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Feats

A feat defines how your character's abilities develop in relation to their fields of expertise over the course of the adventure. Many of these feats are very much necessary throughout this type of campaign as it provides tools for characters to deal with the likes of Bubblegum Users and other new types of enemies.   Additionally, many of these feats require certain unique prerequisites to be met before unlocking them, unless your class or race tells you otherwise. These prerequisites may be in the form of ability score minimums, already having certain feats unlocked, or being a certain race.  

Alert

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Always on the lookout for danger, you gain the following benefits:
  • You can’t be surprised while you are conscious.
  • You gain a +5 bonus to initiative.
  • Other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you.
 

Antifreeze

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When you fail an attack roll, ability check, or saving throw, you gain a +2 bonus to your next attempt of the same type within the next minute.   Once per long rest, if you fail three consecutive rolls, you can reroll one of them.
 

Armor Proficient

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When you choose this feat, you advance your proficiency with heavier and stronger armors.  
Lightly Armored
You have trained to master the use of light armor, gaining the following benefits:
  • Increase your Constitution or Motorics score by 1, to a maximum of 20.
  • You gain proficiency with light armor.
 
Moderately Armorered
Prerequisite: Proficiency with light armor
You have trained to master the use of medium armor and shields, gaining the following benefits:
  • Increase your Constitution or Motorics score by 1, to a maximum of 20.
  • You gain proficiency with medium armor and shields.
 
Medium Armor Master
Prerequisite: Proficiency with medium armor
You have practiced moving in medium armor to gain the following benefits:
  • Wearing medium armor doesn’t impose disadvantage on your Motorics (Stealth) checks.
  • When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Motorics of 16 or higher.
 
Heavily Armored
Prerequisite: Proficiency with medium armor
You have trained to master the use of heavy armor, gaining the following benefits:
  • Increase your Constitution score by 1, to a maximum of 20.
  • You gain proficiency with heavy armor.
 
Heavy Armor Master
Prerequisite: Proficiency with heavy armor
You can use your armor to deflect strikes that would kill others. You gain the following benefits:
  • Increase your Constitution score by 1, to a maximum of 20.
  • While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take are reduced by 3.
 

Athlete

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You have undergone extensive physical training to gain the following benefits:
  • Increase your Constitution or Motorics score by 1, to a maximum of 20.
  • When you are prone, standing up uses only 5 feet of your movement.
  • Climbing doesn’t halve your speed.
  • You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
 

Big Eater

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Your stomach has expanded far beyond the size of any ordinary stomach to gain the following benefits:
  • Increase your Constitution score by 1, to a maximum of 20.
  • You can now recover from exhaustion by consuming large quantities of food. For every 5 lbs of food you consume, you recover 1 level of exhaustion. If you are not exhausted, you instead gain temporary hit points for every 5 lbs of food you consume, up to a maximum of 3.
 

Brutal Finisher

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When you reduce a creature to 0 HP with a melee attack, you can force all enemies within 15 feet to make a Psyche saving throw. On a failed save, they are frightened of you until the end of your next turn.   Once you use this ability, you cannot use it again until you finish a short or long rest.
 

Burglar

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

Clutch

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When you or your party is in a dire situation (e.g., below half HP, outnumbered 2-to-1, or in the final 3 rounds of combat), you gain advantage on attack rolls, ability checks, and saving throws.   Once per long rest, if you fail a roll in a dire situation, you can reroll it and take the new result.
 

Combat Maneuvers

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Many maneuvers enhance an attack in some way. You can use only one maneuver per attack and it costs a bonus action to use. Some maneuvers enhance your defense or your dodge rolls, but cost a reaction to use.   When you choose this feat, you learn a maneuver that are fueled by special dice called maneuver dice.   Maneuver dice may be utilized only once per round. Certain maneuvers provide offensive advantages, while others offer defensive reactions.   At higher levels, your mastery of these maneuvers improves:
  • At 5th level, your maneuver dice upgrade to d8s.
  • At 9th level, they upgrade to d10s.
  • At 13th level, they upgrade to d12s.
  • At 17th level, they upgrade to d20s.
 
