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Feats

First Responder

You have been specially trained in magical triage and are
able to identify the signs of shock and fatigue in those suffering
from injuries. You are always ready to provide aid to those
in need. You gain the following benefits:
l You can tell by looking at a creature if it is missing any of
its hit points and whether or not it has more than half of
its hit points. You also instantly determine if the creature
is cursed, diseased, possessed, or afflicted by any of
the following conditions: blinded, deafened, exhaustion,
frightened, incapacitated, paralyzed, petrified, poisoned,
or stunned.
l You learn the spare the dying cantrip and can cast it as a
bonus action.
l You gain the ability to cast the spell cure wounds without
using a spell slot, up to a number of times equal to half
your proficiency bonus. You regain all expended uses when
you finish a long rest. Wisdom is your spellcasting ability
for this spell.

Flamewoken

Living in the Scorched Grove or other areas touched
by elemental fire can sometimes cause strange abilities to
manifest among their inhabitants. Known as “flamewoken”
by the Tenders, these gifted few have an ability to communicate
with fire-aspected creatures and have power over flames.
Tenders teach flamewoken among their order to hone
their talents in service of nature. However, those outside
of the order usually choose to keep their abilities hidden,
as such powers are often seen as a curse. You gain the
following benefits:
l You can speak, read, and write Ignan.
l You learn the produce flame cantrip. Wisdom is your spellcasting
ability for this spell.
l As a bonus action, you can strengthen the power of your
flames. The next time you deal fire damage to one or
more creatures before the end of your next turn, you
can deal an additional 2d10 fire damage to one of those
creatures. Once you use this feature, you can’t use it again
until you complete a short or long rest.
l You can whisper magical words in Ignan toward any
nonmagical flames you can see within 30 feet of you that
could fit within a 5-foot cube. As a bonus action, you
can cause these flames to either grow by 5 feet in a single
direction, provided there is fuel of some sort present in
the new location, or you can extinguish the flames present
in this space.

Forest Sage

Prerequisite: Druid or wizard
The Tenders value diversity among ideas, and although
they began as a purely druidic order, they have since learned
to accept many different ways of thinking about the natural
world, especially regarding the application of magic. You are
either a wizard who has learned to temper your arcane research
with an eye to maintaining the delicate balance of natural
forces, or you are a druid who has learned a new understanding
of natural magic through study and experimentation.
You gain the following benefits:
l Increase your Intelligence or Wisdom score by 1, to a
maximum of 20.
l You can use your choice of Intelligence or Wisdom to make
Animal Handling, Arcana, Nature, or Survival checks.
l You can choose to learn two spells from either the druid or
wizard spell list. Spells you choose must be of a level you
can cast. The chosen spells count as spells of your class and
are added to your spellbook if you are a wizard. The chosen
spells use your spellcasting ability.

Plantmender

Prerequisite: Wisdom score of 13 or higher
One of the basic forms of Tender magic, plantmending
is often taught to acolytes of the order. Plantmending can
be used either to help the forest recover from disasters or
to defend against hazards that might be encountered while
traveling. You gain the following benefits:
l You can touch a plant or tree as an action to determine
what has occurred to it and the area within its immediate
vicinity within the last 24 hours. These events are revealed
to you in visions which appear as though you were present
as they occurred. After using this ability on a plant, you
instantly become aware of its status and health, including
any blights or conditions currently affecting it.
l You learn the mend plants and shillelagh cantrips.
Wisdom is your spellcasting ability for these spells.
l You can cast either the barkskin or spike growth spell once,
and you must complete a long rest before you can cast
either spell again. Wisdom is your spellcasting ability
for these spells.

AERIAL EXPERT

Prerequisite: Glide trait
Years of practice or an innate talent have made you adept at
gliding. You gain the following benefits:
ll You no longer need to move at least 10 feet to perform
long and high jumps. You may choose whether the jump
uses your Strength or Dexterity score for determining
height or distance, and you double the distance you would
normally leap in either case.
ll You may take the Dash action while gliding to fly an additional
distance up to your movement speed.
ll You may change direction freely while gliding, and may
gain up to 10 feet of altitude once before you finish
your descent.

