Feats

FEATS

Alchemist

You have studied the secrets of alchemy and are an expert in its practice, gaining the following benefits:

• Increase your Intelligence score by 1, to a maximum of 20.

• You gain proficiency with alchemist’s supplies. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.

• As an action, you can identify one potion within 5 feet of you, as if you had tasted it. You must see the liquid for this benefit to work.

• Over the course of any short rest, you can temporarily improve the potency of one potion of healing of any rarity. To use this benefit, you must have alchemist’s supplies with you, and the potion must be within reach. If the potion is drunk no more than 1 hour after the short rest ends, the creature drinking the potion can forgo the potion’s die roll and regains the maximum number of hit points that the potion can restore.

Blade Mastery

You master the shortsword, longsword, scimitar, rapier, and greatsword. You gain the following benefits when using any of them:

• You gain a +1 bonus to attack rolls you make with the weapon.

• On your turn, you can use your reaction to assume a parrying stance, provided you have the weapon in hand. Doing so grants you a +1 bonus to your AC until the start of your next turn or until you’re not holding the weapon.

 • When you make an opportunity attack with the weapon, you have advantage on the attack roll

Burglar

You pride yourself on your quickness and your close study of certain clandestine activities. You gain the following benefits:

• Increase your Dexterity score by 1, to a maximum of 20.

• You gain proficiency with thieves’ tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.

Courtly Grace

You are trained in the ways of etiquette and diplomacy. You gain the following benefits:

• Your Charisma increases by 1, to a maximum of 20

• After spending 10 days in a location, you come to understand the local courtly rules and formal manners. For instance, you know how to greet nobles, how to seat lords and ladies at a table, how to organize a reception line, what gestures to avoid around dwarves, and the proper forms of address for various nobility. You also learn the heraldic symbols of the powerful families in the area.

• You have advantage on ability checks made to interact with the nobility in an area where you understand the local etiquette.

Dagger Expert

You gain the following benefits:

  • You gain a + 1 to attack rolls, you make with a dagger
  • When you make an opportunity attack with a dagger, you can move 5 feet
  • Your throwing range for daggers increases to 30/90 feet

You have advantage on Stealth checks when concealing a dagger

Elemental Focus:

You are tied to or focused on an element power, so much that it can unleash upon your enemies during your most devastating spells

Prerequisite: Ability to cast at least one spell

You choose one element (air, earth, fire or water) and gain the appropriate resistance.

Air: You are resistant to force damage

Earth: You are resistant to thunder damage

Fire: You are resistant to fire damage

Water: You are resistant to cold damage

When you make a critical spell attack roll, you may add 1d8 of the above damage type.

Elemental Master

Prerequisite: Elemental Adept feat

When you gain this feat, you chose the damage type you have already chosen with the Elemental Adept feat. You gain the following benefits:

When you cast a spell that deals your chosen damage type, you ignore resistance to that damage type. Immunity and absorption are treated as resistance.

EYE FOR VALUE

You have a nearly instinctive sense of what will go for a lot of money. You have the following benefits:

  • Your Intelligence score increases by 1, to a maximum of 20.
  • When you take a short rest, you can determine the precise maximum market value of any item you possess. As an action, you can determine what the most valuable object in your sight is.
  • When in any town of moderate size, you can find a place to sell an item for your determined maximum market value.

Fell Handed

You master the handaxe, battleaxe, greataxe, warhammer, and maul. You gain the following benefits when using any of them:

• You gain a +1 bonus to attack rolls you make with the weapon.

 • Whenever you have advantage on a melee attack roll you make with the weapon and hit, you can knock the target prone if the lower of the two d20 rolls would also hit the target.

• Whenever you have disadvantage on a melee attack roll you make with the weapon, the target takes bludgeoning damage equal to your Strength modifier (minimum of 0) if the attack misses but the higher of the two d20 rolls would have hit.

• If you use the Help action to aid an ally’s melee attack while you’re wielding the weapon, you knock the target’s shield aside momentarily. In addition to the ally gaining advantage on the attack roll, the ally gains a +2 bonus to the roll if the target is using a shield

Flail Mastery

The flail is a tricky weapon to use, but you have spent countless hours mastering it. You gain the following benefits.

• You gain a +1 bonus to attack rolls you make with a flail.

• As a bonus action on your turn, you can prepare yourself to extend your flail to sweep over targets’ shields. Until the end of this turn, your attack rolls with a flail gain a +2 bonus against any target using a shield.

• When you hit with an opportunity attack using a flail, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.

Great Endurance

You are hardier than others, more able to persist in the face of fatigue and exhaustion. You gain the following benefits:

• Your Constitution increases by 1, to a maximum of 20.

• When you are performing an exhausting activity, you're able to go for twice as long as other people before suffering from fatigue and exhaustion.

• You are considered to have a level of exhaustion that is one lower than your actual level. At no exhaustion, this does nothing, but if you gain 1 level, you are considered to have 0 levels, and if you gain 2 levels, you are considered to have 1 level, etc. You die at 7 levels of exhaustion, rather than 6.

Gourmand

You have mastered a variety of special recipes, allowing you to prepare exotic dishes with useful effects. You gain the following benefits:

• Increase your Constitution score by 1, to a maximum of 20.

• You gain proficiency with cook’s utensils. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.

