Feats for the campaign
Arkadia- Arcana games
Arena Champion
Prerequisite: 13 Charisma
Whether you adopt the dirty fighting of the pits or the flashy spectacle of the arena, your combat style takes on the performative aspects of a gladiator. You gain the following benefits:
•Increase your Charisma, Dexterity, or Strength score by 1, to a maximum of 20.
• As an action you may make a melee weapon attack using Acrobatics (Dexterity), Athletics (Strength), or Performance (Charisma). If this attack hits treat it as a critical hit. Once you use this feature, you can’t use it again until you finish a short or long rest.
Colossus Breaker
Prerequisite: 13 Strength or Dexterity
When you hit a Large or larger creature with a weapon attack, the creature takes an extra 1d6 damage for each size category it is aboveMedium — for example, a Huge creature would take an additional 2d6 damage. You can deal this extra damage only once per turn.
Myrmidon
Like the heroes of ages past, you learn to fight unencumbered by armor, instead relying on your innate speed and agility to grant you the following benefits:
•While unarmored, your Armor Class equals 13 + your Dexterity modifier. You can use a shield and still gain this benefit.
•While unarmored, damage you take from nonmagical bludgeoning, piercing, and slashing damage is reduced by an amount equal to your Dexterity modifier.
Oracle
You gain the power of Sight. Such abilities could be a latent inheritance passed down through bloodlines or they could arise suddenly, a gift or curse from the gods. You gain the following benefits:
• You learn the dream spell and cast it without expending a spell slot.When cast in this way, you may only choose yourself as the spell’s messenger and the spell’s target automatically succeeds on its saving throw.
• You learn the divination spell and can cast it as a ritual. You may ask three questions instead of one.
Pankratiast
You have studied the Arkadian sport of unarmed combat, gaining the following benefits:
• Your unarmed strikes use a d4 for damage.
•While you have a free hand, you can use your bonus action to make one unarmed attack.
• If you hit a creature with an unarmed attack, you can use your reaction to attempt to grapple that creature.
PhalanxWarrior
You adopt the fighting style of the hoplite, with spear and shield, adept at protecting those in their formation on the field of battle, and gain the following benefits:
•When using a spear or war spear in one hand and a shield in the other, the weapon’s damage die changes as if you wielded the weapon in two hands, from a d6 to a d8 or a d8 to a d10. (This benefit has no effect if
another featurehasalreadyimprovedtheweapon’sdie.) • You may wield spears and war spears as if they had the finesse property.
• The thrown range of spears and war spears becomes (range 30/120).
•When an ally within 5 feet of you is attacked, you can use your reaction to grant them a +2 bonus to AC against the triggering attack.
Reveler
Prerequisite: 13 Charisma
You are the life of the party. Your hedonistic indulgences, be they drinking, feasting, or debauchery, are sure to lead others to follow.
• Increase your Charisma score by 1 to a maximum of 20.
• You gain advantage on Constitution saving throws against poison from alcohol.
• You gain proficiency in one of the following musical instruments: pan pipes, double flute, lyre, drum, or your voice as if it were a musical instrument.
•When you are in a social area, such as a market square, fighting pit, or an inn, populated with ten or more creatures that can see and hear you, you can make a Performance (Charisma) skill check against a DC of 5–20 (at the GM’s discretion based on the crowd). If you succeed, for the next hour you have advantage on any ability check to interact socially with a creature in the area. If you fail, you cannot use this feature in the same area for 24 hours. Any creature that can’t be charmed is immune to these effects.
Slinger
You are with trained with a sling as a weapon of war.
•When using lead or other dense, uniform bullets rather than rough stones as ammunition, your range with slings increases to 60/240.
• If you wield a weapon or shield in your other hand while using a sling, you may still load it as if you had a free hand.
• You may use your bonus action to make a ranged attack with your sling.
Triton
You learn the art of fighting with spear and net, and gain the following benefits:
•When you wield a trident, its damage die changes from a d6 to a d8 when wielded in one hand, and from a d8 to a d10 when wielded with two hands. (This benefit has no effect if another feature has already improved the weapon’s die.)
• Your reach with tridents with which you are proficient is increased by 5 feet. Other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.
• You can use a bonus action to attack with a net you are holding. This attack has advantage if you are also wielding a trident.
Racial Feats
Alluring
Prerequisite: Siren Phaedran
You have mastered the otherworldly powers of your voice, gaining the following benefits:
• As an action you can attempt to charm one or more humanoids that can hear you by singing an unearthly song. A creature must succeed on aWisdom saving throw against a DC equal to 8 + your Charisma modifier + your proficiency bonus, with advantage if you are currently fighting it, or it becomes charmed by you for one hour or until one of your allies harms it. It will know it has been charmed when the effect ends. You can use this a number of times equal to your Charisma modifier (minimum 1). You may expend multiple uses in a single action to affect an additional creature for each use beyond the first. You regain any expended uses when you finish a long rest.
• You become proficient in singing as if your voice were a musical instrument and can sing underwater. While you are singing, humanoids, giants, and beasts with intelligence 7 or less that can hear you are charmed by you. If you or your companions do anything harmful to an affected creature, it becomes immune to your song for 24 hours.
Embalmic Alchemist
Prerequisite: Nyssian elf
You have unearthed a fragment of the ancient alchemical knowledge of your people, gaining the following benefits:
• You add double your proficiency bonus to checks you make with your medicine kit and alchemist’s supplies. • During a long rest you can use your alchemist's supplies or medicine kit to create up to five healing elixirs. The elixirs are completed at the end of the long rest, and lose their potency if they have not been consumed within 8 hours.
• As an action, a creature can drink a healing elixir or administer one to a willing or unconscious creature. The creature imbibing the elixir immediately uses a number of Hit Dice equal to half their level to heal themselves. If a character has insufficient Hit Dice, they use all remaining dice. They roll the dice, add their Constitution modifier to each roll, and regain a number of hit points equal to the total (minimum of 1).
Fieldling
Prerequisite: Field Dwarf
Seemingly blessed by the gods, abundant bounty grows around you, granting you the following benefits:
• Increase yourWisdom score by 1 to a maximum of 20.
•When you finish a long rest, you can choose to enrich the land around you. All plants in a half-mile radius centered on you become enriched for 1 year. The plants yield twice thenormal amount of foodwhenharvested. When you would produce food or drink from foraging, a feature, or a spell, such as create food and water, goodberry, or heroes’ feast, you produce twice as much.
Forge Heart
Prerequisite: Volcano dwarf
You have achieved mastery of some of your people’s sacred crafting skills. You gain the following benefits:
• Increase your Strength score by 1 to a maximum of 20.
• You gain proficiency in two of the following tools of your choice: smith’s tools, mason’s tools, glassblower’s tools or jeweler’s tools. If you are already proficient in the chosen tool your proficiency bonus with that tool is doubled.
•Whenever you make an Intelligence (History) check related to the origin of metal craftsmanship, such as a golden ring or bronze sword, you are considered proficient in the History skill and add double your proficiency bonus to the check instead of your normal proficiency bonus.
Giantborn
Prerequisite: Orc
The blood of the first orcs, giants among mortals, flows through your veins, granting you the following benefits:
• Increase your Strength score by 1 to a maximum of 20.
• Immediately after you use your Relentless Endurance trait, you can spend a number of Hit Dice up to half your level to heal yourself. Roll the dice, add your Constitution modifier to each roll, and regain a number of hit points equal to the total (minimum of 1). For the next ten minutes, your size is increased by one category — fromMedium to Large, for example.While enlarged, you have advantage on Strength checks and Strength saving throws, and your attacks deal 1d4 extra damage.
Icarian
Prerequisite: Harpy Phaedran
Your wings grow large and strong. You gain the following benefits:
• Increase your Dexterity score by 1 to a maximum of 20.
• Your flying speed is doubled.
Legacy of Scyllaea
Prerequisite: Scyllaean Elf
Echoes of the power your people once possessed awaken inside of you, granting you the following benefits:
• You learn the detect magic spell and can cast it at will, without expending a spell slot.
• You can cast magic missile once using this feature without expending a spell slot. You regain the ability to cast it in this way when you finish a long rest. When casting magic missile, whenever you would roll a d4, roll a d6 instead.
Intelligence is your spellcasting ability for these spells.
Oreyan Huntress
Prerequisite: Oreyan elf
• You do not have disadvantage as a result of making a ranged weapon attack while within 5 feet of a hostile creature.
•When you could use your reaction to make a melee attack as part of an opportunity attack, you may make a ranged weapon attack against that creature instead.
• If you make a ranged weapon attack on your turn youmay take the disengage action as a bonus action.
Orphean
Prerequisite: Satyr Phaedran
You can inspire others through stirring words or music. You gain the following benefits:
• As a bonus action on your turn you can choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die.
• If you already have uses of Bardic Inspiration, you gain one more; otherwise, you have one, a d6. You regain any expended uses when you finish a short or long rest.
Serpentine
Prerequisite: Gorgon Phaedran
Thanks to your gorgon heritage you have developed a strong kinship with serpents, granting you the following benefits:
• You learn the find familiar spell and can cast it as a ritual. A familiar summoned this way is always a giant poisonous snake or a constrictor snake (your choice).
• You learn the speak with animals spell (snakes only) and can cast it at will, without expending a spell slot.
• You learn the animal friendship spell (snakes only) and can cast it atwill,without expending a spell slot. Charisma is your spellcasting ability for these spells.
Wild Hunter
Prerequisite: Centaur Phaedran
You have significant experience studying, tracking, and hunting a particular kind of enemy. Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. Additionally, you gain a 1d4 bonus to damage rolls with weapon attacks against creatures of the chosen type.
Bloodpunk guide to Tolia
Alloyed Endoskeleton
Prerequisite: Bloodwork Automaton
The metal inside your body that protects important mechanisms are replaced with metal alloys that are more durable and heavier.
While calculating your AC according to your subrace feature, you add your Constitution modifier to your AC instead of your Dexterity modifier.
Angst-Hearted
Your heart is covered with a layer of angst, because of such phenomena as alchemical processes, pollution, medical surgeries, or magical effects. The thin layer of fat separating the angst and your organs melts away when you die, allowing the angst to get in contact with your blood, causing a powerful explosion.
Your Constitution score increases by 1, to a maximum of 20. In addition, when you die, you explode. When you explode, creatures within 30 feet of you must make a DC 15 Dexterity saving throw. A target takes 10d6 fire damage on a failed save, or half as much damage on a successful one.
Blood Consumer
You have embraced the ways of the vampire; you’re either open to drinking blood or you are open to being subjected to someone else’s blood through blood experiments.
You can gain the benefits of consuming blood (p. 63).
Blood Investigator
Prerequisite: Intelligence 13 or higher
You’ve developed special ways and tools to unveil the secrets of blood.
When you spend ten minutes investigating a drop of blood that was spilled less than 8 hours ago, you gain information about the target’s heritage, age, and whether or not it was intoxicated. Also, your Intelligence score increases by 1, to a maximum of 20.
Blood Resonance
You have the unique talent of sensing people’s emotions by innately perceiving the resonance in their blood. You gain the following benefits:
• Increase your Wisdom score by 1, to a maximum of 20.
• You have advantage on Wisdom (Insight) checks against creatures with blood.
• You can sense the tension in the air before a storm. When a creature with blood is about to attack you, you feel it. The attacks of these creatures cannot surprise you.
Bloodbound Familiar
Prerequisite: Crimson Template
As an action, you can summon a pack of wolves to the nearest unoccupied space. These wolves have crimson eyes and white fur. They understand and obey your verbal commands. If not given any commands, they do their best to protect each other and you. Once you use this feature to summon the wolves, you must finish a long rest to do so again.
Also, you and your allies have advantage on attack rolls against a creature if at least one of these wolves is within 5 feet of the creature and if the wolf isn’t incapacitated.
When you reach certain levels, the number of wolves in the pack changes: at 1st level (1), at 4th level (2), at 8th level (3), at 12th level (4), at 16th level (6) and at 20th level (8).
Bloodthirsty
You love to see blood being spilled. You gain the following benefits:
• Increase one ability score of your choice by 1, to a maximum of 20.
• You have a +2 bonus to initiative rolls.
• When you take damage or deal damage, you have advantage on the next attack roll you make within 1 minute.
Bloodwork Pistol Expert
You are more familiar with bloodwork pistols than ordinary people, thus you gain the following benefits:
• You gain proficiency with bloodwork pistols.
• You can reload a bloodwork pistol using a bonus action instead of an action.
• Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
Bonded to Vampires
You have a vampire master that you serve to the best of your abilities and are granted a portion of their powers through blood therapy as a reward of your undying servitude. The blood therapy has granted you the following benefits:
• Increase your Charisma score by 1, up to a maximum of 20.
• You have resistance to necrotic and poison damage.
• You regain 1 hit point at the start of each of your turns if you have at least 1 current hit point. The total amount of hit points you can regain with this feature between two long rests cannot exceed half of your hit point maximum.
• Bruised Survivor
You have survived many battles. Being wounded doesn’t worry you anymore, but rather reminds you that you’re alive. You gain the following benefits:
• Increase your Constitution score by 1, to a maximum of 20.
• You have a +1 bonus to attack and damage rolls while your current hit points are less than your hit point maximum.
• Whenever your hit points drop below your total number of Hit Dice, your current hit points become equal to your total number of Hit Dice. This occurs once per minute. For example, when you are a fighter 5/paladin 3 and you drop to 5 hit points, which is less than 8, your hit points become 8. This feature does not work when you drop to 0 hit points.
Cosmopolitan
You’ve learned about different cultures and people while living in a city like Kanrath or Cyherested. You gain the following benefits:
• Increase your Intelligence score by 1, to a maximum of 20.
• You learn two languages of your choice.
• You learn the calm emotions spell. You can cast it once without expending a spell slot, and you regain the ability to do so when you finish a long rest.
Dead-End Kid
Cyherested and Kanrath are cruel cities for the lost and alone, yet you somehow survive in the backstreets, where you belong. You gain the following benefits:
• Increase your Wisdom score by 1, to a maximum of 20.
• You have advantage on Dexterity (Sleight of Hand, Stealth) and Wisdom (Survival) checks.
Disciple of Sorcerers
You have a sorcerer master that you serve to the best of your abilities and are granted a portion of your master’s powers through blood therapy as a reward of your undying servitude. Blood therapy has granted you the following benefits:
• Increase your Charisma score by 1, up to a maximum of 20.
• You learn two cantrips of your choice from the sorcerer spell list.
• You learn one 1st level spell from the sorcerer spell list. You can cast the spell as a 1st level spell without requiring a material component. Once you cast the spell using this feature, you must finish a long rest before you can cast it again in this way.
Your spellcasting ability is Charisma for the spells you cast using this feature.
Educated
You went to school in your city and were educated in the ways of life.
• Increase your Intelligence score by 1, to a maximum of 20.
• You gain proficiency in the History and Religion skills. If you are already proficient in these skills,
you add double your proficiency bonus to the checks you make with it.
• You gain proficiency with one musical instrument and one artisan’s tool of your choice.
Efficient Feeding
Prerequisite: Kanrath Vampire Template
You like the taste of blood more than the average vampire, and you thus crave it more than others. Your feral nature becomes more dominant and you gain the following benefits:
• Increase your Strength score by 1, to a maximum of 21.
• Your bite deals piercing damage equal to 1d10 + your Strength modifier, plus 2d10 necrotic damage instead of its normal damage.
• You gain a number of temporary hit points equal to the excess healing from your bite for 1 hour.
Mark of Blood
Prerequisite: Crimson Template
A bloody mark unique to you appears on your body, somewhere of your choice. This mark can’t be removed by any means.
You gain the following benefits:
• Increase your Constitution score by 1, to a maximum of 20.
• You die when you fail 4 death saving throws instead of 3. This increases the number of times you can return to life with the Crimson Destiny feature to 4.
• When you drink the blood of a creature that died within one minute, you regain a number of hit points equal to the number of Hit Dice the creature has. To do this, you must use your entire turn to drink the blood, which means if you take an action, a bonus action, a reaction, or use your movement, you fail to drink enough blood to regain these hit points.
Merged Vials
As the result of a medical procedure of 8 hours, you have two vials placed inside your body. Each vial can be filled with a potion of your choice, and the potion that a vial contains can be consumed as a bonus action instead of an action.
Once consumed, a vial can be filled with another potion. This requires another small medical procedure that takes 1 minute.
Metropolitan
Living in a city like Kanrath or Cyherested has made you a different person. You gain the following benefits:
• Increase your Charisma score by 1, to a maximum of 20.
• While in a city, you have advantage on ability checks to find your way and locate a place or a creature.
• You gain proficiency in the Deception and Persuasion skills. If you are already proficient in these skills, you add double your proficiency bonus to the checks you make with them.
Native of the Bowels
Maybe you live in the Bowels (p. 103), maybe you’ve survived a disease from there, or maybe, you simply have a strong metabolism. Regardless, you are not easily infected by disease. You gain the following benefits:
• Increase your Constitution score by 1, up to a maximum of 20.
• You are immune to bowel fever (p.117).
• You have resistance to poison damage. Also, you have advantage on saving throws against being poisoned.
• Shadow Flock
Prerequisite: Kanrath Vampire Template
You’ve tapped into your hidden innate supernatural abilities and can now use them effectively. At night, a shadowy version of small flying beasts follows you around and grants you the following benefits:
• You gain blindsight out to 10 feet.
• As part of your movement, you can momentarily transform into a shadowy swarm and back to move through occupied spaces and move without provoking opportunity attacks. If you occupy the same spot as a solid object or creature when you end your movement, you are immediately pushed to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet that you’ve been pushed.
• You are immune to being restrained.
Spiritualist
You have a connection to the spirit world and are thus blessed with the following benefits:
• You gain a +3 bonus to your passive Wisdom (Perception).
• You can’t be surprised thanks to the whispers of the spirits.
• As an action, you can start seeing into the Ethereal Plane within 60 feet of you for 1 minute. You can use this feature a number of times equal to your proficiency bonus. You regain any expended uses when you finish a long rest.
Storage Compartment
Prerequisite: Bloodwork Automaton
You have special modifications that increase your storage space. Plated compartments have permanently been placed around your body. These plated compartments can hold up to 20 cubic feet or up to 600 pounds of equipment. Your height increases by a foot and your weight increases by 60 pounds because of these modifications. The food and water stored in this way don’t go bad by normal means but magic could still affect them. Also, your Strength score increases by 1, to a maximum of 20, and your carrying capacity is doubled.
Taste of Blood
Prerequisite: You must be mortal
You have a rare and strange mutation that causes a desire to consume blood. Even though it is not common for mortals to consume blood, you are good at finding ways to quench your desire. Your Constitution score increases by 1, to a maximum of 20. Also, consuming 1 jar of blood revitalizes you and grants you the following benefits for 8 hours:
• You are immune to the effects of hemophilia.