BANDIT CUNNING

Your time as a bandit has granted you a sense for danger, and
made you skilled at sizing up opponents. You gain the following
benefits:
ll When you are asked to make a saving throw, you may
spend your reaction to add your Intelligence modifier as an
additional bonus to the saving throw. You cannot use this
ability again until you have completed a long rest.
ll During combat, you can use your action to make an Intelligence
(Investigation) check against any creature you have
seen fight. As long as you succeed against a DC of 10 +
their challenge rating, you can learn one useful fact of your
choice about the target’s combat abilities. Choose from:
• one damage resistance or immunity
• one condition immunity
• one special ability possessed by the creature that
either does damage, or prevents damage
• one option under their attack, legendary, or
reaction actions
• one special sense they possess

HEAVY GLIDER

Prerequisite: Glide trait
You were either born with great strength, or trained hard to
allow yourself to glide under circumstances most would find
impossible. You gain the following benefits:
ll You may glide while holding a heavy weapon and wearing
heavy armor as long as you aren’t encumbered.
ll You may choose to land your glide in a space occupied by
a hostile creature that is Large or smaller. If you do so, you
may roll an opposed Strength check against the creature.
On a success, you push them 10 feet away and knock them
prone with the force of your impact. On a failure you land
in the nearest un-occupied space.

OPPORTUNISTIC THIEF

You have learned the tricks of the trade of thievery, allowing
you to exploit opportunities for pick-pocketing both in and
out of combat. You gain the following benefits:
ll Increase your Dexterity score by 1.
ll When a creature fails a melee attack roll against you in
combat, you can make a Dexterity (Sleight of Hand) check
against a DC equal to 10 + the target’s Dexterity modifier.
On a success, you may steal any one item that is not being
held or worn by the target.
ll Whenever you successfully use your Sleight of Hand skill
outside of combat to steal an object, you may immediately
conceal it flawlessly on your person, or put another object
you possess in its place.

PERFECT LANDING

Years of living at great heights have taught you how to fall
more gracefully. You gain the following benefits:
ll Increase your Dexterity score by 1
ll Reduce the damage die for fall damage from a d6 to a d4.
ll You do not fall prone after taking falling damage.
ll You do not take damage for the first 30 feet of your fall.

SPEECH OF THE ANCIENT BEASTS

You have a special connection with the natural world. Great
beasts regard you as their kin, and you possess the ability to
speak the languages of the most powerful and mystic of their
kind. You gain the following benefits:
ll Increase your Charisma score by 1.
ll Beasts of Large size or larger have a friendly disposition
toward you unless you have attacked them.
ll You have advantage on Charisma checks made against
beasts that are of Large size or larger.
ll You can speak and understand Giant Eagle, Giant Elk,
and Giant Owl. You can otherwise be understood by any
beast of Large size or larger, whether or not they speak a
language. Beasts with Intelligence scores of 4 or lower may
only be able to understand simple concepts.

WOODWISE

You have lived your entire life in the gnarled, wooded areas of
the world. You are adept at finding your way through even the
most treacherous terrain. You gain the following benefits:
ll You gain proficiency in either the Survival or Nature skill.
ll You ignore difficult terrain.
ll You cannot become lost in natural surroundings except by
magical means.

ALTERED

You have been changed through
magic, science, or a volatile blend of
the two. You have a blatant physical
augmentation of your choice from the
options below. The augmentation is
obvious—such as with stitches, grafts
of other creature’s body parts, or
implants—unless disguised.
Aquatic Adaptation. You have
gills or mucus membranes that allow
you to breathe water, and you have webbed extremities
that grant you a swimming speed equal to your
walking speed.
Natural Armor. You have scales, plates, or thick
hide that grants you an AC of 13 + your Dexterity or
Constitution modifier (choose the ability when you
select this feat).
Natural Weapons. You have claws, fangs, horns,
or some other natural weapon that you can use to
make unarmed strikes that deal 1d8 damage on a hit.
The damage is bludgeoning, piercing, or slashing as
appropriate to the form.
Night Vision. You have darkvision with a range of 60
feet. If you already have darkvision, its range increases by
30 feet.

