New Feats
These are the following Homebrew feats that are an option in the World of Ashieldr
Racial Feats
| Name___ | Type.. | __Prerequisite___ | Effect |
|---|---|---|---|
| Acidic Scorn | Racial | Dragonborn (Black) | As an action, you can expend a use of your Breath Weapon to spray acid on the ground in a 15 foot long, 5 foot wide line. This line can be at any direction, as long as the entire line is within 30 feet of you when it is created. The acid remains for 1 minute. When a creature steps onto the acid for the first time on a turn or starts it turn in it, it must make a Constitution saving throw, taking 1d8 acid damage on a failed save, or half that on a successful save. Creatures under half their maximum hit points take double damage from this ability. At 5th, 11th and 17th level, the damage and length of the line increases by 1d8 and 5 feet, respectively. |
| Aerial Acuity | Racial | Aarakocra | You are unmatched in the air, and those beneath you shall be blinded by the radiance behind your wings. You gain the following benefits: - You gain a +1 bonus on attack rolls and contested ability checks if you are at a higher elevation than the opponent. - When flying outside and the sun is out, you can use the Hide action even without cover if you are at least 60 feet above those you are hiding from by taking advantage of the sun’s position in the sky, and you gain advantage on Dexterity (Stealth) ability checks as a part of this kind of hiding. This has no effect on creatures that do not rely on sight to perceive you. - Darkvison: you can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. |
| Arcane Imbued | Racial | Firbolg | Your abilities with the arcane has been imbued into your very being. You gain the following benefits: - Increase your Intelligence or Wisdom score by 1, to a maximum of 20. - You can cast the Detect Magic spell at will. - You gain proficiency with the Arcana skill. - Whenever a creature affects you with a spell of 2nd level or lower, you are charged with a copy of that spell. Once within the next hour you can use your bonus action to cast that spell, using your Wisdom as the spellcasting ability modifier. This ability can be used once per long rest. |
| Aspect of the Air | Racial | Air Genasi | Your heritage from the elemental plane of air manifests to a greater extent, turning you into an aspect of the wind. You gain the following benefits: -You gain a fly speed of 15 feet. -You can move through enemy spaces as if they were allied spaces, regardless of size. -When you choose this feat, you gain resistance to either thunder damage, or cold damage. |
| Bad Blood | Racial | Tiefling | The blood of dark powers flows through your veins, and a faint aura of ebbing darkness is visible around you. You gain the following benefits: -You can see normally in darkness, both magical and nonmagical, to a distance of 30 feet. If you already have this ability from a different source, you gain an additional 30 feet. -You can magically manifest or conceal a halo of fiery darkness above your head as an action or bonus action. While it is visible, you gain access to the following abilities: -You shed an aura of shadows 10 feet around you - hostile creatures have disadvantage on Wisdom (Perception) checks to perceive creatures inside the aura. This effect can only be dispelled by light magic of a spell level that is greater than your Charisma modifier. -You can cast Darkness a number of times equal to your half your Charisma modifier (rounded down, minimum 1) per long rest. -Spontaneous Umbral Combustion. As an action, all creatures within 15 feet of you take 1d6 fire damage and 1d6 necrotic damage as you unleash an unavoidable torrent of blazing darkness. All damage dice for this ability increase by 1 for every five character levels. You can use this ability once and it refreshes on a short or long rest. |
| Battle Reborn | Racial | Half-Orc | Your adventures have taken you to the brink of death more times than your scars would admit, and your resilience when in danger has increased greatly. You gain the following benefits: -You have advantage on death saving throws. -While you are below half your hit point maximum (round up), you gain +1 to saving throws, attack rolls, and AC. -If your Relentless Endurance is activated or the unconscious condition is removed from you during a combat encounter, you gain +5 temporary hit points, and you have resistance to all damage until the start of your next turn. |
| Blessed by Wind | Racial | Air Genasi | You are quick and light on your feet, a resemblance to your parentage. You gain the following benefits: -Increase your movement speed by 10 feet. -You can take the Dash action as a bonus action on your turn. -When you make a Dash action, you can choose to give allies within 15 feet of you the option to move their full speed as their reaction. You can use this ability a number of times equal to your Constitution modifier (minimum 1) and it refreshes on a long rest. |
| Blood frenzy | Racial | lizardfolk | Your thirst for blood can not be sated just once, you must feed more, you hunger for the taste of iron in your mouth. -You can now use your Hungry Jaws ability once per turn. -Whenever you critically hit with your Hungry Jaws ability, you gain temporary hit points equal to 2d8 + your Constitution modifier instead of the normal amount. This only occurs while in the form of a Lizardfolk. |