• You gain resistance to necrotic and poison damage.
• You feel satiated, you don’t need to eat or drink.
The blood provides enough nourishment to sustain you for the duration.
Taxidermist
Prerequisite: Proficiency in Medicine or Animal Handling
You know the anatomy of various creatures and are therefore aware of their capabilities and vulnerable parts.
If you spend 1 action analyzing a creature before attacking, you become aware of its vulnerabilities and soft spots. You have advantage on attack rolls you make against the creature for 1 minute. Also, for the duration, the roll required to score a critical hit with an attack decreases by 1. For example, if you score a critical hit on a roll of 19 or 20, you score a critical hit on a roll of 18-20 instead.
Therapy Receiver
Prerequisite: 12th level
Your body is used to receiving blood therapy, as you’ve had many forms of it done over the years, and gained a certain amount of experience as a result. You are not affected by the negative side effects of different types of blood listed under consuming blood (p. 63).
Empires of the silkroad
TRADER
Years spent in markets and bazaars have taught you the value of a good deal, when to haggle, when to walk away and how to separate the treasure from the trash. You gain the following benefits:
D Increase your Charisma or Intelligence score by 1, to a maximum of 20.
D You always know the approximate value of an item. You are impossible to scam.
D You have advantage on your Charisma (Persuasion) and Charisma (Deception) checks when you are bargaining for the price of an item or service. It doesn’t matter if you are the seller or buyer.
EMISSARY
You always had a silver tongue, but you have been able to refine it. You have learned how a discreet word in the ear of a pontiff or a private audience with a prince can do far more than armies on the march. You gain the following benefits:
D Increase your Charisma or Intelligence score by 1, to a maximum of 20.
D You have advantage on any Charisma (Persuasion) or Charisma (Deception) checks when dealing with any individual in a position of societal power.
TACTICIAN
You are a master when it comes to battle formations and tactics. It doesn’t matter if you are commanding a group of five or an army of fifty thousand: the principles of strategy are the same. You gain the following benefits:
D Increase your Strength or Dexterity score by 1, to a maximum of 20.
D You always have advantage on initiative rolls.
D Using your reaction, You can give an enemy disadvantage on their initiative roll. You can not use this feature if you are unconscious, surprised, stunned or paralyzed.
FOCUSED CASTER
Prerequisite: Spellcaster
You had special training to maintain concentration in tense situations. You have become far better at shutting out the voices and focusing solely on the arcane task before you. You gain the following benefits:
D Increase your Spellcasting Ability Score by 1, to a maximum of 20
D When you lose your concentration due to receiving damage and failing a concentration check, your spell will remain in effect until the end of your next turn. Once you use this benefit, you can't do so again until you finish a short rest.
RITUAL MASTER
Prerequisite: Spellcaster
Any fool can summon a fireball, but real magic, the truly powerful stuff, requires rituals. That is what you have spent your life mastering. You gain the following benefits:
D Increase your Spellcasting Ability Score by 1, to a maximum of 20
D You learn the alarm spell even if it isn't in your class spell list.
D When you cast a spell as a ritual, you can use the spell's normal casting time, rather than adding 10 minutes to it. Once you use this benefit, you can't do so again until you finish a long rest.
MASTER OF SMALL TRICKS
Prerequisite: Spellcaster
There is beauty and satisfaction in the small magics. You have spent, some would say wasted, much time learning little effects to entertain and delight those around you. You learn them easily and practice them without any real effort. You gain the following benefits:
D Increase your Intelligence, Wisdom or Charisma by 1, to a maximum of 20
D You learn 4 cantrips of your choice. These cantrips can be from any class but count as your own. You use your spellcasting ability score when you cast these cantrips.
PACIFIST
You despise violence and do your best to avoid it. You gain the following benefits:
D When you knock someone out by reducing their hit points to 0 but choose to incapacitate them rather than delivering the killing blow, you gain temporary hit points equal to your Constitution modifier + your character level. You can’t use this feature if you deliver the final blow with a bladed weapon.
ARCANE BOND
Throughout the years of your life, you made an unusual bond with arcane items and objects of power. You gain the following benefits:
D Increase your Intelligence, Wisdom or Charisma by 1, to a maximum of 20
D Your maximum number of Attunement Slots increases to 4.
D You can attune to a magic item in 10 minutes rather than 1 hour.
ARCANE SAVANT
Many strange, eldritch and magical objects and artifacts have passed through your hands. Moreover, you have seen countless spell effects from all manner of different magicians. Your curiosity helps you when you try to uncover the magical secrets of this world. You gain the following benefits:
D Increase your Intelligence by 1, to a maximum of 20
D You gain proficiency in Intelligence (Arcana) skill checks. You gain expertise if you are already proficient with it.
D You learn the detect magic and identify spells. You cast each one of these spells once per day without expending a spell slot. Intelligence is your spellcasting ability for these spells.
SHIELD BEARER
Your fighting style includes extensive use of shields. You use your shield not only in your defense, but in your offense also. You gain the following benefits:
D You can use your bonus action to strike a creature within 5 ft of you using your shield. Your shield will deal bludgeoning damage equal to 1d6 + your strength modifier like a usual weapon would do.
D You can use your reaction when you are targeted with a ranged weapon attack to give you +1d4 AC for that attack.
Era of the crusades
Blessed One
Your dedication and time spent in holy places have affected you. You feel a divinity in your heart and you know a blessing is upon you:
F Your Wisdom score increases by 1.
F You learn a cleric or druid cantrip of your choice.
F You choose either the bless or the protection from evil and good spell. You can cast that spell without expending a spell slot. Once you do so, you can’t do so again until you finish a long rest. If you have spell slots, you can cast the spell normally using your spell slots. Wisdom is your spellcasting ability for these spells.
Desert Wanderer
A life in the desert is not unfamiliar to you. You showed respect to the sands, and now they respect you back. You gain the following benefits:
F Your Strength, Constitution or Wisdom score increases by 1.
F You gain proficiency in the Survival and Nature skills.
F Choose one skill you are proficient in. You double your proficiency bonus on the chosen skill if you have not already doubled it from another source, such as Rogue’s expertise.
F You are not affected by extreme heat conditions.
F Your speed is not affected by dunes, sandstorms, and other phenomena of the desert.
F You only need 1/3 of the water humanoids normally need.
Eldritch Warden
Prerequisites: Spellcasting or Pact Magic feature
You dedicated your studies to eldritch lore, and your skills and insight understand the rift between the material world and beyond the veil. You gain the following benefits:
F Your Charisma score increases by 1.
F You sense any djinn or aberration within 10 ft. you.
F You can cast the detect evil and good spell once a day, without expending a spell slot. You can’t do so again until you finish a short or long rest.
F By expending a spell slot when you deal damage to an otherworldly being (which is not humanoid, beast, monstrosity, dragon or giant) you deal an extra 2d8 force damage to the creature and an extra 1d8 force damage for each slot level above the 1st.
Locksmith
You spent a lot of time in front of locked doors and behind locked bars, becoming an expert on the topic:
F Your Dexterity score increases by 1.
F You gain proficiency with thieves’ tools.
F While using thieves’ tools against locks, you have advantage on the roll.
F If you spend 1 hour with an unattached lock, you can make its mechanism more complicated, and if you ever use that lock, the DC used to open it increases by 1d6.
Knight’s Training
You aspired to be a knight, and it’s time to arm yourself properly for a warrior.
F Your Strength score increases by 1.
F You gain proficiency with martial weapons.
F You halve your armor don and doff time. Donning or doffing a shield can be done with a bonus action for you.
Knight’s Oath
Prerequisite: Strength 13 or higher
Your days of struggle and pain only made you stronger. You are ready to take your skills with weapons and armor to a new level:
F You have advantage on saving throws against being frightened.
F You learn one Fighting Style skill from the Fighter class. If you already know one, you must choose another.
Occult Adept
You have honed your skills and mind within occult circles and readied yourself for new abilities.
F Your Charisma score increases by 1.
F You learn a sorcerer or warlock cantrip of your choice.
F You learn the bane spell and can cast it without expending a spell slot or material components. Once you do so, you can’t cast it again like this until you finish a long rest. If you have spell slots, you can cast the spell normally.
Charisma is your spellcasting ability for those spells.
Wanderlust
Your boots have seen everything and tasted the dust of many realms. Your life is full of travels, and you are accustomed to it more than anyone else. You gain the following benefits:
F Your Constitution or Dexterity score increases by 1.
F Your walking speed increases by 5 ft.
F You gain proficiency in the Survival or Nature skills.
F You can take Dash as a bonus action on your turns.
F You can lower your exhaustion level by only finishing a short rest. You can do so only with 2 short rests before you finish a long rest.
F When you forage for food and water, you have advantage on the check.
Wildlife Explorer
Your time spent with beasts and domesticated animals gave you an edge around them and you learned to communicate with them better than anyone else.
F Your Wisdom score increases by 1.
F You learn the speak with animals and animal friendship spells. You can cast each of them without expending a spell slot. Once you do so, you can’t cast them again until you finish a short or long rest.
F You gain proficiency in the Animal Handling skill.
The lost citadel
Bastion ofPurity
Prerequisite: Wisdom 13 or higher
You possess a purity of soul and strength of mind almost unheard of in this age of the Dead. Add your Wisdom modifier to your starting and maximum number of pneuma points, and as a bonus on all Woe saving throws (see “Woe Saving Throws,” page 255). When you die, you have a –2 modifier to the DM’s roll on The Dead Rise table.
Ghûl’s MendingTongue
Prerequisite: Ghûl
The resilience that protects most of your people from catching diseases from the corpses that you eat is stronger in you, granting you a limited ability to pass that resilience on to others. With your maw, you consume death and give life. The world is changing, and you with it.
You can spend 10 minutes ministering to a wounded (and willing) living creature other than yourself, during which time you lick up blood and carefully adjust injured flesh back into its proper place. You heal the target for 1d4 points of damage. This amount increases as you gain levels, healing 2d4 at 5th level, 3d4 at 11th level, and 4d4 at 17th level.
Alternatively, if the subject is suffering from an ongoing poison or disease effect, your ministrations can instead grant a bonus to the target’s next saving throw against that effect. This bonus is +1 at 1st level, +2 at 5th, +3 at 11th, and +4 at 17th. If you use the ability in this way, it does not also cure damage with the same usage.
Any given creature can only benefit from this ability (regardless of which version you elected to employ) once per day. Once you’ve used this ability three times, you can’t use it again until after a short or long rest.
Herbalist’s Touch
In Redoubt, few things are green anymore, so perhaps it’s most accurate to say that you have a “yellow thumb.” You are able to coax life from plants and even eke a modicum of garden-sustenance from corrupted soil. You gain the following benefits:
w You gain proficiency with herbalism kits, and add your proficiency bonus twice to rolls involving these kits. (This cannot combine with other sources that add your proficiency bonus, such as Expertise.)
w You can support yourself in a poor lifestyle by tending a garden (yours or someone else’s).
w When growing plants, you can grow them in corrupted soil or domains of Woe (page 256), as long as at least half of the soil used to pot the plant isn’t corrupted. While the plants may be unusual, withered, and twisted, they still produce healthy shoots and seeds.
w As long as you have a source of uncorrupted plants and an herbalism kit, you can make antitoxins or potions of healing (as described in the PHB) without cost and without the expenditure of spell slots or components. Assuming you are limited to a small personal garden, you have enough supplies to make one potion of healing or one antitoxin per month. (Note that these herbal elixirs go bad after six months, so they cannot be stockpiled indefinitely.)
Life Amongthe Dead
Living so close to the hordes of unlife has let the pall of death seep into you. You gain the following benefits:
w Unintelligent undead are neutral to you and don’t attack you unless you attack them first, cast a spell on them, or otherwise force them to make a saving throw, or they are commanded to do so.
w You have advantage on saving throws against all innate supernatural attacks of the undead, such as a wight’s Life Drain attack. (This includes the Woe save to resist the spiritual damage caused by most undead; see “Woe Saving Throws,” page 255.) This doesn’t apply to spells or powers that the creature possesses for reasons other than being undead, such as an undead sage’s spells.
w You do suffer one downside to your exposure to the energies of unlife. When you die, the DM adds +1 to the roll on The Dead Rise table.
Martial Arts Training
After training in a martial arts school, you learn its secrets to better prevail in combat. You gain the following benefits:
w You can acquire and use martial opportunity points (MOPs). If you can already do this because of your class, you add +1 MOP to any that you gain with an even-numbered attack roll.
w You can spend these points on universal martial exploits and one other category of martial exploits, called a Martial Way. This Martial Way must be one taught by your martial school and selected when you gain this feat. If you are already trained in a Martial Way through your class, you acquire an additional Martial Way.
See “Martial Schools,” later in this chapter, for more.
Mystic Purity
The spark of ancient magic still lingers within you, and struggles against the corruption that burns its way through threads of the arcane. You have resistance to spiritual damage caused by spellcasting (whether ritual or otherwise), and advantage on Woe saves you are forced to make by casting spells. This doesn’t affect pneuma damage or Woe saves caused by your other actions, or by any other sources.
Ouazi GirgaEye
While most people consider the girga little more than a leather sling, you have learned to place your shots with it exactly where you want them, and your lead bullets can crush heads as easily as a hammer does. You gain the following benefits:
w Double the range increments of any girga or sling you wield.
w As a bonus action, you may ignore any Armor Class bonus that your target gains from a shield when you attack with a girga or sling before the end of your turn.
w Using a loaded girga to make a melee attack doesn’t count as using an improvised weapon for you. Treat such attacks as though they were made with a club that has the Finesse property.
Surinzan Sleaghar Dance
You have practiced, honed, and mastered the chaotic spin of the sleaghar, the heavy-bladed shortspear favored by the Surinzan people. Even if you do not study one of the martial disciplines, such as Iron Gate or Storm’s Eye, you have learned the fundamentals of the dance that makes the sleaghar so deadly. You gain the following benefits:
w If you move at least 10 feet on your turn before you make an attack, you add +2 damage to any hit with a sleaghar, spear, or trident before the end of that turn.
w When you use a Dodge action while wielding a sleaghar, spear, or trident, you may Disengage as a bonus action.
w When you wield a sleaghar, spear, or trident, it gains the Finesse property.
Well-Connected
You excel at making useful allies and at managing your connections. (See “Connections,” page 159.) You gain the following benefits:
w Increase your Charisma score by 1, to a maximum of 20.
w You may maintain a number of connections equal to 2 + your Charisma modifier (minimum 3), instead of just your Charisma modifier (minimum 1).
w You have advantage on any Charisma check to make or deal with a connection.
w When you fail to perform a favor for a connection in a given month, you may make a Charisma (Deception or Persuasion) check, opposed by the connection’s Wisdom (Insight) check. If you win, you keep the connection instead of losing it.
Grimhollow campaign guide
Blackpowder Expert
Prerequisite: Proficiency with advanced weapons
You are well-versed in the use of Blackpowder weapons and wield them with deadly efficiency. You gain the following benefits:
• You ignore the loading property of Blackpowder weapons with which you are proficient.
• Whenever a hostile creature moves within 10 feet of you, and you did not move on your last turn, you can use a reaction to make a ranged weapon attack against that creature.
Blood Hound
Prerequisite: Wisdom 13 or higher
Your keen senses are heightened beyond that of most people. Whether these senses were heightened through training, through the loss of other senses, or they simply matured as you did, you gain the following benefits:
• While conscious, whenever a creature that is small or larger moves, within 10 feet of you, you immediately become aware of its presence.
• Your attack rolls do not have disadvantage against invisible creatures that you are aware of.
• You have advantage on Wisdom (perception) and Wisdom (survival) checks that rely on sound or smell.
Hulking Figure
Prerequisite: Strength 13 or higher
You are a broad and formidable size for your race, either due to extensive training or natural build. You gain the following benefits:
• You count as one size larger (to a maximum size of large) when determining your carrying capacity and the weight you can push, drag, and lift.
• When you hit a creature with a melee attack, if you used your strength modifier to hit the creature, you deal an additional 1d4 damage. This damage is of the same type as the weapon attack.
• Whenever you attempt a Charisma (intimidation) check against a creature of your size or smaller, you can add your Strength modifier to the result.
Iron Gut
Prerequisite: Constitution 13 or higher
You eat like a giant and drink like a fish. Years of punishing your stomach and liver have led to a powerful fortitude. You gain the following benefits:
• You have advantage on Saving Throws against being poisoned.
• Upon completing a long rest, you regain 1 additional spent Hit Dice.
• As an action, you can spend Hit Dice to heal yourself, as if you have taken a short rest. You can use this ability a number of times equal to your Constitution modifier (minimum of 1) per long rest.
Lightning Caster
Prerequisite: The ability to cast at least one cantrip
Your rapid-fire style of casting cantrips allows you to weave magic with uncanny speed, granting you the following benefit:
• Whenever you cast a cantrip that can only target a single enemy, you can use your bonus action to target two enemies within 5 feet of one another instead.
Nimble Physique
Prerequisite: Dexterity 13 or higher
You are small and thin for your race. You have a mysterious and consistent ability to avoid danger. This feat grants the following benefits:
• As long as you are not wearing armour, you may take the dodge action as a bonus action. You can use this feature a number of times equal to your Dexterity modifier (minimum of once) per long rest.v • You can fit and squeeze through spaces as though you were one size smaller than you are.v • Moving through spaces occupied by allies does not impose movement penalties.v Nocturnal
Due to extensive exposure to the dark, and possible supernatural abilities, you have an unmatched ability to fight adversaries in the dark. You gain the following benefits:
• You gain Darkvision with a radius of 60 feet. If you already have darkvision, then the radius of your darkvision increases by 30 feet, to a maximum of 120 feet.
• You have advantage on Dexterity (Stealth) checks while in dim light or nonmagical darkness.
Scatter Weapon Master
Prerequisite: Proficiency in Advanced Weapons
Through many hours spent using these destructive weapons, whether on the training grounds or setting hag huts ablaze, you have gained immense experience with scatter weapons and gain the following benefits:
• Critical hits double the damage dealt by the Scatter property on a failed save.
• When making an attack with a weapon with the Scatter property, you may choose any number of targets to gain advantage on saving throws caused by your attack.
• You ignore the Loading quality of Scatter weapons with which you are proficient.
Thrown Weapon Master
You excel at thrown weapons and gain the following benefits:
• When you take the attack action to throw a weapon with the Thrown property, you may immediately use a bonus action to make two more attacks with a Thrown weapon. These must also be thrown attacks. You may use this ability a number of times equal to your dexterity or strength modifier per short rest.