Acrobatic Attack
When you make a melee weapon attack on your turn, you can expend one maneuver die to unleash a spectacular acrobatic assault. Roll the maneuver die and add the result to your attack roll.   During this attack, you may incorporate acrobatic flair into your assault. Describe a creative and daring maneuver you wish to perform, such as swinging from a chandelier, flipping off a wall, or somersaulting over your target. The GM may grant additional benefits or impose penalties based on the creativity and feasibility of your chosen acrobatics.  
Ambush
When you make a Motorics (Stealth) check or an initiative roll, you can expend one maneuver die and add the die to the roll, provided you aren't incapacitated.  
Bait and Switch
When you're within 5 feet of a creature on your turn, you can expend one maneuver die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks.   Roll the maneuver die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.  
Bob and Weave
When an attacker makes a melee attack against you that you can see, roll 1d6, on a 4 or higher, the attack instead misses you, regardless of its roll. On a 3 or lower, you can add a maneuver dice to your defensive reaction to help reduce damage. You must be able to move to use this maneuver effectively.  
Clash
When a creature you can see makes a melee attack against you, you can use your reaction, a bonus action, and roll a maneuver die to add to an attack that you will roll to clash with the creature's attack. This can be used to reduce damage that an attack will inflict, negate damage, or even overcome the attack and instead deal damage to the creature who made an attack against you.  
Commander's Strike
When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one maneuver die. That creature can immediately use its reaction to make one weapon attack, adding the maneuver die to the attack's damage roll.  
Commanding Presence
When you make a Psyche (Intimidation), a Psyche (Performance), or a Psyche (Persuasion) check, you can expend one maneuver die and add the maneuver die to the ability check.  
Counter
With razor-sharp reflexes or arcane intuition, you anticipate and disrupt an enemy’s assault—whether blade, bolt, or spell—turning their momentum against them. When a creature within your reach (melee) or 30 feet (ranged/magic) makes an attack or uses a power targeting you or an ally, you can use your reaction to interrupt the creature in the process.   Normal attacks and cantrips are automatically countered.   More powerful attacks and abilities require a counter-attack roll. Add your maneuver dice to your attack roll, and on a success, the attack misses it's original target, but on a failure the original target of the attack takes the remainder of the damage.  
Defensive Duelist
When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, roll 1d6, on a 4 or higher, the attack instead misses you, regardless of its roll. On a 3 or lower, you can add a maneuver dice to your defensive reaction to help reduce damage.  
Deflect Missiles
You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your maneuver dice.   If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 adversity token to make a ranged attack with a range of 20/60 using the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a class weapon for the attack.  
Disarming Attack
When you hit a creature with a weapon attack, you can expend one maneuver die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the maneuver die to the attack's damage roll, and the target must make a Constitution saving throw. On a failed save, it drops the object you choose. The object lands at its feet.  
Distracting Strike
When you hit a creature with a weapon attack, you can distract the creature, giving your allies an opening. You add the maneuver die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.  
Dodge Roll
When targeted by an attack or to avoid an effect, you can use your reaction to perform a quick dodge roll. Roll 1d6, on a 4 or higher, the attack instead misses you, regardless of its roll. On a 3 or lower, you can add a maneuver dice to your defensive reaction to help reduce damage. You must be able to move to use this maneuver effectively.  
Evasion
Your instinctive agility lets you dodge out of the way of certain area effects. When you are subjected to an effect that allows you to make a Motorics saving throw to take only half damage, you can spend a maneuver die to instead take no damage if you succeed on the saving throw, and only half damage if you fail.  
Evasive Footwork
When you move, you can expend one maneuver die, rolling the die and adding the number rolled to your AC until you stop moving.  
Feinting Attack
You can use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the maneuver die to the attack's damage roll.  
Goading Attack
When you hit a creature with a weapon attack, you can expend one maneuver die to attempt to goad the target into attacking you. You add the maneuver die to the attack's damage roll, and the target must make a Psyche saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.  
Grappler
You’ve developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:
  • You have advantage on attack rolls against a creature you are grappling.
  • You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creatures are both restrained until the grapple ends.
  • Creatures that are one size larger than you don’t automatically succeed on checks to escape your grapple.
 