| Bolt Step | Racial | Dragonborn (Blue) | As a bonus action, you can expend a use of your Breath Weapon to teleport to an unoccupied space within 10 feet of you. Until the end of your turn, your weapon attacks deal an additional 1d4 lightning damage on a hit. At 5th, 11th and 17th levels, the distance of the teleport and the amount of additional lightning damage increases by 5 feet and 1d4, respectively. |
| Charm Forged | Racial | Warforged (Trick) | You tap deeper into the life energy of the feywild itself, gaining the following benefits: -You become immune to effects that would charm you -If you attack a charmed creature, if this would automatically end the charmed condition, they must make the save against the spell to do so instead. -As an action, you may command a charmed creature within 10ft of you as per the command spell, you may use this feature proficiency times per long rest. |
| Child of Stone | Racial | Earth Genasi | Your heritage allows you to easily maneuver through rock, stone, and other obstacles that block your path. You gain the following benefits: -You ignore difficult terrain. If you already have this ability from a different source, you instead gain advantage on saves against effects that would physically reduce your movement or knock you prone. -You gain a burrow speed is of 10 feet. -You gain tremorsense out to a range of 15 feet. If you already have Tremorsense from a different source, it is increased by 15 feet. |
| Defensive Adaptation | Racial | Changeling | -as a reaction you gain resistance to a damage type you took, this resistance isnt applied for that attack and it last for 1mn, you can do this once per short rest |
| Earthen Rift | Racial | Earth Genasi | You were born of an elemental rift and have learned to tap into power you did not know you had. You gain the following benefits: -Once per short rest, as a bonus action, when you are standing on stone or dirt, you can teleport up to 60 feet to a space you can see that is also in stone or dirt. You can also shove a creature as part of the teleport if they would be within 5 feet of where you appear. If you do so, you have advantage on the check. -As an action, you can cause a number of pillars equal to your constitution modifier (minimum of 1) made of dirt or stone to burst from the ground within 120 feet of you that is also made of stone or dirt. The pillar has a diameter of 5 feet and a height of up to 30 feet and obtains its maximum obtainable size in the space available. If this ability is used under on a creature, they can choose to either stay on the pillar, or be pushed adjacent to the pillar. This pillar has 5 AC and 15 hit points. When reduced to 0 Hit points, the pillar crumbles into rubble, creating difficult terrain where it once stood. This terrain lasts until it is cleared by hand for 1 minute. You can only create up to 3 + your proficiency bonus in pillars per long rest. |
| Ember Blood | Racial | Fire Genasi | The fire in your blood has manifested into the following physical benefits: -Increase your Constitution or Intelligence score by 1 to a maximum of 20. -You can see through smoke, ash, and other related natural or magical effects that obscure vision that results from fire. -You can choose to emit bright light originating from yourself in a 30 feet radius, shedding dim light for an additional 30 feet. -Once per short rest whenever you are attacked by an enemy, you can as a reaction emit a cloud of embers and ash around you, causing that enemy and all future attacks against you to have disadvantage until the start of your next turn. |
| Felicity | Racial | Tabaxi | Your feline reflexes allow you to escape from tricky situations with greater ease. You gain the following benefits: -You can use your reaction to force an opponent that has hit you with a melee attack to reroll the attack and take the result of the reroll. You regain the use of this ability after a short or long rest, or when you roll initiative at the start of combat. -Whenever you use your reaction, you can also use your Feline Agility trait to move up to half your speed as part of the reaction. -You do not take damage from the first 60 feet of a fall, and you do not fall prone as a result of taking fall damage, as you always land on your feet. |
| Fierce militant | Racial | Hobgoblin | Your military power is fiercely empowered through your intellect and wisdom. You gain the following benefits: -Increase your Wisdom or Intelligence score by 1, to a maximum of 20. -Your Martial Training expands, and you gain proficiency with the Martial skill and with medium armor. If you are already proficient, you gain expertise in the skill. -When you succeed in a martial check against a creature you add your proficiency bonus to damage once against that creature when damage it with an attack or spell. You also add this damage by making a contested Wisdom (Martial) ability check against a creature that you can see as a bonus action. |