• If you throw a weapon as part of an attack, you may immediately draw another onehanded weapon as part of that attack.
Weaver of Maledictions
Prerequisite: The ability to cast at least one spell
You have learned how to use effigy dolls when cursing your targets. These dolls take 8 hours to create and can only be used on the target that the effigy was created to resemble. Only you can benefit from dolls you have created. When you use an effigy doll you gain the following benefits:
• The target of the curse has disadvantage on their initial saving throw.
• The target of your curse does not know that you tried to curse them upon a successful save against being cursed.
Witch Hunter
You have honed and perfected your skills fighting against spellcasters. You gain the following benefits:
• Whenever a hostile creature targets you with a spell, make a Wisdom saving throw against the spellcaster’s spell save DC. On a success, the creature must choose a new target or lose the spell. This does not protect you from area effects, such as the explosion of a fireball.
• Whenever you hit a spellcaster with a melee attack, the target’s speed is reduced by 10 feet until the beginning of your next turn.
• You have advantage on saving throws against being cursed.
Adventurers guide to the Bible
Demon Slayer
This is not your first time running into beings from the spiritual realm. You have experience entering combat against dark forces that grant you the following benefits:
• You can speak and read Infernal.
• You are automatically aware of the presence of fiends within 60 ft.
• You have advantage on attack rolls against fiends.
Evangelist
Your passion for your faith is overwhelming, and you feel the need to share the good news with others. You are a prolific speaker and people often enjoy interacting with you, even though they think you’re a little crazy. You gain the following benefits:
• Your Charisma score increases by 1
• You gain proficiency in Religion and Persuasion.
• You learn the Message cantrip.
• You have advantage on all Persuasion checks.
Faith Healer
Whenever you cast a spell that restores hit points, roll the healing dice twice and use either total.
Peacemaker
You are committed to avoiding violence whenever possible. Your skills of nonviolence are legend, and you gain the following benefits:
• Your Charisma score increases by 1.
• You learn the Calm Emotions spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way after taking a short or long rest. Charisma, Intelligence, or Wisdom is your spellcasting modifier for this spell (chosen when you take this feat).
• When you use the Dash action, you do not provoke opportunity attacks.
Poor in Spirit
Despite how far you have come, you still recognize your need for God in your life. You recognize and accept your past failings, resolve to do better, and gain the following benefits:
• Your Wisdom score increases by 1.
• You learn the Enhance Ability spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way after taking a short or long rest. Wisdom is your spellcasting ability for this spell.
Sheol Touched
A brush with death has left traces of Sheol in your soul. You gain the following benefits:
• Your Intelligence, Wisdom, or Charisma score increases by 1, to a maximum of 20.
• You gain Darkvision out to 60 feet. If you already have Darkvision, increase its range by 30 feet.
• When you are in dim light or darkness, you may use your bonus action to teleport 60 feet to an unoccupied space you can see that is also in dim light or darkness. Once you have used this feature, you cannot use it again until finishing a long or short rest.
Treasure Hunter
You are skilled at finding hidden treasures. You gain the following benefits:
• Your Intelligence score increases by 1, to a maximum of 20.
• When you are searching for something specific (such as the solution to a puzzle, enemy footprints, etc.), you gain a +5 bonus to one Investigation check. Once you have used this feature, you cannot do so again until finishing a long rest.
• When you find gold as the result of an Investigation check, you gain additional gold equal to 25% of the total gold found.
• Whenever you roll on a table to determine what kind of items or treasure you find, you may roll twice and choose one of the two results rolled.
Visionary
You have a strange relationship with a mysterious Angel. Although this celestial creature has never appeared to you physically, it sometimes manifests in dreams to give you advice or cryptic messages.
Once per long rest, there is a chance that this angelic messenger might appear. When you sleep, roll a d6. If you roll a 5 or 6, your messenger appears to you in a dream and leads you through a prophetic vision of great importance. This vision is chosen by the GM or determined randomly by rolling on the “Visions” table on page 136.
Ward of the Raven
The famous prophet Elijah is a distant relative of yours, and something about your connection to him has earned you the favor of ravens. You gain the following benefits:
• Your Intelligence, Wisdom, or Charisma score increases by 1 to a maximum of 20.
• Ravens mysteriously congregate around you, flying overhead while you travel and perching on rooftops wherever you stay.
• Whenever you are hungry or thirsty, Ravens appear to bring you whatever food or water you need, no matter where you are. This feature can only provide enough food to sustain one creature.
• Once per day, when a creature you can see makes an attack roll against you, you can use your reaction to impose disadvantage on the roll as nearby ravens scatter into the air in a distracting flurry. You must use this feature before knowing whether the attack hits or misses. Once you use this feature, you cannot use it again until you finish a short or long rest.
Brancalonia
Ancient Culinary Art
You are an expert in the Kingdom's culinary art, a long tradition handed down by aunties and grannies. You gain the following benefits:
• You gain proficiency with cook's utensils and add double your proficiency bonus to all checks made using them, instead of your normal proficiency bonus. Also, you treat shoddy cook's utensils as standard cook's utensils.
• You treat cook's utensils as improvised weapons you are proficient with.
• You can cook a special meal that makes the consumer gain a number of temporary hit points equal to their Constitution modifier (minimum of 1). Once you use this feature, you must finish a short or long rest before you can use it again.
• By examining food or drinks for 1 minute, you can tell if they are poisoned or if they carry any disease.
Apothecary
Your knowledge of herbs and ancient remedies makes you an expert in preparing every kind of concoctions and decoctions capable of healing wounds, soothing pain, and facilitating rest. You gain the following benefits:
• You gain proficiency with the herbalism kit and the following artisan's tools: alchemist's supplies and brewer's supplies.
• At the end of a short rest, up to 6 creatures can add your proficiency bonus to the hit points regained by spending one or more Hit Dice.
• You can use a healer's kit to allow a creature to make a new saving throw to eliminate the effects of a disease or a poison.
• You gain proficiency in the Medicine skill if you don't already have it, and you add double your proficiency bonus to Medicine checks, instead of your normal proficiency bonus.
Exceedingly Gifted
Prerequisite: Gifted
Your Gift stands out even in comparison with the innate faculties of your own kind. You gain the following benefits:
• Increase your spellcasting ability score for the gifted spells by 1, to a maximum of 20.
• In addition to the spells granted by the Magical Influence trait, you learn a new 2nd-level spell that must belong to the same school of magic chosen for the Magical Influence spells.
• Magical Influence now allows you to recover a 1st or 2nd level spell slot.
Forest Companion
Prerequisite: Sylvan
You have a special affinity with the forest, its balance, and its inhabitants, and you are able to create a unique bond with a wild animal; a bond of equality, friendship, and collaboration. You gain the following benefits:
• You add double your proficiency bonus to any Nature and Survival skill check, instead of your normal proficiency bonus.
• Through a ritual lasting 8 hours, you can create a bond with a friendly beast. That beast must be Medium or smaller with a challenge rating of 1/4 or lower. The beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn't take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to make an Attack, Dash, Disengage, Dodge, or Help action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action. If you are incapacitated or absent, the beast acts independently of you, focusing on protecting you and itself. The beast does not need your command to use its reaction, for example, to make an opportunity attack.
Jibber-Jabber
Prerequisite: Charisma 13 or higher
You are able to fool other creatures with an unrivaled combination of self-confidence, gab, and nonsense, as if you were a high-ranking guard. You gain the following benefits:
• You gain proficiency in knowing crazy people don’t know they’re crazy and you know you’re crazy, therefore you’re not crazy and that is pretty crazy indeed. Savvy?
• You have 2 Jibber-Jabber dice, which are d4s. Use these dice to enhance your Jibber-Jabber. A Jibber-Jabber die is expended when you use it. You regain all of your expended Jibber-Jabber dice when you finish a short or long rest.
• When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Jibber-Jabber, rolling a Jibber-Jabber die and subtracting the number rolled from the creature’s roll. 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. The creature is immune if it can’t hear you or if it’s immune to being charmed.
Knave’s Pedigree
You grew up surrounded by scoundrels and villains. You know how to navigate shady environments and you gain the following benefits:
• Increase your Charisma score by 1, to a maximum of 20.
• Your Notoriety is considered 1 level higher when interacting with other Knaves.
• You gain the thieves' cant feature.
Malebolge Nostalgia
Prerequisite: Malebranche
Some malebranche do not entirely deny their past and sometimes dedicate themselves to reclaiming some of the powers and faculties lost after their Great Refusal. This kind of path is as long and difficult as the one that led them to humanity, but sometimes the results are much more… flashy! Both your Helltraits improve and increase in effectiveness:
• Hellwings. Your wings grow big and strong. You gain a flying speed of 20 feet.
• Hellflames. The flames you emanate become unholy and corrupt. Whenever you hit a creature using your Hellflames trait, that creature takes an extra 2d6 necrotic damage on a failed save and half as much damage on a successful one.
• Hellfeet. Your goat legs now allow you to make mighty leaps. When you jump, you add 10 feet to the total distance covered, and you don't have to make checks even if you land on difficult terrain.
• Hellvoice. In addition to the charm person spell, you can now cast the fear spell once with this trait and regain the ability to do so when you finish a long rest.
• Hellclaws. Your climbing speed increases to 30 feet and your claws deal an additional 1d4 poison damage.
• Hellears. You gain blindsight within a radius of 30 feet.
Patch Up
You are used to coping with any situation and getting by with the scarce means at your disposal. You gain the following benefits:
• Increase your Constitution or Wisdom score by 1, to a maximum of 20.
• You can ignore the shoddiness of an equipment, service, animal, or component for 1 hour. Once you use this feature, you can't use it again until you finish a short rest.
Pantagruel’s Heritage
Prerequisite: Morgant
You are a descendant of an incredibly ancient and imposing lineage of morgants and, willy-nilly, this characteristic emerges clearly. You gain the following benefits:
• Increase your Constitution or Strength score by 1, to a maximum of 20.
• When completing a long rest you can recover one additional level of exhaustion.
• Your hit point maximum increases by an amount equal to your leveI when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by 1 additional hit point.
Peasant Soul
You have a strong connection with your past as a farmer, you know how to behave with animals and you know how to use even the humblest tools to defend yourself. You gain the following benefits:
-Increase your Strength or Constitution score by 1, to a maximum of 20
-You gain proficiency in the Animal Handling skill
-When using a sickle, martial mattock, or martial pitchfork, your attacks score a critical hit on a roll of 19 or 20. Seasoned Wood
Prerequisite: Marionette
All sentient marionettes are made from triflewood and its variants. However, the best puppeteers know how to properly treat the stumps and strips of this magical material to optimize its performance. In other cases, seasoning is a natural process that can occur even a long time after the marionette’s creation. In these ceases, you gain the following benefits:
-increase an ability score of your choice by 1, to a maximum of 20
-Darkvision. You can see in dim light within 60 feet of you as if were bright light, and in darkness as if it were dim light, you cant discern color in dakness only shades of gray -Cunning extravaganza. You have advantage on all intelligence, wisdom, and charisma saving throws against magic SHIELDANCE
Trained in the ancient art of the buckler, you are true master when it comes to defending youzrself with a shield. You gain the following benefits:
-increase your constitution or strength by 1, to a maximum of 20
-You gain proficiency with shields
-whenever you take the dodge action in action in combat, you gain an additional +2 bonus to your AC, and you ignore the shoddiness of the shield Stars and stables child
prerequisite: human
You are able to sleep literally anywhere, whether you find youself under a starry sky or surrounded by the stinking smell of an old stable. You gain the following benefit:
-increase an ability score of your shoice by 1, to a maximum of 20
-when you spend one or more Hit Dice at the end of a short rest, you can re-roll those dice that show a result lower than your cConstitution modifier
-you can spend 2 Hit Dice to recover one level of exhaustion
Throwance
you have become a master of throwing objects of all kinds with absolute precision. You gain the following benefits:
-when you make a ranged attack using a weapon that doesn’t have the thrown property, consider it to have thrown (10/20) instead
-when you make a ranged attack with a weapon with the thrown property, you can treat the weapon as if it had the finesse property
-when you make a ranged attack with a weapon with the thrown property, increase its normal range and maximum range by 10 feet
Viperwolf blood You have endured and survived the effects of the most fearsome poisons to the point of becoming immune to them. You gain the following benefit:
-Increase your Constitution score by 1, to a maximum of 20
-you are immune to poison and have immunity to the poisoned condition Corpus Malicious
Friendly dead face
Prerequisite: Remnant
During the events that transformed you into a remnant, your existence was warped so much that the unintelligent undead comprehend you as a friend. As a result, you gain the following benefits:
• Increase your Wisdom or Charisma score by 1, to a maximum of 20.
• Undead with an Intelligence score of 6 or less do not attack you unless you harm them.
Assassination training
Prerequisite: Proficiency in the Medicine or Perception skill
You have been trained to eliminate your target and escape undetected. You gain the following benefits:
• Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
• If you analyze your target’s movements before you strike, you can attack more precisely and more lethally. To analyze a creature, you must keep the target in your line of sight for 2 turns and use your action to search for exploits on each of your turns. When your analysis is complete, your target gains vulnerability to the damage of your next weapon attack.
BLOODLETTING
The sight of blood being spilled makes you hungry for more. If you deal the first damage in a combat, you gain the following benefits:
• Your first attack (that dealt the first damage) counts as a critical hit against the target creature.
• You have advantage on your next attack roll until the end of your next turn.
CORPSE POWER
Prerequisite: Strength 13 or higher
You have the ability to extraordinarily sew muscles and body parts onto your body. Although they work as they normally would and make you stronger, you smell rotten all the time. You gain the following benefits:
• You can use weapons that have the two-handed property, with just one hand.
• You have disadvantage on your Deception, Persuasion, and Performance checks except the ones you make against the undead.
CULT LEADER
You are a cult leader or have the potential to be one. You gain the following benefits:
• Increase your Charisma score by 1, to a maximum of 20.
• You can examine a follower of your cult or a fellow party member’s faith. After a dialogue that lasts more than 1 minute, you have the ability to determine if the follower or the fellow party member has committed an act against your religious beliefs within the last day.
• You can cast the zone of truth spell once per long rest. Charisma is your spellcasting ability for this spell.
DARK ENDURANCE
Prerequisite: Your alignment must be evil
You can use your action to focus the evil inside you into a twisted survival instinct. When you do so, dark veins can be seen all over your skin and you gain 20 temporary hit points for 1 minute or until you take 20 damage. However, focusing on the evil within puts excessive strain on your body. So when the temporary hit points are lost, the dark veins visible on your skin disappear, taking your vitality away with them, and you take 10 necrotic damage which cannot be reduced by any means. You can use this feature twice; you regain any expended uses after you finish a long rest.
DEFILED SPELL
Prerequisite: The ability to cast at least one spell, and your alignment must be any evil
When you choose this feat, you choose a number of spells that deal damage, and target a single creature, equal to your spellcasting ability modifier (minimum one). While casting these spells, you can choose to defile it by twisting its nature, using evil energies. A defiled spell’s damage type changes to necrotic and it ignores resistance to necrotic damage. If you deal damage to a creature that is able to regain hit points from necrotic damage, it cannot regain hit points from defiled spells.
EVIL PARAGON
Prerequisite: Charisma or Wisdom 13 or higher, and you must be an evil-aligned cleric or paladin
Just as there are heroes of faith that people look up to for encouragement, you are the dark bastion of your faith and a leader for your followers. You gain the following benefits:
• As a bonus action or reaction, you can encourage ally creatures within 15 feet of you, granting them advantage on their next saving throw against a mind-affecting ability or spell.
• As a bonus action or reaction, you can condemn hostile creatures within 15 feet of you, causing them disadvantage on their next saving throw against a mindaffecting ability or spell. Once you use any of these benefits, you must finish a short or long rest to use any one of them again.
FIENDISH CONTRACT
When you choose this feat, you make an infernal contract. This deal can be made with a fiend. The details of how it is made is up to the GM’s discretion. When you make this deal, the fiend enchants your soul so that it cannot be brought back in any way when you die (even with spells such as resurrection, true resurrection, or a wish spell). As per the fiend’s end of the bargain, the deal grants you the following benefits:
• Increase one of your ability scores by 1, to a maximum of 20.
• You gain resistance to fire.
• You gain a +2 bonus to attack and damage rolls against good-aligned creatures.
HEART COLECTOR
When the mind experiences an emotion, it leaves a mark on the heart as well. Even if a creature dies or it forgets everything on a mental level, the heart holds on to the burdens of the past. You know that the heart is home to such secrets. This knowledge enlightens you.
• Increase your Wisdom score by 1, to a maximum of 20. Additionally, you believe that you can gain insight about others’ intentions by consuming their hearts. By performing a special 2-hour ritual, you can devour a humanoid heart to gain the following benefits for 1 week:
• You have advantage on Wisdom (Insight) checks.
• You can cast the detect evil and good spell a number of times equal to your Wisdom modifier (minimum once). You regain any expended uses after you finish a long rest.
HIDDEN POSSESSION
Prerequisite: You must be a warlock and must have chosen the Blasphemous Incantator archetype.
Your appearance does not change as it normally would when you bind a demon or devil to your body (See Blasphemous Incantator).
INTO THE DARKNESS
Prerequisite: Proficiency in the Stealth skill
Your mastery in stealth now helps you hide as if you were a shadow yourself. There is nothing you need to hide behind because the shadows are always with you. You gain the following benefits:
• Increase your Dexterity score by 1, to a maximum of 20.
• You can cast the darkness spell. You can use this spell twice, and you regain any expended uses after you finish a long rest.
• While in the shadows, you can only be tracked through magical means.
MARK OF EVIL
You carry the mark of an evil deity or another cosmic evil force. You gain advantage on Charisma (Deception and Persuasion) checks you make against evil creatures and have disadvantage on these checks you make against good creatures, if they see the mark. Also, your attacks deal an additional 1d6 necrotic damage to good-aligned creatures.
MASS SACRIFIER
Prerequisite: You must have the Sacrificial Mastery feat.
You are capable of leading sacrificial rituals. You gain the following benefits:
• Increase your Wisdom score by 1, to a maximum of 20.
• You can set up and lead a mass sacrifice. Up to 10 allies within 60 feet of you can make sacrifices according to your instructions, and grant or gain the benefits detailed in the Sacrificial Mastery feat as a result of the sacrifice.
METAL KARTUKI
Prerequisite: Kartuki
Your spikes harden, and turn to metal. This is a rare occasion for the Kartuki and is a sign of extraordinary circumstances, in a good or bad way. You gain the following benefits:
• You gain an additional +1 bonus to AC with your Twisted Body feature. If you are a Flesh Kartuki, you also have advantage on Strength saving throws.