Grappling Strike
Prerequisite: Grappler
Immediately after you hit a creature with a melee attack on your turn, you can try to grapple the target as a bonus action (see the Player's Handbook for rules on grappling). Add the maneuver die to your Constitution (Athletics) check.  
Lunging Attack
When you make a melee weapon attack on your turn, you can increase your reach for that attack by 5 feet. If you hit, you add the maneuver die to the attack's damage roll.  
Maneuvering Attack
When you hit a creature with a weapon attack, you can move one of your comrades into a more advantageous position. You add the maneuver die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.  
Menacing Attack
When you hit a creature with a weapon attack, you can attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Psyche saving throw. On a failed save, it is frightened of you until the end of your next turn.  
Momentum Master
You've learnt to use your weapon's momentum to power your strikes. You can expend a maneuver die gain the following benefits:
  • On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
  • Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a - 5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.
 
Mounted Combatant
You are a dangerous foe to face while mounted. While you are mounted and aren’t incapacitated, you can expend a maneuver die to gain the following benefits:
  • You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
  • You can force an attack targeted at your mount to target you instead.
  • If your mount is subjected to an effect that allows it to make a Motorics saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
 
Parry
When another creature damages you with a melee attack, roll 1d6, on a 4 or higher, the attack instead misses you, regardless of its roll. On a 3 or lower, you can add a maneuver dice to your defensive reaction to help reduce damage. You must be able to move to use this maneuver effectively.  
Precision Attack
When you make a weapon attack roll against a creature, you can add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.  
Pushing Attack
When you hit a creature with a weapon attack, you can attempt to drive the target back. You add the maneuver die to the attack's damage roll, and if the target is Large or smaller, it must make a Constitution saving throw. On a failed save, you push the target up to 15 feet away from you.   When a creature is thrown or knocked back and collides with an immovable object (such as a wall) or another creature, they take damage upon impact. A creature takes an additional amount of Bludgeoning damage equal to 1d6 if the difference in the attack roll and the save is lower than 10, but if the difference is higher than 10, add an additional 1d6 for a total of 2d6 damage from collision. If a thrown creature or falling creature collides with another creature, they share the damage (each takes half).  
Quick shot
You have a quick hand and keen eye when employing firearms, granting you the following benefits:
  • Increase your Motorics score by 1, to a maximum of 20.
  • You ignore the loading property of firearms.
  • Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
 
Quick Toss
As a bonus action, you can make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the maneuver die to the weapon's damage roll.  
Redirect Attack
When a creature misses you with a melee attack roll, you can spend 1 maneuver die as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.  
Rally
On your turn, you can use a bonus action to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the maneuver die roll + your Psyche modifier.  
Riposte
When a creature misses you with a melee attack, you can use your reaction to make a melee weapon attack against the creature. If you hit, you add the maneuver die to the attack's damage roll.  
Savage Attacker
Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.  
Signature Technique
You've developed a powerful technique using your weapon of choice: A unique move that only you know how to pull off.   Choose the range and shape for your signature technique: A 20-foot cone, a 15-foot square, a 10-foot radius sphere, or a 30-foot long and 5-foot wide line. Regardless of your choice, the technique originates from your position. You cannot change your choice later.  
  • When you take the Attack action on your turn, you can replace one of your attacks with your signature technique. Each creature within range must then make a Motorics saving throw, adding one maneuver die to the damage on a failed save and half as much on a success.
  • The damage type is either bludgeoning, piercing, or slashing (you choose which when you gain this feat).
 
Shield Master
You use shields not just for protection but also for offense. You can expend a maneuver die to gain the following benefits while you are wielding a shield.
  • If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
  • If you aren’t incapacitated, you can add your shield’s AC bonus to any Motorics saving throw you make against a spell or other harmful effect that targets only you.
  • If you are subjected to an effect that allows you to make a Motorics saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
 
Stunning Strike
When you hit another creature with a melee weapon attack, you can add and expend 1 maneuver dice to your attack to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.  
Sweeping Attack
When you hit a creature with a melee weapon attack, you can attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your maneuver die. The damage is of the same type dealt by the original attack.  
Tactical Assessment
When you make an Intelligence (Investigation), an Intelligence (History), or a Psyche (Insight) check, you can add the maneuver die to the ability check.  
Tavern Brawler
Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you can expend a maneuver die to gain the following benefits:
  • You are proficient with improvised weapons and unarmed strikes.
  • Your unarmed strike can add one maneuver die for the damage.
  • When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.
 
Trip Attack
When you hit a creature with a weapon attack, you can attempt to knock the target down. You add the maneuver die to the attack's damage roll, and if the target is Large or smaller, it must make a Constitution saving throw. On a failed save, you knock the target prone.
 

