Feats: Difference between revisions

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=== Full Feats ===
=== Full Feats ===
These feats each give a strong bonus and a +1 in an Ability Score, you can forgo this +1 to instead gain a Half Feat without its additional Ability Scores.


==== Bountiful Luck (Halfling) ====
==== Bountiful Luck (Halfling) ====
Your people have extraordinary luck, which you have learned to mystically lend to your companions when you see them falter. You’re not sure how you do it; you just wish for it, and it happens. Surely a sign of fortune’s favor!
Your people have extraordinary luck, which you have learned to mystically lend to your companions when you see them falter. You’re not sure how you do it; you just wish for it, and it happens. Surely a sign of fortune’s favor!<br>
When an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll.
When an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll.<br>
When you use this ability, you can’t use your Lucky racial trait before the end of your next turn.
When you use this ability, you can’t use your Lucky racial trait before the end of your next turn.<br>
Additionally, your Charisma score increases by 1.
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==== Dark of the Deep (Deepling) ====
==== Dark of the Deep (Deepling) ====
You awaken to latent instincts you have from the cold, dark depths of the ocean, unlocking the hidden powers within you and enabling you to conjure inky clouds of mist and darkness. You gain the following benefits:
You awaken to latent instincts you have from the cold, dark depths of the ocean, unlocking the hidden powers within you and enabling you to conjure inky clouds of mist and darkness. You gain the following benefits:
*Your Intelligence Score increases by 1.
*You have resistance to cold damage.
*You have resistance to cold damage.
*You learn fog cloud and darkness, each of which you can cast once without expending a spell slot. You regain the ability to cast those two spells in this way when you finish a long rest. Intelligence is your spellcasting ability for both spells. When you cast one of these spells in this way, you can't be perceived by blindsight while you are in the area.
*You learn fog cloud and darkness, each of which you can cast once without expending a spell slot. You regain the ability to cast those two spells in this way when you finish a long rest. Intelligence is your spellcasting ability for both spells. When you cast one of these spells in this way, you can't be perceived by blindsight while you are in the area.
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==== Magic of the Dryads (Kethie Mooraarbaa) ====
==== Magic of the Dryads (Kethie Mooraarbaa) ====
You learn the ancient magic of the dryads, for which your people have a natural talent. You learn the Thorn Whip cantrip. You also learn Barkskin and Pass Without Trace, each of which you can cast once without expending a spell slot. You regain the ability to cast those two spells in this way when you finish a long rest. Charisma is your spellcasting ability for all three spells.
You learn the ancient magic of the dryads, for which your people have a natural talent. You learn the Thorn Whip cantrip. You also learn Barkskin and Pass Without Trace, each of which you can cast once without expending a spell slot. You regain the ability to cast those two spells in this way when you finish a long rest. Charisma is your spellcasting ability for all three spells.<br>
Additionally, your Charisma Score increases by 1.


==== Prodigy (Human) ====
==== Prodigy (Human) ====
You have a knack for learning new things. You gain the following benefits:
You have a knack for learning new things. You gain the following benefits:
*One ability score of your choice increases by 1.
*You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.
*You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.
*Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn’t already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.
*Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn’t already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.


=== Half Feats ===
=== Half Feats ===
These feats give you a +1 in an ability score as part of the feat. You may remove these ability score increases and choose two of these feats in place of one. If a feat would use the improved ability score as a Spellcasting modifier, or to determine some other part of the feat, choose one of the scores that could have been chosen for those abilities.
These feats give you a +2 in an ability score, or +1 in two ability scores as part of the feat. You may remove these ability score increases and choose three of these feats in place of one, or choose one of these feats and one full feat. You can also reduce the ability score by 1 and take a second Half Feat without its ability score increases.<br>
f a feat would use the improved ability score as a Spellcasting modifier, or to determine some other part of the feat, choose one of the scores that could have been chosen for those abilities.