• Bone spikes created by your Twisted Body feature are now metal spikes and deal 1d8 slashing or piercing damage instead of 1d6. If you are a Bone Kartuki, metal spikes deal 1d8 + your proficiency bonus damage instead of 1d8. Your spikes cannot be broken through nonmagical means.
PARTIALLY GHOST
Your physical and spiritual existence gets closer to the ethereal world of ghosts, wraiths, and other creatures who can become incorporeal. This allows you to interact with such creatures while they are not completely in your plane. While doing so, you may become unresponsive to the events in your world or you may look as though you are focused on something invisible while interacting with them. You gain the following benefits:
• You can attack or affect a creature that can cast spells or has other powers such as Etherealness or Incorporeal Movement even when it has not materialized on your plane.
• You gain advantage on saving throws against possession, from ghosts or other undead creatures who can make incorporeal movements.
POISONER
Prerequisite: Proficiency with the Poisoner’s Kit
You know how to make sure a poison affects a victim after a well-positioned attack. You gain the following benefits:
• Increase your Intelligence score by 1, to a maximum of 20.
• When you make a successful weapon attack that deals slashing or piercing damage using a poisoned weapon, and you surprise the target creature, that creature has disadvantage on saving throws against the effects of the poison.
SACRIFICE MASTER
You are adept in sacrificing creatures to dark masters or entities. You gain the following benefits:
• Increase your Wisdom score by 1, to a maximum of 20.
• After investigating a sacrificial site in detail for 10 minutes, you can understand how many creatures were sacrificed, how many made the sacrifice, what spells were cast, and which tools were used.
• You can perform a 30-minute ritual to sacrifice a creature. As a result, you can conjure the following effects:
- You can give yourself or an ally within 15 feet of you a sense of bloodlust. The damage dealt by the affected creature’s melee weapon attack increases by 1, and the creature gains advantage on Strength and Constitution checks and saving throws for 1 hour.
- You can regain an expended spell slot of a level equal to or lower than half of the sacrificed creature’s Hit Dice.
Once you use this feature, you must finish a long rest to use it again.
SHADOW WINGS
Prerequisite: Shadowkin
Shadows grant you a pair of wings. These wings may look like shadowy smoke or pitch-black leather. You gain the following benefits:
• Using a part of your movement, you can sprout wings or make them disappear as a part of your movement. With your shadow wings, you have a flying speed of 30 feet.
• While you have your wings spread, you have advantage on your Charisma (Intimidation) checks.
SLAUGTERER
You are invigorated after killing your opponents. You gain the following benefits:
• Increase your Constitution or Wisdom score by 1, to a maximum of 20.
• When you reduce a creature to 0 hit points, you can make one more weapon attack to another creature within 30 feet of you as a reaction.
SLAVE TO PAIN
You love the sensation of pain. It provokes you, and it is an essential element of what keeps you going. Your body is covered with scars and you smile at every sign of agony, even if you are the one taking damage. You gain the following benefits:
• Increase your Constitution score by 1, to a maximum of 20.
• When you take damage for the first time in an encounter, you gain advantage on the next attack roll you make within 1 minute.
• After you finish a long rest, you gain 15 temporary hit points until the end of your next long rest or until you lose them all.
This obsession with pain has a price. Once per day, you must harm yourself by dealing at least 5 damage to yourself. If you don’t, you have disadvantage on your Wisdom and Intelligence checks and saving throws for 24 hours.
TORMENTED
You are tormented by the spirit of someone close to you who died, or the spirit of someone you killed is damned, deprived of its afterlife, and is forced to haunt you by evil forces that you may or may not know. Either way, the spirit haunts and torments you. It distracts you randomly. It can whisper meaningful or unintelligible words in your ear, or it can manifest, only being visible to your eyes, to distract you.
• Increase your Charisma modifier by 1, to a maximum of 20.
• When the spirit haunts you, you have disadvantage on Wisdom (Perception) and concentration checks. This spirit can haunt you 3 times in this way for a total of 1 minutes, before you finish a long rest.
• As an action, you can force the spirit to manifest. It remains manifested for 1 minute after it has been called. The spirit has no physical properties. However, it can give you knowledge, reveal the location of traps, secret doors, or do other things of that nature. It can also grant you advantage on relevant skill checks, or you can ask for insight about a situation. After you use this benefit a number of times equal to 1 + your Charisma Modifier (minimum of 1), you must finish a long rest to do so again.
TRASH GULLET
Prerequisite: Constitution 13 or higher
You can eat any organic material that crosses your path and can gain sustenance from everything you eat. Also, you can eat four more times in 1 day than the members of your race can generally eat. Creatures with this feat may end up as cannibals. You gain the following benefits:
• Increase your Constitution score by 1, to a maximum of 20.
• You gain resistance to poison damage.
• You gain advantage on saving throws against diseases and being poisoned.
UNHOLY EXISTANCE
You are touched by the powers of darkness. As a result, you are both gifted and cursed. You can cast two 1st level spells that you can choose from the cleric or paladin spell lists even if you are not a spellcaster. The spells must be chosen when you take this feat and they cannot be changed afterwards. When you cast both spells once, you need to take a long rest to cast them again. Wisdom (for cleric spells) or Charisma (for paladin spells) is your spellcasting ability for these spells. However, shadows move strangely around you, light sources within 15 feet of you illuminate an area that is 5 feet smaller than they would normally, and you count as desecrated for the purposes of features such as Divine Sense.
VENGEFUL
You are eager to take revenge from a creature that caused you harm. When a creature scores a critical hit, or when it makes a successful attack against you with an attack roll that has advantage, you can make a weapon attack against that creature as a reaction.
Corpus angelus
Angelic Durability
Your body is enhanced with angelic essence and some parts of it resemble that of an angel, made out of marble. You gain the following benefits:
• Increase your Constitution score by 1, up to a maximum of 20.
• Once per week, you can choose to focus on the essence within you as an action. If you do so, you instantly take the benefits of a short rest. The number of spent Hit Dice count against the number of maximum Hit Dice you can use during short rests.
• You can choose to have advantage on a saving throw against spells and other magical effects. Once you use this feature, you must finish a long rest to use it again.
Angelic Strength
Your body is enhanced by angelic essences and you are blessed with the strength of an angel. You gain the following benefits:
• Increase your Strength score by 1, up to a maximum of 20.
• When you make a Strength check or saving throw and fail, you can choose to succeed instead by focusing on the angelic essence within. Once you use this feature, you must finish a long rest to use it again.
Blessing of Feather
You sprout angelic wings from your back, which grant you the following benefits:
• Increase your Dexterity score by 1, to a maximum of 20.
• You have a flying speed of 30 feet.
Blessing of Fin
Several fins appear on your arms, legs, and torso granting you the following benefits:
• Increase your Dexterity score by 1, to a maximum of 20.
• You have a swimming speed of 30 feet.
• You can breathe underwater for up to 1 hour.
Celestial Blood
Your blood is infused with celestial energies and you learn how to tap its potential. You gain the following benefits:
• Increase one of your ability scores by 1, to a maximum of 20.
• You can communicate telepathically with creatures within 30 feet of you. You still need to share a language to be able to understand each other.
• You have resistance to poison damage.
Consecrated Spell
Prerequisite: Ability to cast at least one spell, and your alignment must be any good
When you choose this feat, choose a number of spells equal to your spellcasting ability modifier (a minimum of 1 spell) that deal damage and target a single creature. While casting these spells, you can choose to consecrate it, blessing it with radiant energies. A consecrated spell’s damage type changes to radiant and it ignores resistance to radiant damage.
Courageous
You are a warrior at heart; valor and bravery run through your veins. You gain the following benefits:
• You have advantage on saving throws against being charmed or frightened.
• You have advantage on your first attack roll at the start of each encounter.
• Your speed increases by 10 feet when charging towards an enemy.
Divine Magic Training
You learn two cantrips from the cleric spell list, and one 1stlevel spell from either the cleric or the paladin spell list. You can cast the chosen 1st-level spell only once using this feature, and you must finish a long rest before you can cast it again. Wisdom is your spellcasting ability for the chosen spells.
Epitome of Good
Prerequisite: You must be a good-aligned cleric, paladin, or paragon
You are a hero of faith that people look up to for encouragement. You lead them by example, and their faith does not waver when you are with them. You gain the following benefits:
• Increase your Charisma score by 1, up to a maximum of 20.
• When you cast a cleric or paladin spell or use a cleric, paladin, or paragon feature, you can use your reaction to choose a target creature within 30 feet of you that saw you casting the spell or using the feature. Any effect causing the target to be charmed or frightened ends on itself. You can use this benefit up to a number of times equal to your Charisma modifier (minimum of once), and you regain any expended uses when you finish a long rest.
Expanded Radiant Form
Prerequisite: Light-Touched
You have more control over your innate light than others. Your radiant form remains for a number of rounds equal to your proficiency bonus.
Former Glory
Prerequisite: Aengel
You regain a small portion of your former glory and your wings start to shine with radiant energies. You have a flying speed of 60 feet instead of 30 feet.
Magical Birthmarks
Prerequisite: Peri
The marks on your body slowly changed as you grew and they eventually took the shapes of ancient fey runes, granting a +1 bonus to all your saving throws.
Mark of Good
You carry the mark of a good deity or another good, cosmic entity. You gain advantage on Wisdom (Insight) and Charisma (Persuasion) checks against good-aligned creatures and disadvantage on these checks against evil-aligned ones provided that they see the mark. You also deal an extra 1d6 radiant damage to evil-aligned creatures on a successful attack.
Might of the Shaper Giant
Prerequisite: Strength 19 or higher
You were either blessed by the might of the shaper giants or their blood flows through your veins; and you’ve just now realized your potential. You can use two-handed weapons with one hand.
Oathbound
Prerequisite: You must have an oath
Oaths have a special meaning and hold power within universal forces. When someone takes an oath, some of these forces start to watch the oathbound. These forces can be fiends trying to make the oathbound deviate from the righteous path, or angels that wish to help, reward, or punish them according to their actions.
You made an oath, whether you know the facts above or not; either to yourself, to another person, or to a celestial. Now, the oath is one of the most important things in your life and you are bound to it.
Until you fulfill your oath, you have a +2 bonus on ability checks, attack rolls, and saving throws that are directly related to your oath. Whether the roll is directly related or not is determined by the GM.
If you break your oath, you take a -2 penalty to all ability checks, attack rolls, and saving throws until you atone for your mistake or are targeted by a wish spell. To atone, you must either spend 40 days in seclusion without talking and with no one to talk to, thinking about your sins and wrongdoings, or you must be blessed by the bless spell cast by a good-aligned spellcaster of 17th level or higher.
When you fulfill your oath, you are no longer oathbound. You do, however, receive the blessing of the divine; granting you a +2 bonus to all ability checks, attack rolls, and saving throws.
GMs may choose to give this feat to a character when it takes a serious oath, even if the character shouldn’t be able to gain a new feat under normal circumstances.
Keep in mind, you can only receive blessing from the divine once in this way. So, for instance, you do not gain the bonuses again if you take a second oath and then fulfill it.
Pain-Bearer
Prerequisite: Constitution 13 or higher
You were always eager to take the damage and to suffer the pain instead of your loved ones. You can now use this pain to mend others’ wounds. You gain the following benefits:
• Increase your Constitution score by 1, up to a maximum of 20.
• When you take at least 10 damage in a round, and if you cast any spell or use any feature that restores hit points within the next round, the spell or the feature heals an additional 2d8 hit points.
Prudent
Prerequisite: Wisdom 15 or higher
You are blessed with prudence. You have the ability to discern what others cannot. You gain proficiency in the Perception and Insight skills. If you’re already proficient in these skills, your proficiency bonus is doubled for any check you make with them.
Radiant Landing
A celestial taught you the secrets of high altitude landings. When you take damage from a fall, you can choose to negate the damage. If you do so, each creature within 10 feet of you takes radiant damage equal to the amount of the fall damage you negated. Once you use this feature, you can’t use it again until you finish a long rest.
Redeemed and Accepted
Prerequisite: Redeemed Fiend
As redeemed fiends keep their fiendish physical appearance when they are redeemed, some of them have a hard time finding acceptance, but not you. You have strong connections, and they have accepted you as you are. You gain the following benefits:
• Increase your Charisma score by 1, up to a maximum of 20.
• You no longer have disadvantage on your Charisma (Persuasion) checks against common folk while in your true form.
• Wisdom (Insight) checks by non- evil-aligned creatures against you are made with advantage, which allows people to understand you have good intentions.
Restoring Hands
Prerequisite: You must be a good-aligned paladin
Your Lay on Hands feature is infused with the goodness of your soul. The range of your Lay on Hands feature becomes 15 feet. In addition, your pool of healing power for Lay on Hands becomes equal to your paladin level × 6.
Starcaster
Prerequisite: Spellcasting featurev You are able to imbue yourself with the arcane powers of the stars. You gain the following benefits:
• Increase your Intelligence score by 1, up to a maximum of 20.
• As an action, you can imbue any spell with the power of the stars for 1 minute. When you do so, the damagedealing spells you cast within the duration deal radiant damage instead of their normal damage type.
• At night, you are guided by the stars. Thus, you can’t be lost during the night.
Third Eye of the Heavenly Host
You open your spiritual third eye and gain the following benefits:
• Increase your Wisdom score by 1, to a maximum of 20.
• You can use your bonus action to look into the Ethereal Plane until the start of your next turn.
Thrice Life-given
When you were infused with life during your creation, you were blessed three times instead of once, and it now shows. You gain the following benefits:
• Increase your Constitution score by 1, to a maximum of 20.
• When your blood is spilled onto soil, small plants native to your location start to grow at the spot and blossom.
• When you take damage, you regain 1 hit point at the start of each of your turns until the total of the hit points you regained is equal to the damage you took or until you take any more damage.
Twice Blessed Twice Cursed
Prerequisite: Stranger
You gain one additional strength and one additional curse from your own racial features.
Watched Over by Angels
Prerequisite: Your alignment must be any good
When you choose this feat, angels start to watch over you. You gain the following benefits:
• Increase one ability score of your choice by 1, to a maximum of 20.
• Once per day, the first attack that drops you to 0 hit points misses you instead. Since you have no control over the angels watching you, the GM decides if you can benefit from this feature.
• If anything tries to harm you while you are taking a long rest, you become aware of the threat just before you are harmed, which keeps you from being surprised.
Wings of Light
Prerequisite: Light-Touched
Wings made of your innate light sprout from your back. You gain the following benefits:
• As a bonus action, you can make your wings sprout or disappear. While you have your wings spread, you have a flying speed of 30 feet.
• Your wings shed bright, magical light in a 20-foot radius and dim light for an additional 20 feet. Magical darkness doesn’t impede your wings’ magical light.
Planet Apocalypse
Apocalyptic Mutation: Claws
The apocalypse has caused you to change. Either through contact with fiendish blood or being warped by the blasted landscape, you gain the ability to extend long retractable catlike claws from your fingertips and can even inject poison into your victims.
You are proficient with unarmed strikes.
Your unarmed strikes deal 1d6 slashing damage and have the light and finesse properties. You can use unarmed strikes with your claws in two-weapon fighting as if they were each weapons held in one hand.
When you hit a creature with an unarmed strike, you can use your bonus action to force the target to make a Constitution saving throw with a DC equal to 8 + your proficiency bonus + your Constitution modifier. The target takes poison damage equal to your level on a failed save, or half as much damage on a successful one. Once you use this benefit, you can’t use it again until you finish a short or long rest.
Apocalyptic Mutation: Horns
Whether through surviving a fiend’s magic or as a result of being warped by the blasted landscape, a crown of demonic horns sprouts from your head. You gain the following benefits.
Y our Charisma score increases by 1, to a maximum of 20.
You are proficient with unarmed strikes.
You can make an unarmed strike with your horns. When you do, it deals 1d4 piercing damage and has the finesse property. You can use your unarmed strike with your horns in two-weapon fighting as if they were a light weapon you held in one hand.
You learn an Eldritch Invocation of your choice from among those available to the warlock class, provided you meet the level requirement of the invocation. If you must expend a warlock spell slot to activate the invocation, you can use a spell slot from any class, provided the spell slot expended is equal to or higher than the spell’s actual level. If an invocation calls for a saving throw, the save DC equals 8 + your proficiency bonus + your Charisma modifier.
Apocalyptic Mutation: Scales
Whether by contact with fiendish blood or being warped by the blasted landscape, your skin dries, cracks, and becomes scaly. You gain the following benefits.
While you wear no armor, all bludgeoning, piercing, and slashing damage you take from nonmagical attacks is reduced by 1.
When you finish a short or long rest, you gain temporary hit points equal to half your level (rounded down, minimum 1).
Banishing Strike
You have learned the weaknesses of fiends and other extraplanar monsters through harrowing combat. You gain the following benefits.
Your weapon attacks score a critical hit against celestials, fey, fiends, or undead on a roll of 19 or 20.
When you score a critical hit on a creature not native to the plane of existence you are currently on and it is reduced to 50 or fewer hit points after the attack deals damage, the creature must succeed on a Charisma saving throw or be banished in a flash of blinding white light to its home plane. The creature does not automatically return, unless it has some independent means to do so. The save DC is 8 + your proficiency bonus + the highest modifier among your Intelligence, Wisdom, and Charisma scores.
Beacon of Hope
Prerequisite: Charisma 13 or higher
The Apocalypse has brought out the best in you, revealing you as a natural leader.
You can spend 10 minutes encouraging up to ten friendly creatures (including yourself ) within 60 feet of you who can see or hear you and who can understand you. For the next hour, each affected creature has advantage on saving throws to avoid becoming frightened or charmed or to end either condition. A creature can’t benefit from this feat again until it has finished a short or long rest.
Courage
You are courageous even in the face of otherworldly horror, and your courage inspires others.
You gain 2 courage dice, which are d4s. When you or an ally misses on an attack roll, you may use your reaction and spend a courage die to add the amount rolled to the attack roll, which can make the attack hit. If the attack hits, also add the amount rolled to the damage dealt by the attack. You regain all expended courage dice when you finish a short or long rest. You can take this feat up to three times. The second time you take it, both of your courage dice increase from 1d4 to 1d8; the third time, they increase from 1d8 to 1d12.
Curse Bearer v Perhaps you were born cursed, unlucky, spurned by the gods: somehow, a shadow has always hung over you. Through magical practice or sheer force of will, you have bound this shadow to your service.
You learn the bestow curse spell, which you can cast as a 3rd level spell without expending a spell slot once per day. Choose Intelligence, Wisdom, or Charisma to be your spellcasting ability for this spell; the save DC is 8 + your proficiency bonus + your spellcasting ability modifier. Being attuned to cursed magic items increases the power of your curse. If you are attuned to one cursed magic item when you use this benefit, you cast the spell as a 5th-level spell. If you are attuned to two cursed magic items, you cast the spell as if using a 7th-level slot. If you are attuned to three cursed magic items, you cast the spell as if using a 9th-level slot.
