Great Spirit's Champion
[Racial]
Prerequisites: Human Race, Botari Subrace, 9th Level
Your Great Spirit has blessed you with immense power as one of its personal champion. When you gain this feat, choose one of the following. Once you make this choice, you cannot change it later. Any feats you have that offer you a choice of Great Spirit must all have the same Great Spirit chosen. Once you use this feat, you cannot do so again until you finish a Long Rest.
The Endless Herd
The Endless Herd has imbued a portion of itself within you to share its protection with the world. As an Action, you can release this portion as a spiritual herd rushing across the ground to a range of 15 feet. This aura moves with you for 1 minute or until you are Incapacitated or die. Any creature of your choice that starts its turn in the area regains Hit Points equal to 1d8 + your Wisdom Modifier.
The Eternal Pack
The Eternal Pack has imbued a portion of itself within you to act as its fangs in the world. As an Action, you can summon 1d4 spectral Dire Wolves. These creatures use the Dire Wolf statblock, but gain the
Ghost template. They act on your Initiative and follow your commands and last for 1 minute or until you are Incapacitated or die.
The Strider
The Strider has imbued a portion of itself within you to feel the winds of the world again as you travel. As a Bonus Action, you can release this portion to create a number of animal spirits equal to or less than your Proficiency Bonus. Each spirit can enter a willing creature of your choice within 30 feet of you. Any creature that has one of the spirits gains a +30 bonus to its Speed for 1 minute or until you are Incapacitated or die.
The Thunder Bird
The Thunder Bird has imbued a portion of itself within you to share its storms once more with the world. As an Action, you can release this portion to create a storm 100 feet above you in a 60-foot Radius for 1 minute or until you are Incapacitated or die. When you do, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity Saving Throw (DC = 8 + your Dexterity Modifier + your Proficiency Bonus). A creature takes 3d10 Lightning damage on a failed Save, or half as much damage on a successful one. On your turn while the cloud lasts, you can use your Action to call down another bolt of lightning, targeting the same point or a different one.
The Unmatched Pride
The Unmatched Pride has imbued a portion of itself within you to act as its envoy in the world. As an Action, you can release a portion to encase your body in a spiritual creature and let loose a terrifying roar. Each creature of your choice that can hear you within 60 feet must make a Wisdom Saving Throw (DC = 8 + your Charisma Modifier + your Proficiency Bonus), taking 4d8 Thunder damage and being Frightened for 1 minute or until you are Incapacitated or die on a failure, or half as much damage and not Frightened on a success. A creature can repeat this Saving Throw at the end of each of its turns, ending the effect on a success.
The Unwavering One
The Unwavering One has imbued a portion of itself within you to act as your armor. When you finish a Long Rest, choose one damage type from among Bludgeoning, Piercing and Slashing, and one damage type from among Acid, Cold, Fire, Lightning, Poison, and Thunder. You gain Resistance to the chosen damage types until you finish a Long Rest.
The Vigilant One
The Vigilant One has imbued a portion of itself within you to act as your eyes and ears. You gain a +10 bonus to Initiative, and you cannot be Surprised. In addition, you have Advantage on Dexterity Saving Throws against sources you can see.
The Wise Watcher
The Wise Watcher has imbue a portion of itself within you to once more see all the world has to offer. As an Action, you gain Truesight to a range of 30 feet. This lasts for 1 Hour or until you are Incapacitated or die.
Once you use this feat, you cannot do so again until you finish a Long Rest.