| Fortress of muscles | Racial | Goliath | From your biceps to your calves, the tips of your toes to the tip of your skull, you are a powerhouse lined with muscles. You gain the following benefits: -Increase your Strength score by 1, to a maximum of 20. -You can headbutt enemies with your particularly thick skull. This is an unarmed strike attack that deals 1d6 + your Strength modifier. -After you use Stone's Endurance, on your next turn you can make an unarmed strike against an enemy as a bonus action. -As a reaction to being critically hit, you can use stone’s endurance without expending a use of stone's endurance. |
| Fury of the Flame | Racial | Fire Genasi | The fire rages within you, empowering your manipulation of the flame to become more powerful than it was before. You gain the following benefits: -Your speed increases by 10 feet. -Fire damage you deal ignores resistance to fire damage. -You learn one cantrip of your choice that deals fire damage. In addition, choose one 1st-level spell that deals fire damage. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again using this feat. Constitution is your spell casting ability for these spells. |
| Hunters Mantle | Racial | Dragonborn (White) | As a bonus action, you can expend a use of your Breath Weapon to armour yourself, gaining 2d6 temporary hit points. While you have these hit points, you have +1 AC. At 5th, 11th and 17th level, the amount of temporary hit points increases by 2d6. |
| Immolation | Racial | Dragonborn (Red) | As a bonus action, you can expend a use of your Breath weapon to grant yourself immense power until the start of your next turn. You gain a +2 bonus to your AC and gain an additional action, which can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. You cannot cast or concentrate on spells while under this effect. At 5th, 11th and 17th level, the benefits last an additional round. |
| Ley Forged | Racial | Warforged (Root) | Your connection to the world tree grows, and you begin to overflow with a verdant life energy. -You count as a lesser ley line, and may be tapped as such by you or an ally once per short or long rest. -If you have not moved since the start of your last turn, you may "lay roots" setting your speed to zero until the start of your next turn as a bonus action. You may then roll up to pb hit die as you would on a short rest. you may heal yourself, or a creature within 5ft with the results of the roll. |
| Masterful Shape | Racial | Changeling | Your ability to mirror the soul of your persona deepens, allowing you to branch out their abilities. - When you choose your persona at the end of a long rest, you may also choose one of the racial feats that has its race as a prerequisite to gain the benefits of until you complete another long rest. |
| Radiant Shift | Racial | Aasimar | The celestial energy you harness from your blood has become amplified. You gain the following benefits: -Illuminate Shift. When you use the Radiant Soul, Radiant Consumption, or Necrotic Shroud ability, you can choose to do one of the following abilities on each of your turns for the duration: -You can increase your weapon’s reach by 5 feet until the end of your turn as celestial energy streams out from it. -If you are wielding a melee weapon, it gains the Cleaving property. -If your melee weapon already has the Cleaving property, you can deal the weapon’s base damage dice to a third creature that is within 5 feet of the previous target. -You can choose an ally within 30 feet of you that you can see and grant a 1d4 bonus to their next attack roll, dealing an additional 1d4 radiant damage on a hit, or 1d4 necrotic damage if you use Necrotic Shroud. |
| Rune Forged | Racial | WarForged (Colossal) | You awaken the latent soul fragment of the giant who created you, causing glowing runes to manifest on your body plating. -You gain the Strike of the Giants Feat, choosing the effect which matches your creator -You may cast enlarge Reduce without consuming a spell slot, you must complete a long rest before using this again. |
| Spear of the Ocean | Racial | Triton | Your prowess with the Trident is unmatched, the true weapon of the sea at home in your hands. You gain the following benefits: -Increase your Strength score by 1, to a maximum of 20. -When you take the Attack action and attack with a trident, you can use a bonus action to make another melee attack with that weapon. -You have advantage on attack rolls when you and the target you are attacking are completely submerged in water. |
| Stolen Incantation | Racial | Kenku | as a reaction you can mimic a spell you hear once per short or long rest, you can then use an action to cast it as if it where a scroll, with your casting ability being Wisdom |
| Toxic Haze | Racial | Dragonborn (Green) | As an action, you can expend a use of your Breath Weapon to exhale hallucinogenic mist in a 15 foot cube. All creatures in the cone must make a Wisdom saving throw. On a failed save, an affected creature becomes unable to distinguish between friend and foe for 1 minute, attacking any creature that comes near it. If an affected creature deals damage to another creature, it can repeat the saving throw at the end of its turn. At 5th, 11th and 17th level, the DC for the saving throw increases by 1. |