Whenever you are hit by a nonmagical attack while wearing cursed armor you are attuned to, you can use your reaction to gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks until the start of your next turn.
If you are attuned to a cursed weapon, you gain a +1 bonus to attack and damage rolls you make with the weapon.
Defiant
You never say die. You keep trying even when you fail in front of an enemy, which can sometimes turn failure into success.
Whenever you roll a 1 on an ability check, attack roll, or saving throw in combat, you can roll the d20 again. If the roll had advantage or disadvantage, you can reroll only one die and it must be one that rolled 1. You must keep the new roll, even if it is a 1.
Eyes of the Watcher
Permanently altered by a dream or vision, you manifest an uncanny ability to perceive otherworldly forces. Your eyes change appearance, such as to solid black or tawny orange with cat like slits, granting you the following benefits.
Increase either your Intelligence or Wisdom score by 1, to a maximum of 20.
You can see invisible and ethereal celestials, elementals, fey, fiends, and undead within 30 feet.
You have advantage on ability checks and saving throws against visual illusions within 30 feet. When you first observe an illusion from within 30 feet, you instantly recognize it for what it is and become immune to its effects if its save DC or ability check DC is less than or equal to 15 + your modifier on Intelligence (Investigation) checks. ✼ You perceive the original form of a celestial, elemental, fey, fiend, or undead within 30 feet that is transformed by magic.
Fiendish Tongue
Prerequisite: Charisma 13 or higher
You have spent time studying fiends and their cruel hierarchy. You know their words and their names and gain the following benefits.
You learn to speak, read, and write both Abyssal and Infernal. If you already speak one or both of these languages, choose other languages in their place.
You have advantage on Charisma checks to interact with fiends.
You learn the command spell, which does not count against your limit of spells known. If you cast it as a 1st level spell to target a fiend, it does not expend a spell slot. When you take this feat, choose Intelligence, Wisdom, or Charisma as your spellcasting ability for casting the spell in this way (the save DC is 8 + your proficiency bonus + your spellcasting ability modifier). You can cast it this way a number of times equal to your Charisma modifier. You regain all expended uses when you finish a long rest.
Fiend Hunter
You are trained in the art of slaying fiends, either by a grizzled mentor or by harsh circumstance. You gain the following benefits.
When a fiend within 5 feet of you casts a spell or attacks a creature other than you, you can use your reaction to make a melee weapon attack against that creature.
Whenever you make an Intelligence (Arcana, History, Nature, or Religion) check to recall information about fiends or other planes of existence, you add double your proficiency bonus to the check, even if you are not normally proficient in that skill.
Fiend-Marked
Prerequisite: Non-tiefling race
Your ancestors had fiendish blood in their veins, whether through breeding or a dark pact. You gain the following benefits.
You have resistance to fire damage.
You learn the thaumaturgy cantrip.
You learn the hellish rebuke spell and can cast it once as a 1st-level spell without expending a spell slot. You regain the use of this benefit when you finish a long rest.
Hellsmith
You master the art of forging fiend-slaying weapons, perhaps due to the mentorship of a master or the lost notes of someone who knew too much and died first in the fiendish invasion. You gain the following benefits. You gain proficiency with one set of artisan’s tools.
You gain proficiency in the Arcana skill. If you already have it, you instead gain proficiency in any skill of your choice.
When you finish a long rest, you can touch one nonmagical simple or martial weapon. Until you next finish a long rest, the weapon becomes a magic weapon, granting its wielder a +1 bonus to attack rolls and damage rolls with it.
Once you use this benefit, you can’t use it again until you finish a long rest.
✼ You learn the mending cantrip.
Hellwalker
Your exposure to the magical hazards of a blasted, hellfire-wreathed landscape has forced you to develop supernatural resilience simply to survive. The ways of shadow and flame grant you the following benefits.
Increase your Constitution score by 1, to a maximum of 20.
Whenever you take fire damage, you can use your reaction to gain resistance to fire. This resistance lasts until the start of your next turn.
You learn the hellish rebuke spell and you can cast it once as a 1st-level spell without expending a spell slot. You regain the ability to cast it in this way when you finish a long rest.
Markings of the Order
You are ritually tattooed with magic wards. The strange symbols might be of your own design, or you might have copied them from runestone or even a corpse. You gain resistance to necrotic and poison damage.
Survivor
Scraping by in an apocalyptic world forces you to develop endurance to survive the harsh environs. You gain the following benefits:
Increase your Constitution score by 1, to a maximum of 20.
Your hit point maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 1 hit point.
The amount of time you can go without food before suffering from hunger is doubled. You need only one gallon of water every two days instead of every day. It takes you only six hours to finish a long rest.
Warder
You learn ancient protective magics from studying lost magic items or texts, granting you the following benefits.
You learn the detect magic spell and can cast it at will, without expending a spell slot.
You learn the magic circle spell, which you can cast as a ritual. This feat does not grant you the ability to cast it as a spell if you normally cast spells.
Winged Guardian
Prerequisite: 12th level
Blessed by a deity or powerful extraplanar creature, you can use an action to magically sprout wings for 1 minute. If you are good or neutral, these wings appear feathered; if you are evil, they appear bat-like. The wings grant you a flying speed of 50 feet, though you cannot fly if you are exceeding your carrying capacity. You can’t use this feat again until you finish a long rest.
PURE STEAM
EFFICIENT CRAFTSMAN
You know how to optimize the use of raw materials while performing your craft. You gain proficiency in one tool of your choice. If you are already proficient with the chosen tool, you add double your proficiency bonus to checks you make with the tool. Additionally, for every day of downtime you spend crafting, you can make a check with your tools to determine the total market value of items you craft for that day, and therefore the amount of raw materials needed to craft that value, or the total market value increment of progress you make toward crafting a single item. The total market value amount or increment is equal to half your check result (round up), to a minimum of $5. For example, if you make a check with smithing tools to craft a suit of plate armor, and your check result was a 15, your market value increment toward the completion of the suit of plate armor is $7 for that day. Alternatively, with the same check, you make $7 worth of items for that day.
FIREARM MASTERY
After countless hours spent with a gun in your hand, you know where your bullets are going before you even pull the trigger. You gain the following benefits:
• You gain a +1 bonus to attack rolls you make with a firearm.
• Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
• When you roll a 1 or 2 on a damage die for an attack you make with a firearm that you are wielding, and that attack is a critical hit, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
MEDICAL PHYSICIAN
You master the physician’s arts, gaining the following benefits:
• You gain proficiency in the Medicine skill. If you are already proficient in the skill, you gain expertise in that skill, allowing you to add double your proficiency bonus to checks you make with it
• During a short rest, you can clean and bind the wounds of up to six willing beasts and humanoids. Make a DC 15 Wisdom (Medicine) check for each creature. On a success, if a creature spends a Hit Die during this rest, that creature can forgo the roll and instead regain the maximum number of hit points the die can restore. A creature can do so only once per rest, regardless of how many Hit Dice it spends. If, at the start of a short rest, a creature that you medically attend to has no Hit Die to spend, your successful Wisdom (Medicine) check instead grants the creature one free Hit Die to spend normally during that short rest.
• After a long rest, creatures you rest with recover one additional spent Hit Die when you medically attend to them throughout the rest.
NATURAL PRINCIPLES
Prerequisite: The ability to prepare at least one gadget or contraption
During a long rest, when you prepare your gadgets and contraptions that normally deal acid, cold, fire, lightning, or thunder damage, you can substitute that damage type for another one from that list until you prepare your gadgets and contraptions again. This substitution is chosen for each gadget and contraption individually.
NOVICE INVENTOR
Prerequisite: Intelligence 13 or higher
You learn two gadgets of your choice from the gearhead’s contraption list. In addition, choose one 1st-level contraption from that same list. You learn that contraption and can prepare and activate it at its lowest level. Once you activate it, you must finish a long rest before you can activate it again. Your engineering ability for these contraptions is Intelligence. When you gain a level, you can choose one of the gearhead gadgets or the 1st-level contraption you know and replace it with another gadget or 1st-level contraption from the gearhead contraption list.
SCARED LANDS
Asaatth Savant
Prerequisite: Asaatthi, ability to cast at least one spell
Asaatthi mages are renowned for their use of scripts, crystals, and gems in their garments as well as their spellcasting. The magically adept among the serpentfolk have honed their craft well.
With this feat, you gain the following benefits:
• Increase your Intelligence or Charisma score by 1, to a maximum of 20.
• You gain proficiency with calligrapher’s supplies or jeweler’s tools.
• When you use a crystal as an arcane focus, you add your spellcasting ability modifier to the damage you deal with any cantrip.
• You learn a unique script known as Sheshss, related to Asaatth and using the Primordial alphabet, which allows you to write information, whether mundane or magical, in a very concise format. Text written using Sheshss takes up only one-fifth of the space it would normally require. It can be read only by creatures able to read Sheshss.
Bite Fighter
Prerequisite: Must have a bite attack
You have practiced and honed your bite attack. You gain the following benefits with this feat:
• Increase your Strength or Dexterity score by 1, to a maximum of 20.
• The damage of your bite attack increases by one die size (i.e., d6 increases to d8, d4 to d6, d3 to d4, etc.).
• When you make a bite attack against a creature you have grappled or that is otherwise restrained, you have advantage on the attack roll.
• If you hit an opponent within 5 feet of you with a melee weapon attack as part of an Attack action, you can use your bonus action to attack the same target with your bite.
Born Rider
The orcs are said to be among the most talented riders on Ghelspad, but they are not the only people to rely on domesticated beasts as mounts. With this feat, you gain the following benefits:
• You have advantage on all Wisdom (Animal Handling) checks when handling any domesticated beast that is trained as a mount.
• You use only 5 feet of your movement to mount or dismount a creature that has been trained as a mount.
• When you are mounted and not incapacitated, your mount’s movement speed increases by 10 feet.
• When you are mounted and not incapacitated, if your mount provokes an opportunity attack while you’re on it, you can choose whether the attacker targets you or the mount.
Cabalist
Prerequisites: Ability to cast at least one arcane spell, proficiency in Religion, must worship one or more gods
When wizards first learned to write down magic into symbols and ciphers, some among them also began to harness the power of the holy writings of the gods for themselves. These secrets, collectively known as the cabal, have been transmitted from master to apprentice down through the centuries. You have learned these secrets and how to weave them into your spells. You can use a holy symbol as an arcane focus to cast your spells. In addition, you gain the Channel Divinity feature:
Channel Divinity
You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two Channel Divinity effects: Invocation of Wrath and Litany of Reliance. When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. If you already have Channel Divinity from another source, you gain one extra use of Channel Divinity.
Channel Divinity: Invocation of Wrath. You can convert a spell’s damage into another type of damage. When you cast a spell that deals acid, cold, fire, lightning, necrotic, poison, psychic, radiant, or thunder damage, you can use Channel Divinity to change the damage to any other one of those same damage types.
Channel Divinity: Litany of Reliance. You can use divine energy to support a spell when it would be interrupted (by counterspell or a similar effect) or dispelled. As a reaction, when a spell you cast would be dispelled or interrupted, you can use your Channel Divinity to negate the dispelling or interrupting spell or effect.
Campaigner
Prerequisites: Proficiency with medium armor Antirequisite: Hollow legionnaire
Whether you joined willingly, studied at a war college, or served as a sentence for criminal behavior, you have endured the harshness of military campaigning far away from home. You gain the following benefits:
• Increase your Constitution score by 1, to a maximum of 20.
• You have advantage on Constitution saving throws to avoid exhaustion when you travel for more than 8 hours in a day.
• When you are moving at travel pace, you contribute your Wisdom (Perception) to noticing threats even when you are engaged in another activity (such as foraging, navigating, or tracking).
• During a long rest, you can stand watch for 1 additional hour. This doesn’t change the time required for you to complete a long rest.
• You can don or doff a suit of medium or heavy armor in half the time normally required (minimum 1 minute).
Chain Master
Prerequisite: Proficiency with the spiked chain The spiked chain (see Chapter 5) is one of the favored weapons of followers of Chardun, for it represents one’s bonds of servitude to the Slaver. Ancient techniques first developed by the charduni dwarves allow you to extend this weapon’s effectiveness.
When you hit a creature with a spiked chain, you can use a bonus action to attempt to grapple the target. You can use another bonus action to release the target. As long as the grapple lasts, you can’t use the spiked chain to make attacks. If you drop the spiked chain, the target remains grappled until it uses an action to escape (no check required). When you wield a spiked chain, you can also use a bonus action to gain any one of the following benefits:
• You gain a +1 bonus to AC.
• The weapon loses the two-handed property and gains the versatile property, dealing 2d4 piercing damage when you wield it in two hands.
• When you take the Attack action, you can use a bonus action to make a melee attack with the opposite end of the spiked chain. The weapon’s damage die for this purpose is 1d4, and the attack deals piercing or slashing damage (your choice).
The chosen benefit remains in effect until you end it (no action required), you become incapacitated, or you change to another benefit.
Deft Climber
Prerequisites: Dexterity 13 or higher
Your agility is unsurpassed when it comes to climbing and maneuvering as you climb. You gain the following benefits:
• Climbing does not cost you extra movement. You can use Dexterity rather than Strength when you make an ability check to climb.
• You can ignore difficult terrain while crawling.
• If a trap or natural hazard would cause you to fall, you can use your reaction to avoid falling.
• You can use a climber’s kit as a bonus action instead of an action.
Dreadful
You are a master of fear in all its forms, and you are difficult to rattle. You gain the following benefits:
• Increase your Charisma score by 1, to a maximum of 20.
• You have advantage on saving throws against being frightened.
• You gain proficiency in the Intimidation skill, and your proficiency bonus is doubled for any ability check you make that uses that skill.
• You can try to frighten a creature within 30 feet of you that can see and hear you. As an action, you make a Charisma (Intimidation) check contested by the target’s Wisdom saving throw. If you succeed, the target is frightened of you until the end of your next turn. This is a nonmagical effect.
• When you cast a spell or use a class feature that would render one or more targets frightened, you can choose to either double the range of the effect, or target twice as many creatures as you could normally affect within range.
• When you cast a spell or use a class feature that would render one or more targets frightened, the duration of the effect is doubled if it is normally 1 minute or longer; if the effect normally lasts for less than 1 minute, you can increase its duration to 1 minute, but the target can make a new saving throw at the end of each of its turn, ending the effect on a successful save.
Drendali Adept
Prerequisite: Elf (drendali), Charisma 13 or higher
In the darkened tunnels around Dier Drendal, you learned to use your magic to prowl the caves undetected. You can cast the silent image spell at will, without needing a material component. You use Charisma as the spellcasting ability for this spell. You can also cast the invisibility spell once. You regain the ability to cast this spell when you finish a short or long rest. If you belong to a spellcasting class, you add invisibility and silent image to your spells known or prepared. They are class spells for you and don’t count against the number of spells you know or can have prepared.
Efficient Artisan
Prerequisite: Proficiency with at least one type of artisan’s tools
Your efficient hands have completed so many works that you could almost perform your craft in your sleep. When you spend a day of downtime to craft an item related to your specialty, you can craft one or more items with a total market value of 10 gp or less; you must still expend raw materials worth half the total market value. If something you want to craft has a market value greater than 10 gp, you make progress every day in 10-gp increments until you reach the market value of the item.
Alternately, given just a couple of hours, which can be part of a long rest, you can craft crude but functional versions of simple items related to your specialty, as shown on the table below. Items crafted this way are fragile and have only half their normal hit points. You must have the appropriate artisan’s tools and enough raw materials.
Alchemist’s supplies Healing salves (replenishes 1d4 uses of a healer’s kit); one dose of weak basic poison (save DC 8) Calligrapher’s supplies 2d6 ink pens; 1d4 ounces of ink; 1d3 sheets of cloth paper Carpenter’s tools One crude sled or raft; one makeshift shelter for up to 6 Medium creatures Cook’s utensils 2d4 days’ rations; 1d3 pints of oil Fletcher’s tools One shortbow; 3d4 arrows or bolts Leatherworker’s tools One suit of padded armor; one pouch or sack Smith’s tools One dagger, club, or spear; one grappling hook or horseshoe; 1d4 iron spikes or pitons Tinker’s tools One dagger; 2d4 sling bullets; one lamp Weaver’s tools One blanket; one set of common clothes; bandages (replenishes 1d4 uses of a healer’s kit) Woodcarver’s tools One shield; one ladder; 2d4 torches
Other items might be possible using these or other tool proficiencies. In general, only simple items normally costing 1 gp or less should be permitted, and only if it seems reasonable that a crude version could be crafted by a highly skilled artisan in a couple of hours.
Ferocious
You can fight viciously when cut off from friends and allies. You gain the following benefits when you are within 5 feet of a hostile creature and no friendly creatures are within 30 feet of you:
• At the start of your turn, you gain a number of temporary hit points equal to your Constitution modifier (minimum 1 hit point).
• You can use a bonus action to make one melee weapon attack.
• You have advantage on attack rolls with opportunity attacks.
Flesh Eater
Something about forbidden flesh fills you with a vigor you never get from normal food. You gain the following benefits:
• Increase your Constitution score by 1, to a maximum of 20.
• You gain a bite attack that acts as a finesse weapon with which you have proficiency. This attack deals 1d4 piercing damage. If you already have a bite attack, its damage increases by one die size (i.e., d4 increases to d6, or d3 to d4, etc.).
• When you reduce a creature to 0 hit points with a melee attack on your turn, you can use a bonus action to move up to half your speed and make a bite attack.
• At the end of a short or long rest during which you consume at least half a pound of flesh, you gain temporary hit points equal to 1/2 the Intelligence score of the creature whose flesh you have eaten (minimum 1 hit point).
Ghost Speaker
The Divine War left a plague of ghosts, spirits, and walking dead in its wake, especially in places like the Devil’s March, the Festering Fields, and the Perforated Plains. In other places, such as Hollowfaust and Glivivd-Autel, spirits are nearly as common as the living. You have learned how to communicate with the undead, whether in the hope of ending their torments or as a means to obtain forbidden lore. You gain the following benefits:
• Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
• You can comprehend and verbally communicate with the undead, even if they cannot normally speak. Their willingness to communicate with you is limited by their intelligence and their general attitude toward the living, but even if they might attack you shortly afterward, they can usually be persuaded to give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day.
• When you make an Insight or Persuasion check against a non-hostile undead, your proficiency bonus is doubled for any ability check you make that uses either of those skills.