CHARM TWISTER

You know hedge remedies and
hexes passed down through Old
Ways teachings, and you can
impart them into small wicker
charms you weave. You gain the
following benefits.
Old Blessing. You can cast the Bless spell once using
this benefit, targeting only creatures carrying a wicker
charm you’ve woven, and you can’t do so again until
you finish a long rest. You can also cast the spell using
any spell slots you have. Your spellcasting ability for
casting the spell in this way is Intelligence, Wisdom, or
Charisma (choose the ability when you select this feat).
Twisted Hex. As an action, you can weave spite into
a wicker charm you touch. Choose an ability. When
another creature is carrying the charm, or while this
charm is within an area that the creature considers
home, it has disadvantage on ability checks and attack
rolls using the chosen ability. When the creature fails
one of these rolls, it can make a Charisma saving throw,
destroying the charm on a success (DC = 8 plus your
proficiency bonus and the ability modifier you chose
for Old Blessing). You can only have one Twisted Hex
charm at a time. If you make a new one, the previous
one loses its magic.

CRIMSON RITUALIST

Your study of blood magic
and life force has borne
fruit, granting you the
following benefits.
Blood Lash. You learn
the Blood Bolt* cantrip.
Your spellcasting ability
for it is Intelligence, Wisdom, or Charisma (choose the
ability when you select this feat).
Bottled Life. When you finish a long rest, you can
perform a 1-minute ritual to transfer some of your life
essence into a vessel for later use. Expend a number
of Hit Dice up to your proficiency bonus, and bleed
into a vial of water or other liquid. As a bonus action,
a creature can drink the vial to roll the Hit Dice you
expended. The creature regains a number of hit points
equal to the total rolled plus its Constitution modifier.
The vial remains potent until you finish a long rest.

CULT INITIATE

Your cult instructs you in eldritch rites,
granting you the following benefits.
Two Cantrips. You learn two
cantrips of your choice from the
warlock spell list. Intelligence,
Wisdom, or Charisma is your
spellcasting ability for this feat’s spells
(choose the ability when you select
this feat).
Level 1 Spell. Choose a 1st-level
spell from the warlock spell list. You
always have that spell prepared. You
can cast it once without a spell slot,
and you regain the ability to cast it in
that way when you finish a short or
long rest. You can also cast the spell using any spell slots
you have.
Spell Change. Whenever you gain a new level, you
can replace one of the spells you chose for this feat
with a different spell of the same level from the warlock
spell list.

DEATH DEFIER

Prerequisite: 4th Level or higher
When the hand of death reaches
for your soul, you have found a
way to reject its call. You gain the
following benefits.
Ability Score Increase. Increase
your Constitution score by 1, to a
maximum of 20.
Cling to Life. You add your
Constitution modifier (minimum of 1) to death
saving throws.
Enduring Vitality. If an effect would kill you outright
without death saving throws or would reduce you directly
to 0 hit points without dealing damage, you are instead
reduced to a number of hit points equal to your level. You
can’t use this benefit again until you finish a long rest.

DREAD SPEECH

You have articulated a few words
of forbidden truth that resonate
with—and fray—the fabric of
creation, granting you the
following benefits.
Eldritch Word. As a bonus
action, you can speak a magical
word aloud to force a creature
within 60 feet of yourself to make
a Wisdom saving throw (DC = 8
plus your proficiency bonus and
Intelligence, Wisdom, or Charisma
modifier; choose the ability when
you select this feat). On a failed
save, the target is frightened of you
until the start of your next turn.
You can use this benefit safely once,
and you regain the ability to do
so when you finish a short or long
rest. You can use it again before
resting, but you take 1d6 necrotic
damage, which can’t be reduced or prevented in any way.
Shred Fate. Your dread secrets can unravel the
destiny of your foes. You can cast the Bane spell using
this benefit without requiring a material component,
and your spellcasting ability for it is the ability you
chose for Eldritch Word. Once you cast the spell using
this benefit, you can’t cast it that way again until you
finish a long rest. You can also cast the spell using any
spell slots you have.

FATE GAMBLER

Coming out ahead,
whether in games of
chance or in life-or-death
contention, fills you with
resolve and vigor. You gain
the following benefits.
Bet Big. If you don’t
already have it, you gain
inspiration whenever
you succeed on an ability
check made against
another creature, when you reduce a creature to 0 hit
points, or when a creature fails a saving throw you
forced it to make. If, in any of these cases, the creature
has a CR of 0 or lacks a CR (such as another player
character), you don’t gain inspiration.
Win Big. As a bonus action, you can expend your
inspiration to gain a number of temporary hit points
equal to your level.

