Feats
Combat Medic
Prerequisite: Wisdom 13+
You have learned that placing the safety of your companions above your own is of vital importance. When you take a short rest, if you choose not to spend any hit dice yourself, you may instead attempt to help a companion tend their wounds. When a single companion rolls hit dice to regain health during a short rest, make a Medicine skill check with a DC equal to 10 + the number of hit dice your companion rolls. If you succeed, all of your companion’s hit dice automatically roll the highest number.
Crowd Pleaser
Prerequisite: Charisma 13+
Your grand presence draws eyes swiftly and holds their attention with a firm grasp.
• Increase your Charisma score by 1, to a maximum of 20.
• You have advantage on Persuasion and Performance skill checks to influence a crowd of 5 or more individuals.
Flesh Alchemist
You carry with you a glass vial and extraction tools to condense the essence of a creature into liquid form. Over the course of one minute, you may extract the essence of a fresh corpse and add it to your collection. When imbibed, you gain the resistances and vulnerabilities that the creature had for one minute. When the vial is drenched over a weapon, give the weapon a damage type that creature was capable of using for one minute. Each vial has only one usage.
Mixologist
• Increase your Wisdom, Charisma, or Intelligence
score by 1, to a maximum of 20
Your knowledge of beverage combinations has made you an expert at providing for your companions during their downtime. During a long rest, you may concoct enough brew for up to 6 creatures. When a creature imbibes your brew, they are energized and refreshed. They gain advantage
Remove these ads. Join the Worldbuilders Guild
Comments