Glyph Adept
Prerequisite: The ability to cast 3rd-level spells
Sigils and symbols hold power, as the dwarves have long known, and some spellcasters have perfected the art of storing spells in magical glyphs. You gain the following benefits:
• Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
• You add glyph of warding to your spells known or prepared. It is a class spell for you and doesn’t count against the number of spells you know or can have prepared.
• When you cast glyph of warding, its casting time is reduced to 10 minutes.
• When you cast glyph of warding to produce explosive runes, you can have the runes deal acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder damage.
• If another creature attempts to counter or dispel a glyph of warding you cast, your glyph is treated as being 1 level higher than the level at which you actually cast it.
• Once you are able to cast 7th-level spells (or if you are already able to), you add symbol to your spells known or prepared. It is a class spell for you and doesn’t count against the number of spells you know or can have prepared.
Ironskin
Prerequisite: Constitution 13 or higher
Vigorous training and conditioning exercises have toughened your mind and body considerably, allowing you to shrug off most blows. When you take bludgeoning, piercing, or slashing damage from a nonmagical source, you can use your reaction to absorb a portion of the blow, reducing the damage by half. You can use this ability a number of times equal to 1 + your Constitution modifier (minimum once). You regain all uses of this feat when you finish a long rest.
Magical Crafter
Prerequisite: The ability to cast at least one spell
You are an expert at crafting magical objects and making items with rare and unusual materials, both through common methods and using specific magical crafting rituals you have learned. You can create magic items in half the usual time. In addition, you gain the following benefits:
• Constructs have disadvantage on their saving throws against your spells.
• When you cast a spell that enhances a weapon, such as branding smite or magic weapon, that spell’s duration is doubled.
• When you cast a spell of 1st level or higher that targets an object or a construct, you can grant the target a number of temporary hit points equal to 1d6 per spell level.
Mark of the Fallen
Antirequisite: Hollow legionnaire
You bear a visible mark of one of the titans, whether due to a willing act of worship or through exposure to primal energies. Bearing the mark of a titan other than Denev generally carries significant negative social stigma. You are considered to be titanspawn for any spell, class feature, or effect that specifically targets or affects titanspawn. Choose one of the marks described below.
Mark of Chern. Increase your Constitution score by 1, to a maximum of 20. You have advantage on all saving throws against disease and being poisoned. When you are cured of a disease, you can choose to remain a carrier and spread the disease as if you still had it.
Mark of Denev. Increase your Wisdom score by 1, to a maximum of 20. You gain advantage on all Wisdom (Animal Handling) checks related to beasts, and beasts have disadvantage on saving throws against druid and ranger spells you cast.
Mark of Gaurak. Increase your Constitution score by 1, to a maximum of 20. Each day you go without food counts as only half a day when determining the effects of food deprivation. If you eat at least two pounds of food during a long rest, you regain all of your Hit Dice rather than half.
Mark of Golthagga. Increase your Intelligence score by 1, to a maximum of 20. You gain proficiency with smith’s tools. When you craft a weapon, you can forge a bond between you and the weapon. You can’t be disarmed of that weapon, and it is considered magical. You can be bonded to only one weapon at a time.
Mark of Golthain. Increase your Charisma score by 1, to a maximum of 20. You can’t be blinded or deafened by spells or magic.
Mark of Gormoth. Increase your Constitution score by 1, to a maximum of 20. You have advantage on saving throws against exhaustion, and you are immune to the poisoned condition.
Mark of Hrinruuk. Increase your Dexterity score by 1, to a maximum of 20. Whenever you succeed on a Wisdom (Survival) check to track a creature, you have advantage on Dexterity (Stealth) checks to remain hidden from it. This benefit ends if you attack the creature. You have advantage on the first weapon attack roll you make against the tracked creature.
Mark of Kadum. Increase your Strength score by 1, to a maximum of 20. You have advantage on ability checks and saving throws against effects that would force you to move. At the start of your turn, you can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against you have advantage until the start of your next turn.
Mark of Lethene. Increase your Dexterity score by 1, to a maximum of 20. You have resistance to lightning and thunder damage.
Mark of Mesos. Increase your Intelligence score by 1, to a maximum of 20. You can become attuned to one additional magic item. When you are the only creature targeted by a spell, you can use your reaction to gain advantage on your saving throw against that spell.
Mark of Mormo. Increase your Charisma score by 1, to a maximum of 20. You have advantage on saving throws against being charmed. In addition, you can use your action to hypnotize a target within 30 feet that can see you. The target must make a Wisdom saving throw (DC 8 + your proficiency modifier + your Charisma modifier). On a failed save, the target is charmed by you. While it is charmed, the target’s speed is reduced to 0. The target can make a new saving throw at the end of each of its turns. The effect ends once the target makes a saving throw, the target can’t see you, or the target isn’t charmed by you anymore. Once you use this ability, you must finish a short or long rest before you can use it again.
Mark of Thulkas. Increase your Strength score by 1, to a maximum of 20. You gain resistance to fire and radiant damage.
Mark of the Winds. Increase your Dexterity score by 1, to a maximum of 20. When you take the Dash action, you gain a fly speed equal to your base speed until the start of your next turn. You must concentrate to maintain this flight, as if you were concentrating on a spell. If you lose your concentration or fail to take the Dash action at the start of your next turn, you fall.
Military Student
Prerequisite: Proficiency with at least two martial weapons
You have learned the art of war through military service or as a student in a famous military academy such as one of the War Colleges in Darakeene, where you were trained to fight alongside others as a cohesive tactical unit. You gain the following benefits:
• When you hit a creature with a weapon attack, you can use the Help action as a bonus action to assist an ally in attacking the same target. Your ally must be within 5 feet of the target you hit with your attack.
• You can study an opponent’s style to discern a weakness in its defenses. Choose a hostile creature you can see within 5 feet of you. You can use a bonus action to gain advantage on attack rolls against the target until the start of your next turn. Once you have used this ability against a creature, you can’t use it against the same creature until you finish a short or long rest.
• As long as you can see at least one friendly creature within 60 feet of you that is not incapacitated, you have advantage on saving throws against being frightened.
Nimble
You are known for your graceful gait and your ability to remain on your feet. With this feat, you gain the following benefits:
• Increase your Dexterity score by 1, to a maximum of 20.
• You can use your Dexterity instead of your Strength to determine the distance you can jump.
• You have advantage on saving throws against being knocked prone, and standing up from prone costs you only 5 feet of movement.
• When you fall, you can use your reaction to take half damage from the fall. You are not prone after landing.
Pious
Prerequisite: Must worship a god
Your profound devotion has drawn the attention of your deity, who protects and helps you in time of need. You gain the following benefits:
• You gain proficiency with your deity’s favored weapon.
• You can use your god’s favored weapon or a divine token (see the table below) as a spellcasting focus to cast divine spells. Divine tokens are mundane items related to your deity that can easily be found or crafted and don’t require special preparation.
• You gain the Channel Divinity feature (see below).
Channel Divinity
You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You gain two Channel Divinity effects: Call of the Faithful and Shield the Pious. When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. If you already have Channel Divinity from another source, you gain one extra use of Channel Divinity.
Channel Divinity: Call of the Faithful. When you make an ability check related to your god’s sphere of influence (as shown on the table below), you can use your Channel Divinity to gain advantage on that check. The spheres of influence are broad so that they might apply to many situations or ability checks. Your GM can let you know if using Channel Divinity in this way will provide a benefit.
Channel Divinity: Shield the Pious. When you are the target of an attack that you can see, you can use your Channel Divinity to impose disadvantage on the attack roll.v Rancorous
Some cultures or peoples have longstanding feuds against specific types of enemies. Choose a type of hated enemy from the following list: aberrations, beasts, constructs, elementals, fey, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as orcs and slitherin).
You gain the following benefits with regard to your hated enemies:
• Your attacks against hated enemies score a critical hit on a 19 or 20.
• If a hated enemy leaves your reach, it provokes an opportunity attack from you even if it uses the Dis-engage action or a similar ability.
• You have advantage on Intelligence checks to recall information about your hated enemies.
• You learn one language of your choice that is spoken by your hated enemies, if they speak one at all.
Sea Dog
Having solid ground beneath your feet will never feel as natural to you as the rolling deck of a ship. You gain the following benefits: v • Increase your Dexterity score by 1, to a maximum of 20.
• You gain proficiency with any one of the following weapons: club, dagger, handaxe, light crossbow, net, shortbow, shortsword, spear, or whip.
• You gain proficiency in the Nature skill, and your proficiency bonus is doubled for any ability check you make with that skill regarding coastlines, islands, or weather.
• You gain proficiency with any two of the following tools: carpenter’s tools, cook’s utensils, navigator’s tools, vehicles (water), or any one type of musical instrument.
• You have advantage on Acrobatics checks made to keep your balance and on Athletics checks made to climb. v Shadow Mage
Prerequisite: Ability to cast at least one illusion spell
You are a skilled illusionist, and your illusions are more potent when you remain in the shadows. You gain the following benefits:
• You learn the minor illusion cantrip. Choose Intel-ligence, Wisdom, or Charisma as your spellcasting ability for this cantrip.
• You add silent image to your spells known or prepared. It is a class spell for you and doesn’t count against the number of spells you know or can have prepared.
• When you cast an illusion spell while you are in an area of dim light or darkness, any creature interacting with the illusion has disadvantage on its saving throws against the spell and on Intelligence (Investigation) checks made to disbelieve the illusion.
• When you take the Hide action while you are in an area of dim light or darkness, you have advantage on the Dexterity (Stealth) check.
Spire Legionnaire
Prerequisite: Hollow legionnaire
The Gleaming Valley and its spires are fundamental to the life of a hollow legionnaire. The lost souls that comprise the Hollow Legion draw power from their affiliation from the various spires in order to gain strength as adventurers. You gain proficiency with medium armor, plus the follow-ing benefits, depending on your character’s spire affiliation:
Adamantine Spire. Increase your Constitution score by 1, to a maximum of 20. Your hit point maximum increases by 1 per level you have, and it increases by 1 every time you gain a level.
Golden Spire. Increase your Wisdom or Charisma score by 1, to a maximum of 20. You can’t be blinded by bright light or similar effects. You learn the light cantrip.
Iron Spire. Increase your Strength or Charisma score by 1, to a maximum of 20. You gain proficiency in the In-timidation skill. When a creature you can see hits another creature within 5 feet of you with a melee attack, you can use your reaction to reduce the damage by half. You take the remainder of the damage.
Mithril Spire. Increase your Intelligence or Dexterity score by 1, to a maximum of 20. Your base walking speed increases by 5 feet. Wearing armor doesn’t reduce your speed or impose disadvantage on your Dexterity (Stealth) checks. Silver Spire. Increase your Intelligence or Wisdom score by 1, to a maximum of 20. You have advantage on saving throws against being charmed or frightened.
Stalwart
Prerequisite: Constitution 13 or higher
You can go on fighting when others would collapse and give up. You have advantage on saving throws against being exhausted or stunned. In addition, when you are stunned or exhausted, you can try to shake it off. You can use a bonus action to reduce your exhaustion level by 1. Alternately, at the end of your turn, you can make a new saving throw against any effect that has imposed the stunned condition on you, ending that condition on a success (the save DC is equal to that of the effect that stunned you, or DC 10, whichever is higher). In either case, once you use this ability, you must finish a short or long rest before you can use it again.
Wild Scent
Prerequisite: Asaatthi, manticora, or slitherin
Your people were created or evolved as predators and hunters. While they have become more civilized, some among them are throwbacks, atavists with bestial traits akin to those of your earliest ancestors. You have fully functional scent glands that grant you a stereoscopic sense of smell, like that of a mole, making you an excellent tracker and giving you a limited ability to “see” with your nose. You gain the following benefits:
• You have advantage on Perception and Survival checks that involve your sense of smell.
• If you are blinded, attack rolls you make against creatures within 30 feet of you do not have disad-vantage. Other creatures still have advantage on their attack rolls against you while you are blinded.
• You gain blindsight out to a range of 10 feet. You can’t detect creatures that don’t emit smells using this ability, such as incorporeal or ethereal crea-tures. Alternatively, creatures that emit a strong odor may be detected from further away. You can’t use this ability if you lose your sense of smell.
City of cresent
Firearm Expert:
Thanks to extensive practice with firearms, you gain the following benefits:
You ignore the loading quality of firearms with which you are proficient.
Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a one-handed repeating gun you are holding.
The Fortune-teller:
When you gain this feat, your inner-eye will awaken, and you will get the ability to see glimpses into possible futures. Your Wisdom score increases by 1.
You can cast augury once a day, without expending a slot but only as a ritual. You can use marble-mugs, someone else’s hands, tarot cards, arrow heads, or any other cultural fortune-telling items as your material component. By casting it this way augury chooses a target, instead of an event, that will take place 30-minutes in the future. The DM may provide some omens and crypted messages about the future of the target of this spell, e.g. love life, death, birth, opportunities, wealth, family, friends, politics, failures, treachery, and more. Usually these omens are highly obscure and rarely a direct prophecy.
The Urban Hunter:
You gain the following benefits:
Increase your Intelligence or Wisdom score by 1.
You gain the Survival or Investigation skill. If you are already proficient in the skill, you double your proficiency bonus for that skill.
When you take the search action or make a Survival check to analyze clues and tracks in an urban area, you can learn the creature’s type.
Strong Breath:
Your breath is considered one of the strong breaths that have healing properties among society. You gain the following benefits:
You can cast exorcize djinni or remove curse once a day, without using a spell slot. You can’t do so again until you finish a long rest.
You learn the purifying breath or guidance cantrips.
Djinn’s Foul Touch
: You were once in contact with a djinn. This event affected you in the following ways:
You learn evil eye, knot the luck, or viscious mockery cantrips.
You can cast nazar or bestow curse once a day, without using a spell slot. You can’t do so again until you finish a long rest.
Zeitgeist
Docker’s Jank
In a band, every musician has to know his bandmates’ parts in case they need to switch places or pick up the slack. Choose up to four allies; you may change your chosen allies if you spend a few hours training with them. You and those allies can each use Help as a bonus action, but only to aid you or one of your chosen allies. Once a character uses this ability, he or she must take a short or long rest before doing so again. Additionally, once per day as a bonus action you can shout a line from an inspiring song to grant an ally a Bardic Inspiration die, a d6. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level. Except for the limited use, this functions as the Bardic Inspiration feature.
Proper Ending
With the dire knowledge that the world shall end in ice, you do what you can to prevent such fate from befalling your allies. As a bonus action, you can touch a dying creature or a creature that died in the past round. That creature is restored to life if dead, stabilizes, and is considered to have failed no death saving throws, but remains unconscious. The body must be relatively intact. This ability doesn’t function on decapitated or disintegrated creatures, for example. As an action, you can concentrate on your own mortality in order to manifest a zone of cold in a 10-foot radius around you. Once manifested, the zone is stationary, and it lasts until you dismiss it as a bonus action, or you fall unconscious. At the start of your turn, creatures in the zone take 1d6 cold damage. This increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level. Creatures in the zone cannot heal or gain temporary hit points. Since you manifested this fragment of the world’s icy end, you are affected by the zone even if you are not inside it, and you cannot reduce the damage this power deals to you by any means. Other creatures’ resistances and immunities can still protect them. Once you manifest this zone, you cannot use it again until you complete a long rest.
The Man with Two Guns Is God
You have discovered the coolest fighting style in the world. You can draw and stow two firearms when you would normally be able to draw or stow only one. You can use two weapon fighting with dual pistols (or target pistols) just as with light melee weapons. Any creature you attack with a firearm cannot make opportunity attacks until the start of your next turn. You are proficient in gunsmithing tools. Crafting common firearms only requires time and money. Crafting a grenade takes 25 gp of materials. Doing it safely takes 10 days of work, or you can rush it in 1 day, but then must succeed on a DC 10 Intelligence check or else the grenade explodes and injures you. Likewise, you can craft target pistols, rifled carbines, or rifled muskets by paying half their price for raw materials, then spending a day for every 5 gp of total price to craft the item from scratch. Or you can take a normal firearm, spend 25 gp on a rifling kit, and successfully make a DC 10 Intelligence check to upgrade the weapon in a single day. If you fail this check, the weapon is ruined. Whenever you take a long rest, choose two firearms in your possession to maintain. Those weapons cannot misfire for 24 hours.
Martial Studies
Research is important for science and for combat. If you don’t know just the right fighting technique, you’re pretty sure someone else has published a thesis about it. You gain proficiency in one martial melee and one martial ranged weapon. In addition, every martial scientist learns the Experimental Strike technique. During the campaign you will have the opportunity to learn new techniques. Keep track of which you know. At the end of a long rest, choose one technique you know. You have access to that technique for the day.
Experimental Strike (Martial Scientist Technique) Scientific breakthroughs are born of both careful study and wild experimentation. Whenever you use the Attack action and miss with every attack, you may make an improvised attack without spending an action, such as slicing a rope to pin an enemy with a chandelier, or smashing a pipe to spray blinding steam on an enemy. Make an Intelligence check and add your proficiency bonus; the GM determines the DC based on how difficult the task is. For example, dropping a chandelier straight down might very easy (DC 5), but slicing it, grabbing it to arrest its fall and make it jostle, then releasing it at the perfect moment so it swings laterally and flies at an enemy ten feet away might be hard (DC 20). The GM should refer to the core rules for guidelines on the effects of improvised attacks. Circumstances will dictate how many foes are affected, how much damage is dealt, and whether any conditions can be applied (such as prone or blinded), but generally this should do at least “setback” damage. After you use experimental strike you cannot use it again until you finish a short or long rest.
Skyseer Vision
As a bonus action you may touch an ally and give them insight into future actions. The touched ally chooses one of the following — attack roll, saving throw, ability check, or skill check — and then rolls a d20. The next time the ally would make the same type of roll before the end of the encounter, they may use the previously rolled result or opt to make a new roll. If the ally has advantage or disadvantage, only the first roll is replaced. After using this ability you must take a short or long rest before you can use it again. As part of a long rest during which the night sky is visible, you may focus your mind on the future and receive a prophetic dream regarding one question. Upon completion of your rest you awaken with insights into the future as though you had cast a divination spell regarding a task you plan to take the following day.
Unfinished Business
You possess a deep understanding of spirits and the ties that bind them to the mortal world. With the simplest of actions and words, you can stir the recently deceased into action. With your urging, the spirit of a recently dead person will speak briefly with you. You can cast speak with dead. The body must be within three miles of where it died, and must not have died more than a day ago. You do not require a complete body as the ability speaks with the spirit and needs no corporeal connection. You can’t do so again until you finish a long rest. At the GM’s discretion, you could also use this power to communicate with uneasy spirits who have not yet moved on, regardless of how long ago they died. Using this power against undead, or in any combat situation for that matter, is possible but very difficult. By expending this power you can force an undead creature you can see to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). If it fails, you may take control of it for one round, as the dominate monster spell. Alternately you can call up the spirit of a creature whose body you can see that died in the past five minutes. It does not receive a save to resist. Its spirit manifests in a space you choose within 25 feet of you, and performs a single action of your choice as if it were still alive, then disappears.