| War Storm | Racial | Warforged (Scale) | You gain a connection to the dragonstorm through your soul fragment, gaining the following benefits: - You gain blindsight 10ft - your elemental core is empowered, the every attack after the first made by a creature without resistance to the damage type associated with your resistant plating suffers a penalty of -1d4 to the attack roll. - Whenever you deal 15+ of your associated elemental damage, you may inflict the correlated damage condition on the target until the end of your next turn |
| War Tune | Racial | WarForged (Song) | You are enlightened by the resonance that animates your being, gaining the following benefits: -Thunder damage you deal ignores resistances -Any aoe you create that is sound based is doubled in size, and any sound based ranged attacks can be made at twice the distance. -You may cast crown of madness on one creature you can hear you without expending a spell slot, using charisma as the spell casting ability. You cannot use this feature again until you have completed a long rest. |
| Ward of Waves | Racial | Water Genasi | The primordial magic in your blood allows you greater control over water. You gain the following benefits: -Increase your Wisdom or Constitution score by 1 to a maximum of 20. -You can use echolocation underwater, giving you blindsight out to a range of 30 feet while under water. This cannot be used while deafened. -As a reaction to an attack you can conjure the moisture around you into a ward of magical water. Until the start of your next turn attacks against you have disadvantage. At the start of your next turn you can use your action to release the watery ward in a direction you choose in a 5 feet by 20 feet line. Each creature affected must make a Strength saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or be pushed 10 feet directly away from you. A Medium or smaller creature who fails this save is also knocked prone. If you choose not to release the water it falls harmlessly to the floor. You regain the ability to use this trait after a short or long rest. |
| Weave Forged | Racial | Warforged (Spell) | You unlock the latent arcane connection of your soul fragment, gaining the following benefits: -If you or a creature fails a concentration save within 5ft of you, and you have at least one hand free, you may make a reaction to add a bonus to the roll. The bonus is 1d4, and an additional +2 for each hand you have free, max your pb. -upon casting a leveled spell, you may instantaneously cast a cantrip of the same school as a part of the same action. |
| Will of the Water | Racial | Water Genasi | The water guides you, and supports you unlike others. You gain the following benefits: -Increase your Constitution or Wisdom by 1, to a maximum of 20. -Your swim speed increases by 10 feet and you can walk on water as if it were ground. -While walking on water your speed is increased by 10 feet. -Once per short or long rest when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. |
| Wings of the Wind | Racial | Aarakocra | You have become an expert in flight, and mastered maneuverability in the skies. You gain the following benefits: -Increase your movement speed by 10 feet. -Whenever you take the Dodge action while flying you gain temporary +1 AC. This lasts until the start of your next turn. -As a bonus action, you can descend up to 500 feet without taking fall damage. If you take the attack action immediately after using this ability and descending by at least 40 feet, your next attack does an additional 2d6 damage. You can add this damage once per short or long rest, or whenever you would roll initiative. You cannot use this ability while grappling a creature or carrying a heavy load. |
Weapon Feats
| Name | Type___ | Prereqs | Effect |
|---|---|---|---|
| Lightly armored | Revised | - | You have trained to master the use of light armor, gaining the following benefits: -Increase your Strength or Dexterity by 1, to a maximum of 20. -You gain proficiency with light armor. If you are already proficient in light armor, you also gain the following benefits: -You gain proficiency with Light Shields, if you don't already have it. -While you wear Light Armor, you add your proficiency bonus to initiative rolls. |
| Medium Armor Master | Revised | Proficiency with medium armor | You have practiced moving in medium armor to gain the following benefits: -You ignore the Loud and Bulky property on any medium armor you wear. -When you wear medium armor, the maximum Dexterity modifier you can use increases by 1 -When you wear medium armor, you have a +1 bonus to initiative rolls. |
| Heavy Armor Master | Revised | Proficiency with heavy armor | You can use your heavy armor to deflect strikes that would kill others. You gain the following benefits: -Increase your Strength score by 1, to a maximum of 20. -Any damage reduction provided by your armor increases by 1. -You treat Strength prerequisites for Heavy armor as though they were 2 lower. -While wearing heavy armor, you have advantage on saving throws against being pushed or pulled. |