 • As an action, you can inspect a drink or plate of food within 5 feet of you and determine whether it is poisoned, provided that you can see and smell it.

• During a long rest, you can prepare and serve a meal that helps you and your allies recover from the rigors of adventuring, provided you have suitable food, cook’s utensils, and other supplies on hand. The meal serves up to six people, and each person who eats it regains two additional Hit Dice at the end of the long rest. In addition, those who partake of the meal have advantage on Constitution saving throws against disease for the next 24 hours.

Ki Healer

Prerequisite: The ability to use ki

You have learned how to use ki to heal. You gain the following benefits:

  • As a bonus action, you can spend up to 4 ki points to stabilize a creature you are touching and restore 1 hp for each ki point spent
  • You can only heal yourself in this method once per long rest.

Master of Disguise

You have honed your ability to shape your personality and to read the personalities of others. You gain the following benefits:

• Increase your Charisma score by 1, to a maximum of 20.

• You gain proficiency with the disguise kit. If you are already proficient with it, you add double your proficiency bonus to checks you make with it.

• If you spend 1 hour observing a creature, you can then spend 8 hours crafting a disguise you can quickly don to mimic that creature. Making the disguise requires a disguise kit. You must make checks as normal to disguise yourself, but you can assume the disguise as an action.

Saddle Master

Prerequisite: Proficiency in Animal Handling

You are particularly skilled with mounts and are capable of several acrobatic tricks with them. You gain the following benefits:

• Your Wisdom score increases by 1, to a maximum of 20.

• You can spur your mount on to great speeds. When you ride at a gallop for an hour, you cover three times the usual distance at a fast pace.

• You can use your mount as a shield as an action on your turn. You gain three-

quarters cover when doing this, as long as your mount remains conscious. If you want to stop using your mount as a shield, it also requires an action.

• You can train wild creatures to accept a rider as a mount. Only creatures with an Intelligence of 1-3 can be trained in this way (Intelligent creatures act independently, even when mounted).

Silver Tongued

You speak words layered with honey, enticing those who listen to believe anything you say. You gain the following benefits:

  • You increase your Charisma score by 1 to a maximum of 20

You gain proficiency in the Persuasion or Deception skill. When you make a Deception or Persuasion check to make someone believe you, you can add double your proficiency bonus.

Spear Mastery

Though the spear is a simple weapon to learn, it rewards you for the time you have taken to master it. You gain the following benefits.

• You gain a +1 bonus to attack rolls you make with a spear.

• When you use a spear, its damage die changes from a d6 to a d8, 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.)

 • You can set your spear to receive a charge. As a bonus action, choose a creature you can see that is at least 20 feet away from you. If that creatures moves within your spear’s reach on its next turn, you can make a melee attack against it with your spear as a reaction. If the attack hits, the target takes an extra 1d8 piercing damage, or an extra 1d10 piercing damage if you wield the spear with two hands. You can’t use this ability if the creature used the Disengage action before moving.

 • As a bonus action on your turn, you can increase your reach with a spear by 5 feet for the rest of your turn

Viridian Essence (Viridian Lord only<u>)</u>

Prerequisite: Must be 8th level

You bond yourself to plants in a ritual that gives you the following benefits:

  • You can cast Pass without Trace once per short or long rest.
  • You can cast Speak with Plants at will
  • You have advantage on any saving throw involving plant based magic or attacks

Wand Mastery

Prerequisite: The ability to cast at least one spell

Through extensive research and long hours of practice, you have mastered the use of wands. You gain the following benefits:

  • You gain a + 1 bonus to attack rolls and save DCs with spells cast from magic wands
  • Magic wands you are attuned to, gain 1 extra charge
  • You can hold a wand in each hand. When you use an action to expend a charge with one wand, you can use a bonus action to expend a charge with the other wand. Doing so expends an additional charge from both wands.

Wild Armor (Viridian Lord only)

     You become able to magically armor yourself in thorny vines, brush, and leaves that wrap you to fit comfortably and take on the appearance you chose based on the availability of materials, You wear your wild armor with proficiency, and it never imposes disadvantage on stealth.

    When damaged, wild armor immediately repairs itself. You cannot be made to take damage from your own wild armor. Your armor cannot be donned by anyone else, and you can change your armor after a long rest. 

    Additionally, if your light armor is the kind which deals damage when you are hit, you may use a bonus action to deal damage with it. (Armor options are listed at the end)

 

Light Wild Armor

Armor of Thorns

AC: 13 + Dexterity modifier

Weight: 10 lb

Bonus Attack Damage on Hit: 1d4

Armor of Razorvine

AC: 12 + Dexterity modifier

Weight: 8 lb

Bonus Attack Damage on Hit: 1d6

Armor of Poison Ivy

AC: 11 + Dexterity modifier

Weight: 8 lb

When a creature within 5 feet of you hits you with a melee attack, they must succeed a DC 10 Constitution saving throw or be Poisoned

Medium Wild Armor and Shields

Barkscale

AC: 14 + Dexterity modifier (max 2)

Weight: 10 lb

Thorn Shield

AC: + 2

Weight: 3 lbs

Bonus Attack Damage on Hit: 1d4

 

Feats

SAPPHIRE THRONE: Giants of Ages Jarandus