GHOSTLIGHT MEDIUM

You formed a mystical
connection to the
Ghostlight Express that
affords you insight
into the nature of
spirits, granting the
following benefits.
Ghostly Touch. When you damage a creature with
the Incorporeal Movement trait, you can ignore the
creature’s damage resistances, if any.
Spirit Sense. As a bonus action, you can sense any
Undead within 60 feet of you, or any creatures in the
Ethereal Plane that overlaps that area. You learn the
distance and direction to any creatures you detect (or an
Ethereal creature’s equivalent position on your plane).
Once you detect a creature with this benefit, you can’t
use it again until you finish a short or long rest.

GRAVE KEEPER

Studying funeral rites and tending the dead’s rest has
made you a conduit between the worlds of the living and
the dead. You gain the following benefits.
Divine Channel. You gain one use
of the Channel Divinity feature from
the cleric class, and you can create
the Turn Undead effect with it. If you
already have Channel Divinity, you
add this use to the feature from one
class of your choice. Your save DC for
this benefit is 8 plus your Wisdom
modifier and proficiency bonus.
Last Rites. You can enact a 10-minute ritual to prepare
the corpse of a Medium or smaller creature, expending at
least 10 gp worth of incense, oils, linen wraps, or similar
trappings. The prepared corpse can’t become Undead.

HUNTER OF HUNTERS

You are adept at hunting
monstrous prey, granting you the
following benefits.
Dead Aim. As a bonus action,
you can scrutinize a creature to
spot its vulnerable points. The
next time you deal damage to the
creature before the start of your
next turn, you ignore the creature’s
damage resistances, if any.
Studied Quarry. You have
advantage on ability checks made to
recall information about a creature.

MEMORY STARVED

Your mind ravenously gathers details
and desperately clings to its memories
and faculties, granting you the
following benefits.
Desperate Detail. You have advantage
on Intelligence (Investigation) checks.
Iron Mind. You have advantage on
saving throws made to avoid or end the
charmed condition, and to avoid having
your memories read or altered.

REVELING FOOL

You joined a troupe of madcap
revelers and learned to take on
the guise of a fool, channeling
otherworldly laughter and joviality.
You gain the following benefits.
Fool’s Mask. By donning a
jovial mask and a fool’s, jester’s, or
clown’s costume, you take on a new identity that hides
your own. In the guise of the fool, you can get away
with minor transgressions against people in positions of
authority or station.
Jester’s Repartee. You can cast the Hideous Laughter
spell using this benefit without requiring material
components, and your spellcasting ability for it is
Intelligence, Wisdom, or Charisma (choose the ability
when you select this feat). Once you cast the spell using
this benefit, you can’t do so again until you finish a long
rest. You can also cast the spell using any spell slots
you have.

UNREFLECTED

Your image is separated from you, making you unable to
cast a reflection or a shadow, but you’re able to easily slip
notice. You gain the following benefits.
Inscrutable. Creatures have disadvantage on Wisdom
(Insight) checks made against you.
Unremarkable. The loss of some part of yourself
leaves you able to fade into the background. While
you are within a group of at least two other creatures
of your type and that there are no more than one size
larger or smaller than you, you can take the Hide action
from creatures outside that group by making a Charisma
(Deception) check instead of Dexterity (Stealth), with
no need for being behind cover or heavily obscured. If
you are ever more than 5 feet from at least two other
such creatures while hiding this way, you are revealed.

SWIFT WITCHCRAFT

Prerequisite: 4th Level or higher, Spellcasting or Pact
Magic Feature
You have honed your skills in the rituals
of witchcraft and can quickly weave
your magic in times of need. You gain
the following benefits.
Ability Score Increase. Increase
your Intelligence, Wisdom, or Charisma
score by 1, to a maximum of 20.
Swift Invocation. You can use an
action to cast a spell that has a casting
time of 1 minute. Once you use this
benefit, you can’t do so again until you
finish a long rest.