| Defensive Duelist | Revised | Dexterity 13 | -When you are wielding a finesse weapon with which you are proficient, that weapon has the Parry trait, even if it otherwise wouldn't. -When you use a weapon's Parry trait while wielding only one parrying weapon, add your entire proficiency bonus, instead of only adding half. -Lastly, as a bonus action, you can prepare yourself to parry multiple incoming attacks. Until the start of your next turn, once per turn, you can use a weapon's Parry trait without requiring or expending your reaction. You must still must meet all other prerequisites for Parrying. |
| Exotic weapon Initiate | - | Proficiency in all martial weapons | -Increase your Strength or Dexterity by 1, to a maximum of 20. -You gain proficiency with 3 exotic weapons. -you also gain proficiency in any one skill of your choice, which you picked up along your unique path to learning the ways of exotic weaponry. |
| Parry Breaker | - | Prerequisite: Proficiency with at least one weapon that has the parry property | You are adept at overcoming parrying defenses. -Increase your Strength or dexterity by, to a maximum of 20. -When one of your melee weapon attacks would be parried, you can use your reaction to roll 1d6, adding the roll to your attack, potentially causing it to hit. If you roll a 6 on this die and the attack hits, roll another d6 and add it to to the attack's damage. |
https://www.worldanvil.com/w/verum-arcadum/a/rain-orb-druid-features-article
Spell Focus Feats
| Name | Type | Prereqs | Effect |
|---|---|---|---|
| Foci Master | Spell Focus | Proficiency in at least 2 Spell Foci | -Increase Intelligence, Wisdom or Charisma score by 1 to a maximum of 20 - Choose one Spell foci mastery from the list, this mastery must be for a foci you have proficiency in |
Titanic Strike Feats
| ___Name___ | Prereq | __Type__ | Description |
|---|---|---|---|
| Earth shattering Strikes | Titanic Strike | -Increase your Str or Con Score by one -When you wind a titanic attack, you may attempt to increase the Minimum Str Requirement of your Weapon by 2, In exchange when you hit with the attack, all creatures within 10ft of the target must make a Dexterity Save Vs your Titanic DC, on failure they take half of the attacks damage that was dealt to the initial target. | |
| Embedding Thrust | Titanic Strike | -Increase your Str or Con Score by one -When you wind a titanic attack with a weapon which deals Piercing damage, you may attempt to increase the Minimum Str Requirement of your Weapon by 2, In exchange when you release the attack, instead of dealing damage, The attack auto grapples a target of up to 1 size larger than the weapon. The weapon remains stuck in a creature larger. While grappling you must maintain least 1 hand on the weapon and may not make attacks with the same weapon. You can spend an attack to twist the weapon and auto hit a target with a stuck weapon. | |
| Whirlwind Slash | Titanic Strike | -Increase your Str or Con Score by one -When you wind a titanic attack with a weapon that deals slashing damage, you may attempt to increase the Minimum Str Requirement of your Weapon by 2, In exchange if you when you release the attack, you instead cause all creatures within the weapon's reach to make a dex saving throw vs your Titanic dave DC, against taking the dmg of the attack, or half on success. | |
| Forceful Blows | Titanic Strike | -Increase your Str or Con score by one -When you wind a titanic attack with a weapon that deals bludgeoning damage, you may attempt to increase the min str Req of the weapon up to your prof bonus, when you hit the wound strike, you may choose to knock back the creature in a straight line 10ft for each point you increased the min Str Req. if you are underneath the creature, they are knocked upwards and they fall to the ground at the end of the targets turn. If a creature falls at least 30ft from this movement, they are also knocked prone. | |
| Hair Trigger | Dex 15+ | Titanic Strike | -At the start of your turn before releasing the wound attack, you may spend up to 15ft of walking speed and then release the attack. -If you exceed the minimum strength req of your wound strike weapon by 2+, and a creature would trigger an attack of opportunity by moving out of your threat range, you may immediately release the strike. Doing so this way requires you to make a melee attack roll instead of automatically hitting, and you loose any techniques you chose when initiating the strike. |
| Delayed Release | Str 15+ | Titanic Strike | -Increase your Str or Con Score by one -If you start your turn after successfully holding concentration on a wound strike, you may choose to add 1 to the Minimum Str requirement of you weapon until the strike is released and continue to hold the strike until the start of you next turn. You may use this feature as many times as you want, however upon failing the athletics check when the Min Str score you lose the wound attack. Each time you hold the attack for an additional round using this feature, increase the damage die of the titanic weapon by an additional half of the titanics weapon die (or the base smaller weapons damage die, E.g. Great sword: 2d6, T greatsword: 4d6, One round Wound adds +2d6 making 6d6 the damage die) |

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