Coordinated

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With this feat, characters gain a +2 bonus to all skill checks made when performing tasks that require timing and accuracy, such as aiming weapons, throwing objects, and other Motorics checks. This feat can be used in combat rolls, but only when iniating combat with an enemy that is not aware of your presence.
 

Deadeye

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Your ranged attacks ignore half cover and three-quarters cover.   When you hit a creature with a ranged attack, you can spend your bonus action to target a weak point: The creature has disadvantage on its next saving throw before the end of your next turn.
 

Diplomacy Tactics

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By becoming proficient in different diplomacy tactics, you can add your proficiency bonus to tactics that you know. If your character is proficient in the Influence skill, you may add double your proficiency bonus. Each time you select this feat you can choose a different tactic. Choose one of the following:  
Big Stick
You gain advantage on Intimidation checks to coerce or intimidate.   Once per short rest, you can attempt an Intimidation check to force a target to comply with a demand or reveal information. The target must succeed on a Wisdom saving throw or comply.  
Bootlicker
You gain advantage on Influence checks when flattering or currying favor with authority figures.   Once per long rest, you can leverage your connections to gain access to restricted areas or privileged information. The DM determines the extent of this access based on the situation.  
Bridge Builder
As an action, you can attempt to mediate between two conflicting parties. Roll an Influence check contested by the parties’ Psyche. On a success, the parties agree to a temporary truce or cooperation for the next 24 hours.   If you fail, the parties become hostile toward you.  
Cringe
As a reaction when targeted by an attack, you can attempt to make the attacker hesitate. Roll a Psyche (Influence) check contested by the attacker’s Psyche (Insight). On a success, the attack misses.   Once you use this ability, the attacker is immune to it for 24 hours.  
Debate Lord
You gain advantage on Influence checks during debates or negotiations involving logic and reasoning.   Once per short rest, you can counter an opponent’s argument, forcing them to reroll a successful Influence check.
Disarming Smile
As a reaction when targeted by an attack, you can attempt to disarm the attacker with a charming smile. Roll a Psyche (Influence) check contested by the attacker’s Psyche (Insight). On a success, the attack misses.   Creatures who witness this are immune to your Disarming Smile for 24 hours.  
Disturbing Knowledge
As an action, you can share unsettling information with a target. Roll a Psyche (Influence) check contested by the target’s Psyche (Insight). On a success, the target is frightened of you for 1 minute.   The target can repeat the saving throw at the end of each of its turns.  
Gaslighter
You gain advantage on Influence checks to manipulate or sow doubt.   Once per short rest, you can attempt to undermine a target’s confidence. The target must succeed on a Wisdom saving throw or have disadvantage on its next ability check or attack roll.  
Good Word
As a bonus action, you can distract a foe within 30 feet with a witty remark. Roll a Psyche (Influence) check contested by the target’s Psyche (Insight). On a success, the target has disadvantage on its next attack roll or ability check.  
Grovel
As an action, you can attempt to convince a foe that you’re not a threat. Roll a Psyche (Influence) check contested by the target’s Psyche (Insight). On a success, the target cannot attack you until the end of its next turn.  
Improviser
You gain advantage on Influence checks to create distractions or divert attention.   Once per short rest, you can use your improvisational skills to grant an ally advantage on a Stealth or Sleight of Hand check.  
Leech
You gain advantage on Influence checks to negotiate for resources or favors.   Once per long rest, you can call in a favor from a contact to gain a small resource or service (e.g., free lodging, information, or a minor item).  
Rizzler
You gain advantage on Influence checks when interacting with individuals attracted to your character.   Once per short rest, you can attempt to charm a target into performing a small favor for you. The target must succeed on a Wisdom saving throw or comply.  
Slicker
You gain advantage on Influence checks to deceive or mislead.   Once per short rest, you can attempt to deceive a target into believing a falsehood. The target must succeed on a Psyche saving throw or be fooled for 1 hour.  
Steel Yourself
As a bonus action, you can encourage an ally within 30 feet. The ally gains advantage on their next attack roll, ability check, or saving throw.  
Tall Tales
Once per short rest, you can spin an elaborate story to mislead or entertain. Roll a Charisma (Deception or Performance) check. On a success, you can either distract a group of creatures or gain temporary favor with a skeptical individual.
 

