength.
Your Hit Point maximum cannot be lowered.
While you are not wearing any armor, your Armor Class equals 13 plus your Constitution modifier. You can use a shield and still gain this benefit.
Your Hit Point maximum increases by an amount equal to your level when you select this bullet. Whenever you gain a level thereafter, your Hit Point maximum increases by an additional one Hit Point. You may select this bullet twice, if you do so, you gain twice the benefit.
Your Hit Point maximum increases by an amount equal to your level when you select this bullet. Whenever you gain a level thereafter, your Hit Point maximum increases by an additional one Hit Point. You may select this bullet twice, if you do so, you gain twice the benefit.