==== Celestial Resilience (Kethie) ====
==== Celestial Resilience (Kethie) ====
Your connection with the celestial light that has infused you is strong and pure , making you hearty like an angel You gain the following benefits:
Your connection with the celestial light that has infused you is strong and pure , making you hearty like an angel You gain the following benefits:
*Increase your Constitution score by 1, to a maximum of 20.
*Increase your Constitution score by 2.
*You have resistance to poison and necrotic damage.
*You have resistance to poison and necrotic damage.
*You have advantage on saving throws against poison and disease.
*You have advantage on saving throws against poison and disease.
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==== Crystal Telepathy (Crystalkin) ====
==== Crystal Telepathy (Crystalkin) ====
You have learned to connect with other minds by tapping into your nature as either a being of mind or a being of celestial light. You gain the following benefits:
You have learned to connect with other minds by tapping into your nature as either a being of mind or a being of celestial light. You gain the following benefits:
*Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
*Increase your Intelligence, Wisdom, or Charisma score by 2.
*You can communicate telepathically with any creature you can see within 60 feet of you. You don't need to share a language with a creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. If you have telepathy from another source, the range is doubled, and the target can also respond to you telepathically.
*You can communicate telepathically with any creature you can see within 60 feet of you. You don't need to share a language with a creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. If you have telepathy from another source, the range is doubled, and the target can also respond to you telepathically.
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==== Dragon Fear (Dragonwrought) ====
==== Dragon Fear (Dragonwrought) ====
When angered, you can radiate menace. You gain the following benefits:
When angered, you can radiate menace. You gain the following benefits:
*Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20.
*Increase your Strength, Constitution, or Charisma score by 2.
*Instead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds on the save if it can’t hear or see you. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.
*Instead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds on the save if it can’t hear or see you. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.
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==== Dragon Hide (Dragonwrought) ====
==== Dragon Hide (Dragonwrought) ====
You manifest scales and claws reminiscent of your draconic ancestors. You gain the following benefits:
You manifest scales and claws reminiscent of your draconic ancestors. You gain the following benefits:
*Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20.
*Increase your Strength, Constitution, or Charisma score by 2.
*Your scales harden. While you aren’t wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit.
*Your scales harden. While you aren’t wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit.
*You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike.
*You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike.
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==== Dwarven Fortitude (Dwarf) ====
==== Dwarven Fortitude (Dwarf) ====
You have the blood of dwarf heroes flowing through your veins. You gain the following benefits:
You have the blood of dwarf heroes flowing through your veins. You gain the following benefits:
*Increase your Constitution score by 1, to a maximum of 20.
*Increase your Constitution score by 2.
*Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).
*Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).


==== Kethie Accuracy (Kethie) ====
==== Kethie Accuracy (Kethie) ====
The accuracy of the Kethie is legendary, especially that of the Kethie archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:
The accuracy of the Kethie is legendary, especially that of the Kethie archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:
*Increase your Dexterity, Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
*Increase your Dexterity, Intelligence, Wisdom, or Charisma score by 2.
*Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.
*Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.
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==== Kraken Anatomy (Deepling) ====
==== Kraken Anatomy (Deepling) ====
Your tentacles are covered in octopus suckers and sturdy enough that fewer are needed to support you, giving you an iron grip and an unparalleled advantage when wrestling. You gain the following benefits:
Your tentacles are covered in octopus suckers and sturdy enough that fewer are needed to support you, giving you an iron grip and an unparalleled advantage when wrestling. You gain the following benefits:
*Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
*Increase your Strength, Dexterity, or Constitution score by 2.
*You cannot be disarmed, you have advantage on ability checks and saving throws made to escape from being grappled or restrained, and creatures have disadvantage on ability checks and saving throws made to escape from your grapples.
*You cannot be disarmed, you have advantage on ability checks and saving throws made to escape from being grappled or restrained, and creatures have disadvantage on ability checks and saving throws made to escape from your grapples.
*You have two extra arms (tentacles) that you can use as normal or hide inside your body while they aren't holding anything.
*You have two extra arms (tentacles) that you can use as normal or hide inside your body while they aren't holding anything.
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==== Second Chance (Halfling) ====
==== Second Chance (Halfling) ====
Fortune favors you when someone tries to strike you. You gain the following benefits:
Fortune favors you when someone tries to strike you. You gain the following benefits:
*Increase your Dexterity, Constitution, or Charisma score by 1, to a maximum of 20.
*Increase your Dexterity, Constitution, or Charisma score by 2.
*When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. You can use this ability a number of times equal to your proficiency bonus, regaining expended uses at the end of a long rest.
*When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. You can use this ability a number of times equal to your proficiency bonus, regaining expended uses at the end of a long rest.


==== Stout Nimbleness (Dwarf, Small, or Smaller Race). ====
==== Stout Nimbleness (Dwarf, Small, or Smaller Race). ====
You are uncommonly nimble for your race. You gain the following benefits:
You are uncommonly nimble for your race. You gain the following benefits:
*Increase your Strength or Dexterity score by 1, to a maximum of 20.
*Increase your Strength and Dexterity score by 1.
*Increase your walking speed by 5 feet.
*Increase your walking speed by 5 feet.
*You gain proficiency in the Acrobatics or Athletics skill (your choice).
*You gain proficiency in the Acrobatics or Athletics skill (your choice).