Discretion Agent

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Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:
  • You have advantage on Intelligence (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.
  • You have advantage on saving throws made to avoid or resist traps.
  • You have resistance to the damage dealt by traps.
  • You can Search for traps while travelling at a normal pace, instead of only at a slow pace.
 

Durable

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Hardy and resilient, you gain the following benefits:
  • You can select this perk up to 4 times. Each time you select this perk you can permanently add 1d6 to your armor class.
  • You regain full hit points each time you take a Short Rest.
  • Increase your Constitution score by 1, to a maximum of 20.
 

Fighting Styles

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You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't normally take a Fighting Style option more than once, even if you later get to choose again, unless otherwise stated through a class feature.   You can only use your chosen Fighting Style feat once per turn.  
Archer
When a creature you can see hits or misses you with a ranged weapon or spell attack, you can use your reaction to make a ranged weapon attack against that creature immediately after its attack.  
Dual Wielder
When a creature misses you with a melee attack, you can use your reaction to make an off-hand weapon attack against the creature.  
Duelist
While wielding a single melee weapon that lacks the heavy property, when a creature misses you with a melee weapon attack, you can use your reaction to make an unarmed strike against, or attempt to disarm (2014 DMG, page 271) the creature.  
Fell Handed
As a master of the handaxe, battleaxe, greataxe, warhammer, and maul, you have honed your combat skills to exploit openings and overcome challenges with these weapons. When an enemy within 5 feet of you misses you with a melee attack while you are wielding one of your mastered weapons (handaxe, battleaxe, greataxe, warhammer, or maul), you can use your reaction to unleash to knock your target prone.  
Gadget Expert
You have dedicated yourself to the study and practical use of Gadgets, gaining profound expertise in their deployment and manipulation. When you or an ally within 30 feet of you is targeted by an attack or affected by a spell that requires a Motorics saving throw, you can use your reaction to deploy a Gadget to disrupt the threat.  
Great Weapon Fighter Wielder
While you are wielding a melee weapon with the heavy property, when a creature makes an attack against a target other than you, you can use your reaction to make a melee weapon attack against the attacking creature.  
Heavy Thrower
Prerequisite: Constitution 12 or higher
When a hostile creature moves within 20 feet of you or an ally, you can use your reaction to hurl a large object or cannonball at the target with remarkable force. If you have a large object nearby (like a heavy crate or piece of debris), you can throw it to create an obstacle or hindrance. Make a ranged attack roll using your Constitution modifier. On a hit, the object lands in a space of your choice within 20 feet of you, creating difficult terrain or providing cover for you or your allies.  
Protector
When a creature you can see attacks a target other than you that is within 5 feet of you you can intercede as a reaction. Add your AC to the target's AC instead of your own, until the start of your next turn, or until you and your target are separated by more than 5 feet.  
Pugilist
When a creature that you have grappled is hit with a melee attack, by a creature other than you, you can use your reaction to make a melee weapon attack or unarmed strike against the grappled creature.  
Sharpshooter
When you witness a hostile creature making a ranged attack against you or an ally within 60 feet, you can use your reaction to unleash a precise counterattack. When you make a ranged weapon attack against the creature who attacked you or your ally. You can ignore half cover and three-quarters cover that the target benefits from.   Additionally you gain proficiency in aiming at moving targets.  
Skulker
When a hostile creature moves within 10 feet of you without detecting your presence, you can use your reaction to make a melee attack against it with advantage.
 

Giant Slayer

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When you attack a creature larger than you, your weapon attacks deal extra damage equal to your Ability Rating.   You have advantage on Motorics saving throws against effects created by creatures larger than you (e.g., stomps, tail swipes).
 

Interfacing

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Assesses the player-character's proficiency in manipulating objects and devices beyond just weapons. This grants a Passive Perk of +2 to skill checks related to this ability.
 

l337 speak

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Prerequisite: Programming, Hacker, or DM Permission
You have studied programming languages and codes, gaining the following benefits:
  • Increase your Intelligence score by 1, to a maximum of 20.
  • You can ably create written ciphers. Others can’t decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use an ability to decipher it.
 

Limitless Range

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Double the normal range of your ranged weapon attacks or spells. Attacks made at extreme range (beyond normal range but within this feat’s extended range) no longer suffer disadvantage.
 

