Adaptability Feats in Aeon Elementa | World Anvil
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Adaptability Feats

Level 1

Adapted Cantrip [Level 1]

Adaptability
Prerequisites spellcasting class feature

Through study of multiple magical traditions, you’ve altered a spell to suit your spellcasting style. Choose one cantrip from a magical tradition other than your own. If you have a spell repertoire or a spellbook, replace one of the cantrips you know or have in your spellbook with the chosen spell. If you prepare spells without a spellbook (if you’re a cleric or druid, for example), one of your cantrips must always be the chosen spell, and you prepare the rest normally. You can cast this cantrip as a spell of your class’s tradition.
If you swap or retrain this cantrip later, you can choose its replacement from the same alternate tradition or a different one.

City Scavenger [Level 1]

Adaptability
 
You know that the greatest treasures often look like refuse, and you scoff at those who throw away perfectly good scraps. You gain a +1 circumstance bonus to checks to Subsist, and you can use Society or Survival when you Subsist in a settlement.
When you Subsist in a city, you also gather valuable junk that silly longshanks threw away. You can Earn Income using Society or Survival in the same time as you Subsist, without spending any additional days of downtime. You also gain a +1 circumstance bonus to this check.

Distracting Shadows [Level 1]

You have learned to remain hidden by using larger folk as a distraction to avoid drawing attention to yourself. You can use creatures that are at least one size larger than you as cover for the Hide and Sneak actions, though you still can’t use such creatures as cover for other uses, such as the Take Cover action.

General Training [Level 1]

Adaptability
Your adaptability manifests in your mastery of a range of useful abilities. You gain a 1st-level general feat. You must meet the feat’s prerequisites, but if you select this feat during character creation, you can select the feat later in the process in order to determine which prerequisites you meet.
Special You can select this feat multiple times, choosing a different feat each time.

Junk Tinker [Level 1]

Adaptability
 
You can make useful tools out of even twisted or rusted scraps.
When using the Crafting skill to Craft, you can make level 0 items, including weapons but not armor, out of junk. This reduces the Price to one-quarter the usual amount but always results in a shoddy item. Shoddy items normally give a penalty, but you don’t take this penalty when using shoddy items you made.
You can also incorporate junk to save money while you Craft any item. This grants you a discount on the item as if you had spent 1 additional day working to reduce the cost, but the item is obviously made of junk. At the GM’s discretion, this might affect the item’s resale value depending on the buyer’s tastes.

Natural Ambition [Level 1]

Adaptability
 
You were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet.

Unfettered [Level 1]

Adaptability
You were forced into service as a laborer, either pressed into indentured servitude or shackled by the evils of slavery, but you’ve since escaped and have trained to ensure you’ll never
be caught again. Whenever you roll a success on a check to Escape or a saving throw against an effect that would impose the grabbed or restrained condition on you, you get a critical success instead. Whenever a creature rolls a failure on a check to Grapple you, they get a critical failure instead. If a creature uses the Grab ability on you, it must succeed at an Athletics check to grab you instead of automatically grabbing you.

Level 5

Adaptive Adept [Lvl 5]

Adaptability
Prerequisites Adapted Cantrip, can cast 3rd-level spells
You’ve continued adapting your magic to blend your class’s tradition with your adapted tradition. Choose a cantrip or 1st‑level spell from the same magical tradition as your cantrip
from Adapted Cantrip. You gain that spell, adding it to your spell repertoire, spellbook, or prepared spells just like the cantrip from Adapted Spell. You can cast this spell as a spell of your class’s magical tradition. If you choose a 1st-level spell, you don’t gain access to the heightened versions of that spell, meaning you can’t prepare them if you prepare spells and you can’t learn them or select the spell as a signature spell if you have a spell repertoire.

Clever Improviser [Level 5]

You’ve learned how to handle situations when you’re out of your depth. You gain the Untrained Improvisation general feat. In addition, you can attempt skill actions that normally require you to be trained, even if you are untrained.

Cultural Adaptability [Level 5]

Adaptability
 
During your adventures, you’ve honed your ability to adapt to the culture of the predominant culture around you. You gain the Adopted Ancestry general feat, and you also gain one 1st-level culture feat from the culture you chose for the Adopted Ancestry feat.

Level 9

Incredible Improvisation [Level 9]

Adaptability
Prerequisites Clever Improviser
Frequency once per day
Trigger You attempt a check using a skill you’re untrained in.
A stroke of brilliance gives you a major advantage with a skill despite your inexperience. Gain a +4 circumstance bonus to the triggering skill check.

Multitalented [Level 9]

You’ve learned to split your focus between multiple classes with ease. You gain a 2nd-level multiclass dedication feat (for more about multiclass archetypes, see page 219), even if
you normally couldn’t take another dedication feat until you take more feats from your current archetype.

Level 13

Ceaseless Shadow [Level 13]

Adaptability
Prerequisites Distracting Shadows
You excel at going unnoticed, especially among a crowd. You no longer need to have cover or be concealed to Hide or Sneak. If you would have lesser cover from creatures, you gain cover and can Take Cover, and if you would have cover from creatures, you gain greater cover.

Impossible Improvisation [Level 13]

Adaptability
Requirement Incredible Improvisation
 
If you already used Incredible Improvisation this day, you can take the Refocus action to regain use of the ability this day.

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