Disposable Simulacrum.
By spending 10 gp to acquire the necessary parts, you can craft a contraption, which functions somewhat similarly to a familiar called by the find familiar spell. When deactivated it weighs 5 lbs. and can fit in a pouch or pocket, but you can infuse a bit of your life force into the contraption so that it becomes animate. As a bonus action, you can activate your contraption and place it in an unoccupied adjacent space, at which point it becomes a Tiny construct creature, with a form roughly similar to one of the animals available with find familiar. The contraption has that animal’s stats, with the following adjustments. It uses your AC and save bonuses (if higher), and its hit point maximum is 2 times your character level. Your contraption acts on your initiative; it moves where you direct it. To get it to take any other action, such as Dash, Disengage, Dodge, or Help, you must spend an action to control it. Additionally, your contraption can be designed to perform one special task, such as attacking with a natural or light weapon you integrate into its body, casting a single spell you store in it, or using some other ability (like Lay on Hands or Deflect Missiles) you have access to. You still must spend the appropriate type of action to have your contraption perform this task, and spells or abilities used through the contraption count towards your daily limit. Since it is bonded to you, however, the contraption performs this one special task as if you were performing the action in its space. Changing this special task requires an hour of tinkering. Changing the contraption’s shape requires eight hours at a properly furnished workshop. You can only control one contraption at a time. Your contraption only functions while within 120 feet of you, beyond which it deactivates. While within that range, you can spend an action to see and hear from its space until the start of your next turn, during which time you are blind and deaf with regard to your own senses. If reduced to 0 hit points, the contraption is automatically deactivated and you must spend an hour making repairs before you can activate it again. Replacing a lost contraption costs 10 gp and takes eight hours at a properly furnished workshop. At 5th level you can spend 100 gp to craft a contraption in the shape of a Medium or smaller animal of up to CR ½. At 10th level you can spend 1,000 gp to craft a contraption in the shape of a Large or smaller animal of up to CR 1. The larger the animal, the larger a weapon that can be integrated into its body.
Hand of Retribution
You gain proficiency in the Intimidation skill, or another skill if you already have Intimidation. In battle, a vestige of the power of Srasama waits to punish those who harm your allies. When an enemy you’re aware of deals damage to one of your allies, as a reaction you can deal 1d4 radiant damage to the enemy who made the attack. That enemy sees a faint burning outline of a six-armed goddess hovering behind you, which then lashes out in retaliation with blades of fire. You cannot use this power twice against the same creature in the same encounter. After you use this power six times, you must take a long rest before you can use it again. At 5th level, the damage increases to 1d4 radiant and 1d4 fire. At 11th level, the enemy also catches on fire and takes 1d4 fire damage each round until it spends an action to make a DC 10 Dexterity check to put the fire out. At 17th level, using this ability does not require spending your reaction.
Display of Heroism
You unfortunately have great experience rescuing allies on the battlefield. As an action you can assist an ally who is imperiled. You can lift the ally to their feet if they are prone, and if you have any movement left for the turn you can drag the ally with you. Until the start of your next turn, as long as the ally remains beside you, any attacks made against that ally have disadvantage. Your heroic example can rouse your ally’s, even from the brink of consciousness, allowing the ally to spend a hit die to heal. Only 1 point is actual healing; the rest are temporary hit points. At 5th level you can do this as a bonus action. At 10th level this no longer requires any action, though you can help no more than two allies this way per turn.
Akuma
Ancestral Weapon
By showing your inherited weapon great reverence, devotion, and care, you unlock the ancestral power stored within it. You gain the following benefits.
• Choose a weapon (or two weapons with the Light quality) that is not a firearm or part of an augmetic. This becomes your ancestral weapon. You treat your ancestral weapon with the same reverence you would a holy book or symbol. Accordingly, you never willingly part with your ancestral weapon—you may not sell it, lend it to others, or otherwise abandon it. If for any reason your ancestral weapon is taken from you, you must do everything in your power to recover it.
• Your ancestral weapon can gain an enchantment bonus to attack and damage equal to half your proficiency bonus. Enchanting your ancestral weapon costs 500 gp per point of bonus it gains. Increasing the enchantment bonus of your ancestral weapon or altering its abilities requires a ritual that takes one full day.
• You also receive a number of enchantment points equal to half your proficiency bonus to spend on the effects below. Each effect may only be chosen once.
Bloody. Each time you score a critical hit with your ancestral weapon, your target takes your weapon’s enchantment bonus to damage at the start of its turn every round until the wound is stanched with a successful Wisdom (Medicine) check (DC 8 + your proficiency bonus) or the target receives magical healing.
Elemental (2 points). Choose one of the following types of energy: acid, cold, fire, lightning, poison, psychic, or thunder. Your ancestral weapon deals an additional 1d4 damage of that energy type. This damage multiplies on a critical hit.
Forceful. When striking a creature or object that is immune to bludgeoning, piercing, or slashing damage, the creature treats their immunity as resistance instead. By selecting this effect a second time, your weapon ignores a creature’s immunity or resistance to bludgeoning, piercing, or slashing damage.
Graceful. The first time you attack with your ancestral weapon on each of your turns, you can transfer some or all of your weapon’s enchantment bonus to attack and damage to your Armor Class instead. For instance, you could reduce your enchantment bonus on attack and damage rolls by 1, and gain a +1 bonus to AC. If you possess two ancestral weapons, you must reduce both weapons’ enchantment bonus to attack and damage.
Lethal. When you score a critical hit with your ancestral weapon, your total bonus to damage is doubled.
Sharp. When attacking a target wearing armor, you receive an additional +2 bonus to the attack roll.
Deductive Mind
Prerequisites: Intelligence 12, Wisdom 12, proficiency with Investigation
You are of a keen and investigative mind, able to piece together important details from the clues at hand no matter how little they might seem to amount to. You gain the following benefits.
• When making an Intelligence (Investigation) check, you may also choose to make a Sleuth check. This may be declared at any time before the Intelligence (Investigation) check is made, or after rolling if the result of the check is 13 or less. After making a Sleuth check, you cannot make another until you have taken a long rest.
• A Sleuth check reveals any information an equivalent Intelligence (Investigation) check would uncover, but it always reveals something that can proceed the adventure. The quality of the information you deduce depends on your check and the location you are in—a GM can always decide there is no information in the current location relevant to your current adventure, and provide only a clue leading to a more relevant location. Alternately, for a phenomenal check in a relevant location, a GM might reveal the current location or base of the antagonist.
For example, Bunaga the shinobibot makes an Intelligence (Investigation) check and gets a result of just 8, finding only the remains of a shattered teacup on the floor of the rice mill. He really wants to know more so he declares the check to have been a Sleuth check, and Bunaga deduces that the type of paints used on the ceramic shards are only available in the city of Henkoshimasu in the Donyuko Prefecture— the Imperial Capital of Sanbaoshi has only one paint dealer that hails from there. Hiro the detective makes an Intelligence (Investigation) check and feels as if he’s got luck on his side—he declares the check to be a Sleuth check before rolling, then gets a result of 23. He looks over the same ceramic shards Bunaga found and realizes that they are covered in a fine dust particulate with traces of red gunpowder, a compound only an alchemist could craft. Furthermore, only one scientist in Sanbaoshi is known for crafting red gunpowder and he has recently gone missing. Tasting the substance, Hiro realizes that there is salt (likely from the sea, meaning the alchemist is somewhere near the docks) mixed alongside a few grains of kafun pollen, a fern that only grows along the sands south of the Imperial Capital. Its creator must be somewhere in the southwesternmost reaches of the Peasant Ward!
You also gain double your proficiency bonus to your passive Investigation score.
DeFiler
Prerequisites: Ability to cast spells
You are able to amplify the power of your spells by drawing upon the inherent energy within the lands of Soburin, leaving decay and weakness in your wake. You gain the following benefits.
• Before casting a spell with a casting time of one action or less, you may spend a bonus action to defile the land around you. This defiles an area of land equal to a 5-foot radius times the level of the spell. Increase the effective level of the spell by an amount equal to your proficiency bonus. After casting the spell, make a Haitoku save (DC 8 + your proficiency bonus) or increase your Haitoku score by 1 and reduce your Dignity score by 1. For the purposes of this feat, cantrips count as 1st-level spells
Descendant of the Imperial Siblings
Prerequisites: Soburi, Wisdom 13, Charisma 13, proficiency bonus +3, not a member of the Masuto or Miyaki clans
The power of Soburin runs exceptionally strongly in your blood and by tapping into the inherited strength of your ancestors, you are able to transform into one of the creatures revered by the Imperial Siblings. You gain the following benefits.
• Choose any clan of Soburin other than Masuto or Miyaki. By spending an action you can transform into the creature associated with that clan as though under the effects of polymorph. If you would not be able to transform using the spell because the animal has a higher CR than you have level, the duration of the polymorph is reduced to a number of rounds equal to your proficiency bonus. Unlike the spell, you keep your mental scores, and your hit points remain unchanged. You may use this feature a number of times equal to your proficiency bonus. Uses of this feature recharge after a long rest.
Devoted Follower
Prerequisites: Dignity 16
Your reputation has brought you an implacable companion that seeks to emulate your greatness and follow in your footsteps. You gain the following benefits.
• You gain the services of a companion. This companion may have small differences (like a different height, weight, race, gender, or disposition) but otherwise has the same statistics you did when you were half your current level, beginning play with attribute modifiers equal to half your positive bonuses (so if you have a Strength of 18, your companion begins with a Strength of 14), or 10. At every even level, your companion gains a level (taking the same character options that you did). At the time you gain this feat, your companion trusts you implicitly and performs tasks you give them so long as they are not illegal, suicidal, or in opposition to your alignment. Your GM may decide that certain orders you give require a Dignity check against the companion’s level + proficiency bonus. If your companion dies, you lose 2d4 Dignity and must wait one month before recruiting a new companion.
• Though they do not accrue levels as quickly as a PC, your companion counts as a PC for determining XP rewards.
Honorable Treatment
Prerequisites: Dignity 13
Your uplifting reputation is well-known and earns you some small acts of kindness. You gain the following benefits.
• Inns and tea houses that recognize you (a DC 8 Dignity check) give you free lodging, drink, and food. Your GM might decide that no check to be recognized is required because someone who works in the establishment knows you already or has seen you recently.
• You may convince merchants to sell you goods for a more modest price. If you succeed on a DC 12 Dignity check to be recognized, you gain advantage on an ability check to determine the final price of an item that costs 250 gp or less. You may exploit your reputation to persuade merchants this way a number of times equal to your Dignity modifier. Expended uses recharge after a long rest.
• You gain a number of contacts equal to your Dignity modifier plus proficiency bonus. These contacts are minor individuals (lacking great influence, extraordinary magical abilities, or martial prowess) but they are willing to do you favors. A favor might get you travel papers to another prefecture, initiate the process of setting up a formal meeting with a government official, help to sway opinion among a small section of society, or put you in touch with people that have no public persona (the full extent of a favor is at the GM’s discretion). You may only call upon any individual contact for a favor once per month and you may be required to pay back the favor in kind (at the GM’s discretion).
Honored Assemblage
Prerequisites: Dignity 17, Honorable Treatment
Your renown has spread far and wide, and the further word spreads, the more people come to serve you and help achievepeople come to serve you and help achieve your goals. You gain the following benefits.
• You gain the services of a number of NPCs with a total CR equal to your Dignity score. These NPCs will not aid you in combat or needlessly risk their lives on your behalf, but they will agree to most other tasks you ask of them (such as casting non-aggressive spells, acting as informants, providing distractions, acting as couriers, guarding you as you sleep, or serving as the staff in your estate).
Instinctual Killer
Prerequisites: Haitoku 15
Your gaze can instill fear in your opponent, showing what true ruthlessness is before a blade is even drawn. You gain the following benefits.
• You may stare down one opponent who you can see and can see you as a bonus action, forcing them to make a Dignity save versus a DC of 8 + your proficiency bonus + your Haitoku modifier. If the target fails, they gain the frightened condition until the end of your next turn. After using this feature a number of times equal to your proficiency bonus, you must finish a short or long rest before you can stare down an opponent again.
Leafkiller Elementalist
Prerequisites: Warlock with the Summer, Fall, Winter, or Spring patron
Drawing on the natural power locked within verdant growth, you exploit the gifts of nature to bring primal power to your spells, making them as potent as possible. You gain the following benefits.
• You can draw forth the energy from a piece of inert wood of a weight in pounds at least equal to the highest level spell you can cast. Doing so allows you to cast a spell you know without expending a spell slot and reduces the wood to ash. You may cast a spell this way a number of times equal to your proficiency bonus. You recover all expended uses of this feature after taking a long rest.
For example, a 10th level warlock casting charm person (a 1st-level enchantment) would expend 5 pounds of wood (because the highest spell slot she has is for 5thlevel spells).
• When you score a critical hit with an eldritch blast, the target of your blast suffers an additional 1d4 piercing damage per damage die (so if your blast deals 3d12 damage, the target takes an additional 3d4 piercing damage).
Note. Wu-Jen may choose to take one aspect from this feat as an eldritch invocation.
Master Forger
You are a consummate artist when it comes to replicating signatures, keen to the precise details of stamps and watermarkings, knowledgeable of the types of ink and paper stock used for official documents, and familiar with all of the handwriting eccentricities of the authorities. You gain the following benefits.
• You gain proficiency with the Culture skill and Forgery Kit.
• You gain advantage on any ability checks made to create false Travel Papers to cross prefectures.
• You know the name of at least one ryokōsai (page 17) in every prefecture and you gain advantage on any Charisma ability checks made in conjunction with bribes made to guards at any torii gate.
Metallic Shredder
Prerequisites: Warlock with the Summer, Fall, Winter, or Spring patron
Utilizing ancient techniques and exploiting the primal essence of metallic elements, you are able to achieve truly powerful magical effects that enhance your eldritch blasts and spells. You gain the following benefits.
• You may sacrifice a fragment of metal with a value of 1 gp per spell level while casting a spell. Doing so causes the metal to crumble to rust, but grants you a benefit based on the spell’s school.
Abjuration. You gain advantage on one randomly determined type of ability check for a number of rounds equal to spell level.
Conjuration. The duration of your spell increases by a number of rounds, minutes, or hours (as appropriate to the spell’s normal duration) equal to your proficiency bonus.
Divination. You gain advantage on one randomly determined type of saving throw for a number of rounds equal to spell level.
Enchantment. You gain advantage on one of the following types of checks (determined randomly) for a number of rounds equal to spell level: Deception, Insight, Intimidate, or Persuasion.
Evocation. Roll 1d20; on a result of 20, the casting time of the spell is reduced to a bonus action.
Illusion. Creatures are at disadvantage to resist your illusion for a number of rounds or minutes (as appropriate to the spell’s normal duration) equal to your proficiency bonus.
Necromancy. At the end of your turn after casting the spell, you heal 1d4 hit points per spell level.
Transmutation. Roll 1d20; on a result of 20, the spell’s casting time is reduced to a bonus action. On a 17, 18, or 19, if the spell has required concentration it does not require your concentration for a number of rounds equal to your proficiency bonus.
• When you score a critical hit with an eldritch blast, the target of your blast suffers disadvantage on ability checks for one round per damage die.
Note. Wu-Jen may choose to take one aspect from this feat as an eldritch invocation.
Mistwalker
Prerequisites: Haitoku 15, exposure to the Mists of Akuma
After breathing fully from the otherworldly Mists of Akuma something within you changed. Now you have incredible abilities that transcend understanding, almost as though the corrupting fogs have become a part of you. You gain the following benefits.
• When you use the Withdraw action any attacks made against you are at disadvantage. Until the end of your next turn, any attacks you make have disadvantage.
• You may cast misty step without the need for any components. You require a long rest before you can use this feature again.
• When you use the Dodge action, you gain your proficiency bonus to your armor class. Until the end of your next turn, any attacks you make have disadvantage.
Nature Touched
Prerequisites: Dignity 15, exposure to the Mists of Akuma
Interaction with the foul Mists of Akuma has touched something deep within you, unlocking a connection with nature that empowers you with incredible talents and abilities unheard of within the civilized regions of Soburin. You gain the following benefits.
• You gain resistance to poison damage.
• After taking a long rest, you gain resistance to either cold or fire until the next time you finish a long rest.
• Learn one druid cantrip of your choice. You can cast this cantrip without the need for components of any kind and use Dignity as your spellcasting attribute.
Scribe Magical Tattoos
Prerequisites: Mage Arcane Tradition or ability to cast Bard spells
Utilizing specially prepared inks and carefully crafted styluses, you are able to craft wondrous tattooes imbued with magic. You gain the following benefits.
• By spending one hour per spell level, you may draw a tattoo on a creature that grants them a single casting of a spell that you know (this requires you to expend a spell slot of the spell’s level). The casting time for the spell does not change, but the creature does not require any components to cast the spell. A creature cannot hold more spell levels in magical tattoos than half its level or CR (minimum 1). It costs 25 gold per spell level to scribe a magical tattoo.
Shameless Combatant
Prerequisites: Haitoku 13
Your words and mannerisms bite deeply, driving an enemy that you insult to attack the target of vitriol that you desire. You gain the following benefits.
• You may insult and dishonor one opponent who can hear you as a bonus action, forcing them to make a Dignity save versus a DC of 8 + your proficiency bonus + your Haitoku modifier. If the target fails, they must approach you or one of your allies on their next turn and attack to the best of their abilities. After using this feature a number of times equal to your proficiency bonus, you must finish a short or long rest before you can provoke again.
Swordmaster
Prerequisites: Strength 12, Dexterity 12, Intelligence 12, Wisdom 12
You live and die by your talents with a blade— and you often live well. You gain the following benefits.
• When you are wielding a katana and score a critical hit that kills your opponent, you may make another attack against a target within your reach as part of the same action.
• When an enemy would provoke an opportunity attack, you may spend your reaction to move up to your speed, ending your movement adjacent to that enemy (or as close as possible).
• While wielding a katana, you can use your reaction to cut a missile in twain when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by the damage roll of your katana melee attack.
• You gain a +1 bonus to AC while you are either wielding a katana in both hands, or in one hand with your off-hand free.
Tsukumogami Augmetic
Prerequisites: You must possess an augmetic that replaces one of your limbs.
Though you didn't initially know it, your augmetic is quite old—100 years old, to be precise—and it awakens as a tsukumogami! You gain the following benefits.