Lucky

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You have inexplicable luck that seems to kick in at just the right moment. You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional stat dice.   You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the rolls is used for the attack roll, ability check, or saving throw. You can also spend one luck point when an attack roll is made against you, and then choose whether the attack uses the attacker's roll or your defensive save.   If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled. You regain your expended luck points when you finish a long rest.
 

Master of Disguise

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

Medical Procedures

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When it comes to administering healthcare, you must learn the proper Procedures for administering your Healer's Kit. By following the Procedures, you can provide an effect to a targeted creature without expending adversity tokens at the base level. When you use a Procedure, you must roll a Medicine (Intelligence) check against the DC.   Creatures can only benefit from the effects of a Procedure once per short or long rest. Any creature you wish to perform a Procedure on, including yourself, must be a living creature as Procedures have no effect on Undead or Constructs. If you fail a Procedure, the target creature cannot be attempted on again until they finish a short or long rest.   Most adventurers start out only knowing two Procedures, but they can learn more by meeting with local healers, hospitals or by finding books on health and wellness. Choose two from the following Procedures:  
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Basic Procedures

Medics will generally always know how to use these following two basic procedures.  
Basic Health Check Up

Activation: Action

DC: None

Resource Cost: None

Duration: Instant

Restores 1 hit point to a creature. A creature can benefit from this once per short rest.

 
Basic Stabilization

Activation: Action

DC: None

Resource Cost: None

Duration: Instant

Stabilizes a creature at 0 hit points. A creature can benefit from this an unlimited number of times between rests.

 
  Medics can learn more procedures by meeting with local healers, hospitals, or by finding or buying books on health and wellness.  

Moderate Procedures (1st Level)

These procedures require more skill and may involve some risk.  
Anxiolytic Salve

Activation: Action

DC: 6

Resource Cost: 1+

Duration: 1 minute

You can calms a willing creature’s emotions. Does not counter magical emotions.

 
Cognitive Enhancer

Activation: Action

DC: 6

Resource Cost: 1+

Duration: 1 minute

You can give a shot to one willing creature, giving them enhanced mental acuity. The target creature gains advantage on all Intelligence checks for 1 minute.

 
Cryogenic Analgesic

Activation: Bonus Action

DC: 6

Resource Cost: 1+

Duration: Instant

You can spray a freezing agent onto one creature within 5 feet. The target gains resistance to the next source of non-magical damage they take, or you can choose to deal 1d8 cold damage to them instead.

 
Cure Disease or Poison

Activation: Action

DC: 5

Resource Cost: 1+

Duration: Instant

You can neutralize a known poison or disease afflicting a creature. If the target is affected by multiple known diseases, you choose which effect to end. If you do not know what poison or disease is afflicting the creature, the Procedure automatically fails.

 
Diagnostic Survey

Activation: 10 Minutes

DC: 5

Resource Cost: None

Duration: Instant

Identifies one disease, poison, or magical affliction affecting a creature. Reveals basic symptoms but not the source/cure. Fails if the ailment is unknown to medical science.

 
General Anaesthetic

Activation: Action

DC: 10

Resource Cost: 1+

Duration: 1 minute

You can target a creature with sleeping gas from your Healer's Kit, causing one creature you can touch to fall unconscious. On a failed save the target falls unconscious for 1 minute or until they take damage.

 
Performance Enhancer

Activation: Action

DC: 5

Resource Cost: 1+

Duration: 1+ minutes

On the target's next ability check made in the next minute after application, they add a d4 to the check as they feel their senses come alive. The effect then fades.

 
Placebo Effect

Activation: Action

DC: 6

Resource Cost: 1

Duration: 1 hour

Convince a creature they’ve been healed. They gain 1 temporary HP.

 
Prophylactic Analgesia

Activation: Bonus Action

DC: 7

Resource Cost: 2+

Duration: 1 hour

You can give one willing creature a painkiller, granting them resistance on the next attack that hits them. This effect lasts until the creature is hit or 1 hour passes, whichever comes first.

 
 

Complex Procedures (6th Level)

These are intricate and may involve significant risk, requiring advanced skills and specialized training.  
Adrenaline Injections

Procedure, Medical

Activation: Bonus Action

DC: 6

Resource Cost: 1+ (scaling)

Duration: 1+ rounds

You pump a cocktail of chemicals into one willing creature. The target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns.

