Feats: Difference between revisions

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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.
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.
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==== 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 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.
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==== 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.


==== Prodigy (Human) ====
==== Prodigy (Human) ====
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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 +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.


==== Dragon Fear (Dragonborn) ====
==== 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:
When angered, you can radiate menace. You gain the following benefits:
*Increase your Constitution score by 1, to a maximum of 20.
*You have resistance to poison and necrotic damage.
*You have advantage on saving throws against poison and disease.
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==== 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:
*Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
*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) ==== 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 1, to a maximum of 20.
*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 (Dragonborn) ====
==== 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 1, to a maximum of 20.
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====Dwarven Fortitude ====You have the blood of dwarf heroes flowing through your veins. You gain the following benefits:
==== Dwarven Fortitude (Dwarf) ==== 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 1, to a maximum of 20.
*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).
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*Increase your Dexterity, Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
*Increase your Dexterity, Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
*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) ==== 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.
*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.
*Your Swimming speed increases by 10 feet.
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