• Your augmetic counts as a magical weapon and gains a +1 bonus to attack and damage.
• Your augmetic becomes a sentient item built by the GM. It may have abilities similar to other sentient items (page 155), those granted to a vested gun (page 171), or the enchantment effects of an ancestral weapon (page 221). No matter the source of its abilities, your tsukumogami augmetic has no more abilities than your proficiency bonus.
• Your augmetic’s alignment is determined by the GM (though it should be informed by how the augmetic’s previous user maintained and treated it).
Unbridled AvariCe
Prerequisites: Haitoku 17
Your endless desire for more power has unlocked a darkness within you, but that gloaming beckons magic and allows you to utilize more enchanted items than normal. You gain the following benefits.
• You may have four attuned items instead of three.
• Whenever it is possible for you to do so— while divvying up treasure, playing games of chance, sharing potions, or drinking in a teahouse—you cheat others (this includes your allies).
Martial Arts Stances
Martial arts have long since been a factor of life in Soburin, and over millennia countless distinct styles have evolved. These schools are represented below through stances: particular ways of thinking or moving.
• A creature gains the benefits of their stance feats if they are using unarmed strikes, shortswords, or simple weapons that don’t have the two-handed or heavy weapon properties.
• An unarmored creature increases its AC by an amount equal to the number of stance feats it knows.
• A character cannot take more stance feats than their proficiency modifier.
Stance of Fire’s Vengeance
Prerequisites: Haitoku 13, Intelligence 14
Your strikes are made deadlier by your fury, scorching your enemies with the flames of your inner fire. You gain the following benefits.
• Your strikes deal an additional 1d4 fire damage. This damage is not multiplied on a critical hit.
• You gain resistance to fire damage.
You can select this feat a second time. If you do:
• Your additional fire damage increases to 1d6.
• As an action, you can erupt with the fury of your inner fire, doing 2d8 points of fire damage per point of proficiency bonus to all creatures and objects within 15 feet. A Dexterity saving throw (DC 8 + your proficiency bonus + your Dexterity modifier) reduces this damage by half. You can use this feature again once you have completed a long rest.
You can select this feat a third time. If you do:
• Your additional fire damage increases to 1d8, and this damage is multiplied on a critical hit.
• You gain immunity to fire damage.
Stance of the BEllowing Gale
Prerequisites: Haitoku 13, Strength 14
Using powerful techniques that focus on lightning fast movement, the very air around you reverberates with every blow, sending shockwaves along with your punches and kicks. You gain the following benefits.
• Your strikes deal an additional 1d4 thunder damage. This damage is not multiplied on a critical hit.
• You gain resistance to thunder damage. You can select this feat a second time. If you do:
• Your additional thunder damage increases to 1d6.
• Once per turn, you may move a target you hit with a melee attack up to 10 feet directly away from you (regardless of the target’s size).
You can select this feat a third time. If you do:
• Your additional thunder damage increases to 1d8, and this damage is multiplied on a critical hit.
• You gain immunity to thunder damage.
Stance of the Clear Mind
Prerequisites: Intelligence 14, Wisdom 14
You have come to understand that true combat is as much mental effort as physical trial. Exploiting the psyche of your enemies against them, you imbue your strikes with the force of your mind—to devastating effect. You gain the following benefits. • Your strikes deal an additional 1d4 psychic damage. This damage is not multiplied on a critical hit. • You gain telepathy to a range of 30 feet (if you already have telepathy, its range increases by 30 feet).
You can select this feat a second time. If you do:
• Your additional psychic damage increases to 1d6.
• You gain resistance to psychic damage.
You can select this feat a third time. If you do:
• Your additional psychic damage increases to 1d8, and this damage is multiplied on a critical hit.
• You gain immunity to psychic damage.
Stance of the Evanescent Sun
Prerequisites: Dignity 13
Your nobility shines beyond the confines of your soul, blessing your physical blows with divine power. You gain the following benefits.
• Your strikes deal an additional 1d4 radiant damage. This damage is not multiplied on a critical hit.
• You learn the dancing lights cantrip and can cast it without the need for material components or concentration.
You can select this feat a second time. If you do:
• Your additional radiant damage increases to 1d6.
• You gain resistance to radiant damage.
You can select this feat a third time. If you do:
• Your additional radiant damage increases to 1d8, and this damage is multiplied on a critical hit.
• You gain immunity to radiant damage.
Stance of the Breaking Stone
Prerequisites: Haitoku 13, Wisdom 14
You’ve learned to strike with a resonance that corrodes creatures and objects on a level beyond understanding, weakening virtually everything but the most impervious targets. You gain the following benefits.
• Your strikes deal an additional 1d4 acid damage. This damage is not multiplied on a critical hit.
• You gain resistance to acid damage.
You can select this feat a second time. If you do:
• Your additional acid damage increases to 1d6.
• You have advantage on checks made to grapple a foe or to avoid being grappled.
You can select this feat a third time. If you do:
• Your additional acid damage increases to 1d8, and this damage is multiplied on a critical hit.
• You gain immunity to acid damage.
Stance of the Frozen Flower
Prerequisites: Haitoku 13, Constitution 14
Your body is a conduit for the heat of life, as attuned to the flow of energy around you as water. By exerting your will you can dampen the ambient temperature, granting your strikes a deadly chill. You gain the following benefits.
• Your strikes deal an additional 1d4 cold damage. This damage is not multiplied on a critical hit.
• You gain resistance to cold damage.
You can select this feat a second time. If you do:
• Your additional cold damage increases to 1d6.
• As a reaction, you can flash-freeze the air around you, encircling yourself in protective petals of ice. These ice petals have a number of hit points equal to double your proficiency bonus, and any damage you would take before the end of your next turn is subtracted first from this pool of hit points. You may create ice petals a number of times equal to your proficiency bonus. You regain any expended uses when you finish a long rest.
You can select this feat a third time. If you do:
• Your additional cold damage increases to 1d8, and this damage is multiplied on a critical hit.
• You gain immunity to cold damage.
Stance of the Furious Storm
Prerequisites: Haitoku 13, Dexterity 14
Your movements are incredibly efficient, maximizing friction and generating deadly shocks that empower your blows with electricity. You gain the following benefits.
• Your strikes deal an additional 1d4 lightning damage. This damage is not multiplied on a critical hit.
• You gain resistance to lightning damage.
You can select this feat a second time. If you do:
• Your additional lightning damage increases to 1d6.
• You triple the distance of any jumps you make.
You can select this feat a third time. If you do:
• Your additional lightning damage increases to 1d8, and this damage is multiplied on a critical hit.
• You gain immunity to lightning damage.
Stance of the Inner Force
Prerequisites: Dignity 13
A truly potent spirit empowers your martial arts, making your attacks punch through the very fabric of reality. You gain the following benefits.
• Your strikes deal an additional 1d4 force damage. This damage is not multiplied on a critical hit.
• You learn the mage hand cantrip, can cast it without the need for verbal components, and you only require a bonus action to control the hand.
You can select this feat a second time. If you do:
• Your additional force damage increases to 1d6.
• You have advantage on saving throws to avoid taking force damage.
You can select this feat a third time. If you do:
• Your additional force damage increases to 1d8, and this damage is multiplied on a critical hit.
• You gain resistance to force damage.
Stance of the Poisoned River
Prerequisites: Haitoku 13, Charisma 14
Through rigorous immunization and the controlled consumption of toxins, you have made your body a shrine to poison and are able to imbue some of it into your strikes. You gain the following benefits.
• Your strikes deal an additional 1d4 poison damage. This damage is not multiplied on a critical hit.
• You gain resistance to poison damage
You can select this feat a second time. If you do:
• Your additional poison damage increases to 1d6.
• You gain immunity to the poisoned condition.
You can select this feat a third time. If you do:
• Your additional poison damage increases to 1d8, and this damage is multiplied on a critical hit.
• You gain immunity to poison damage.
Stance of the Stout Boar
Prerequisites: Constitution 15
You utilize powerful techniques that emphasize your bulk to make your strikes truly lethal. You gain the following benefits.
• Your strikes deal an additional 1d4 bludgeoning damage. This damage is multiplied on a critical hit.
• You may ignore nonmagical difficult terrain or terrain movement costs (such as from climbing or swimming) so long as all your movement is in a straight line and ends with you making a melee weapon attack.
You can select this feat a second time. If you do:
• Your additional bludgeoning damage increases to 1d6.
• You gain advantage on saving throws against effects or spells that would cause you to move.
You can select this feat a third time. If you do:
• Your additional bludgeoning damage increases to 1d8.
• You gain resistance to bludgeoning damage.
Stance of the Striking Serpent
Prerequisites: Dexterity 15
You strike and move with a deft grace, using your impressive speed to thrust and cut your enemies with calculated strikes. You gain the following benefits.
• Your strikes deal an additional 1d4 piercing damage. This damage is not multiplied on a critical hit.
• You gain advantage on Acrobatics checks.
You can select this feat a second time. If you do:
• Your additional piercing damage increases to 1d6.
• You have advantage on checks and saves to avoid the prone condition and creatures are at disadvantage to resist your attempts to grant them the prone condition.
You can select this feat a third time. If you do:
• Your additional piercing damage increases to 1d8, and this damage is multiplied on a critical hit.
• You gain resistance to piercing damage.
Stance of the Tiger's Claw
Prerequisites: Strength 15
Your strikes are powerful and made with a commitment that rends the flesh of your opponents, making you a truly fearsome combatant. You gain the following benefits.
• Your strikes deal an additional 1d4 slashing damage. This damage is not multiplied on a critical hit.
• You gain advantage on Intimidation checks.
• You may roar as a bonus action to give enemies within 20 feet of you the frightened condition for 1d4 rounds; a Wisdom saving throw (DC 8 + your proficiency bonus + your Strength modifier) resists the effect. You can use this feature again once you have completed a long rest.
You can select this feat a second time. If you do:
• Your additional slashing damage increases to 1d6.
• You have advantage on checks made to disarm a foe or to avoid being disarmed.
You can select this feat a third time. If you do:
• Your additional slashing damage increases to 1d8, and this damage is multiplied on a critical hit.
• You gain resistance to slashing damage.
Stance of the Waning Moon
Prerequisites: Haitoku 15, Charisma 14
Your soul has been corrupted by the dark entities that consumed the great spirits of nature. These dark patrons have blessed you with their corrupting touch, making your targets wither and decay with every strike. You gain the following benefits.
• Your strikes deal an additional 1d4 necrotic damage. This damage is not multiplied on a critical hit.
• You learn the chill touch cantrip.
You can select this feat a second time. If you do:
• Your additional necrotic damage increases to 1d6.
• You gain resistance to necrotic damage.
You can select this feat a third time. If you do:
• Your additional necrotic damage increases to 1d8, and this damage is multiplied on a critical hit.
• You gain immunity to necrotic damage.
Stance of the Wicked Oni
Prerequisites: Haitoku 17
You have learned the dark arts of oni warriors and utilize techniques that most martial artists would be ashamed to even admit knowing of. You gain the following benefits.
• Your strikes deal an additional 1d6 damage to humanoids. This damage is not multiplied on a critical hit.
• By spending a bonus action, you can grant a creature that can see you the frightened condition for a number of rounds equal to your proficiency bonus. A creature that succeeds on a Wisdom saving throw (DC 8 + your proficiency bonus + Haitoku modifier) made at the end of each of its turns negates this condition. Once a creature has been frightened by your oni stance, it is cannot be frightened by it again for 24 hours.
You can select this feat a second time. If you do:
• The additional damage your unarmed strikes do to humanoids increases to 1d8.
• You gain advantage to saving throws made to resist the abilities and spells of oni.
You can select this feat a third time. If you do:
• The additional damage your unarmed strikes do to humanoids multiplies on a critical hit.
• As an action, you may use your Haitoku score in place of any other one score of your choice for a number of rounds equal to your proficiency bonus. You can use this feature again once you have completed a long rest.
STEINHEARTS GUIDE TO THE ELDRITCH HUNT
Brutal Attacker
prerequisite:1st lvl jaeger, str 18+
You master a reckless approach that maximizes your offensive capabilities
-you can wield a two-handed weapon in one hand, as long as your other hand is empty or wielding a one handed weapon
-when you reduce a creature to 0 hit points, your next attack roll before the end of your next turn gains advantage
Cannoneer
Prerequisite:8th lvl, str 19+
The best defense is a good offense, and the best offense is a cannon; which you’re an expert at:
-increase your strength score by 1, to a maximum of 20
-you gain proficiency with cannons
-you can reload cannons as a bonus action instead an action. You can use this bonus action only if you haven’t moved during your turn, and after you use the bonus action, your speed is 0 until the end of your turn. Starting at 11th level, this doesn’t hinder your movement, and you can use one of your attacks to reload instead. Starting at 20th level, you can ignore the artillery property of cannons
-you know how to expertly handle cannons and their ammunition; the weight of cannons and cannonballs count as half for you
-your attacks with cannons deal double damage against objects and structures
COSMOS TOUCHED
your exposure to the cosmos has changed you, granting you the following benefits:
-increase your intelligence, wisdom, or charisma score by 1, to a maximum of 20.
-you learn the alter self spell and one 1st level abjuration or transmutation spell of your choice. You can cast each of these spells once without expending a spell slot. Once you cast either of these feat’s spells, 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. Your spellcasting ability for these spells is the ability score increased by this feat.
FOCUSED HUNTER
During hunts, you are capable of bursts of focus when you need them most. You gain the following benefits:
-increase your strength or dexterity score by 1, to a maximum of 20
-you gain 1 focus point (adding to your existing focus points if you already have focus points) and learn one new focus art, choosing from weapon parry, doge step, or any of the jaeger’s additional focus arts. You regain all expanded focus points when you finish a short or long rest.
Marksman
you know your firearms inside and out and are a master at handling them. You gain the following benefit:
-increase your Dexterity score by 1, to a maximum of 20
-weapons with the Barrel (S) property count as weapons with the Barrel (F) property for you
-you can ignore the Barrel property of weapons with the Barrel (F) property
-being within 5 feet of a hostile creatures doesn’t impose disadvantage on your ranged attack rolls
-you do not have disadvantage on ranged attacks against prone creatures within 30 feet of you.
OSTEOMANTIC ADEPT
osteomancy draws from sacrifice. Carve your own flesh to enchance these powers:
-increase your intelligence, wisdom, or charisma score by 1, to a maximum of 20.
-when you cast an osteomancy* spell of 1st level or higher, you can sacrifice your life force to empower it, increasing the level this spell is cast at by one. You then roll a number of d6s equal to half the original spells level (rounded up, minimum of 1), taking necrotic damage equal to the number rolled, witch cannot be reduced in any way.
OPTIONAL : REPLACES GREAT WEAPON MASTER – GREAT WEAPON ADEPT
prerequisite: 4th level
You+ve mastered the art of using a weapon’s weight to your advantage by using its momentum to strengthten your attacks. You gain the following benefits:
- Once on each of your turns, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can immediately make one melee weapon attack(no action required).
-Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage. You cannot do so if the attack is made with the opposite end of your weapon.
OPTIONAL : REPLACES SHARPSHOOTER – SHARP-SHOOTER
Prerequisite. 4th level
You are a master of ranged warfare and can pull off shots that others call impossible
-the normal and long range of ranged and thrown weapons is doubled for you. Your ranged weapon attacks ignore half cover, and three-quarters cover is considered half cover for you.
-once on each of your turns when you make a ranged weapon attack, you can add your proficiency bonus to the damage roll
CRYSTALPUNK
Evolutionary Experimenter
You explore body modification, granting you the following benefits:
• Increase your Strength, Dexterity, or Constitution score by 1, up to a maximum of 20.
• You gain one upgrade of your choice from the evolutionist class (see page 72), ignoring augmentation prerequisites, and it is always activated for you. If the upgrade has a level prerequisite, you can only choose that upgrade if you have that many levels in the evolutionist class. If you choose an upgrade that provides you a choice when activated, you can make that choice whenever you finish a short or long rest. If the upgrade requires a target to make a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier. Whenever you gain a level, you can replace the upgrade with another one from the evolutionist class.
Guns Akimbo
Prerequisite: Charisma 11 or higher
You are adept at wielding pistols, allowing you to dual wield them. You gain the following benefits:
• You can engage in two-weapon fighting with one-handed ranged weapons, and when you do, you can add your ability modifier to the damage of the second attack if you can’t add it already.
• When using the special attack of a one handed ranged weapon with any spread property, you can use your bonus action to add 2d4 to the damage dealt if you are wielding the same weapon in the other hand.
• When making an attack with a one-handed ranged weapon against a target within 5 feet, you don’t suffer disadvantage on the attack roll as a result of being in close combat.
Runetech Initiate
Prerequisite: Proficiency with a martial weapon
You learn one weapon mod of your choice from among those available to the Weaponforger Archetype (see page 50). You can install the weapon mod after you finish a long rest to one weapon you are proficient in, but not one that already has a weapon mod installed. This weapon mod has two charges, regaining all expended charges when you finish a long rest. When you make an attack with the weapon, you can expend one of those charges to activate the weapon mod, as described in the Weaponforger Archetype’s “Martial Modification” feature. If the weapon mod you choose requires your target to make a saving throw, the DC equals = 8 + your proficiency bonus + your Intelligence modifier.
Mana Technician
Prerequisite: an arm-sized prosthetic or the Augmentations feature (from the evolutionist class)
You enhance your prosthetic limb, allowing you to convert raw mana into certain spells. These spells are programmed into the prosthetic that is required to take this feat, and you use that prosthetic to cast them. You lose all the benefits of the feat while the prosthetic is not attached to you. When you choose this feat, you learn one cantrip of your choice from any class. Additionally, you program a number of spells into your prosthetic equal to 1 + your proficiency bonus, which can be from any class. The spells you choose must be 3rdlevel or lower, and also must have a level no higher than half your level (rounded up). You can cast these programmed spells as rituals. If a spell you choose lacks the ritual tag, it gains the ritual tag for you, but you must expend an amount of raw mana each time you cast it. A 1st-level spell costs 10 gp worth of raw mana to cast, a 2nd-level spell costs 40 gp, and a 3rd-level spell costs 80 gp. You can purchase canisters of raw mana and carry them on your person to use for this purpose. Spells you cast with raw mana can’t deal damage or restore hit points, and end when you or a creature affected by the spell rolls initiative. When your proficiency bonus increases, you can program one additional spell into your prosthetic, provided it meets the prerequisites for a programmed spell. Also, whenever you gain a level, you can replace one of your programmed spells with another from any spell list, provided it meets the prerequisites. Intelligence is your spellcasting ability for your programmed spells and the cantrip you learn from this feat.
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