 
Antipyretic Treatment

Activation: Action

DC: 8

Resource Cost: 2

Duration: Instant

Reduces one level of exhaustion in a creature. Expend 2 additional points per extra exhaustion level removed.

 
Antivenom Synthesis

Activation: 1 Hour

DC: 12

Resource Cost: 4

Duration: 24 hours

Craft a dose of antivenom that grants immunity to one poison type (ingested, inhaled, etc.) for 24 hours. Requires a sample of the poison.

 
Cortisol Regulator

Activation: Action

DC: 14

Resource Cost: 5

Duration: Instant

Ends the paralyzed or stunned condition in a creature. Temporary immunity to the same condition for 1 hour.

 
Defibrillator Shock

Activation: Action

DC: 8

Resource Cost: 2+

Duration: Instant

You can use a defibrillator from your Healer's Kit. You can target either a dying creature to stabilize them and bring them to 1 hit point, or you can target an enemy within 5 feet, dealing 1d8 lightning damage.

 
Laser Treatment

Activation: Action

DC: 8

Resource Cost: 2+

Duration: Instant

You can use a laser device from your Healer's Kit. You can either seal a wound of a wounded creature or deal 1d8 radiant damage to an enemy within 30 feet.

 
Metabolic Catalyst

Activation: 1 Minute

DC: 5

Resource Cost: 1

Duration: 24 hours

A pill that suppresses hunger, thirst, or fatigue for 24 hours. No penalties for exhaustion while this effect is active.

 
Paralytic Injection

Activation: Action

DC: 8

Resource Cost: 1+

Duration: 5+ minutes

You can inject a numbing agent into a willing, sleeping, or incapacitated creature, paralyzing them for 5 minutes. The target must succeed on a Constitution saving throw or be paralyzed for the duration.

 
Prophylactic Booster

Activation: Action

DC: 7

Resource Cost: 1+

Duration: Until rest

You can buff a target creature. The target creature gains 2 temporary hit points and advantage on saves vs fear until they take a short or long rest.

 
Psychotropic

Activation: Action

DC: 11

Resource Cost: 3+

Duration: Varies

You can administer a psychotropic compound to a willing creature, aiding them in overcoming mental trauma. The target gains advantage on Psyche saving throws and Psyche ability checks for 1 hour. Alternatively, you can target an unwilling creature that you can touch, causing them to become confused for 1 minute.

 
Recovery Infusion

Activation: 10 Minutes

DC: 7

Resource Cost: 1+

Duration: Instant

You select a number of creatures equal to your Ability Rating and heal them a number of hit points equal to 1d4 - 1. Creatures can benefit from this effect once per long rest.

 
Triage Protocol

Activation: 1 Minute

DC: 8

Resource Cost: 2+

Duration: Instant

Stabilizes up to 3 dying creatures within 30 feet. Expend additional points to add +1 creature per point. DC +1 per 2 points.

 

Microwave

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After you land a successful attack or spell, you gain a momentum stack (max 3 stacks). Each stack grants a +1 bonus to attack rolls.   If you miss an attack or fail a spell, you lose all momentum stacks. Stacks reset after combat or 1 minute of inactivity.
 

Mobile

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You are exceptionally speedy and agile. You gain the following benefits:
  • Your speed increases by 10 feet.
  • When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn.
  • When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
 

Mount Master

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You’ve spent years riding on and training mounts, making you a natural rider.
 

Path to Ascension

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Your level cap increases to 30, you cannot level any one class past 20. Every five levels after 20 you gain +1 proficiency.
 

Performance Techniques

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When you select this feat, you gain the ability to use various Performance Techniques, which are special actions that provide different effects, buffs, or debuffs. You learn two Performance Techniques of your choice from the list below. Each additional time you select this perk, you learn an additional perk. Each time you learn new techniques, you can also replace one technique you know with a different one.   Using Performance Techniques: You can use a Performance Technique a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest unless explicitly stated otherwise. Undead and creatures immune to being charmed aren't affected by Performance Techniques. Performance Techniques performed during combat will do so at disadvantage, but this disadvantage can be negated by gaining advantage from high ground, help or hide actions, etc.  
Agitating Performance
As an action, you can perform a provoking act. Each creature of your choice within 30 feet of you that can see or hear you must make a Psyche saving throw against your Performance DC. On a failed save, a creature has disadvantage on all ability checks until the end of your next turn.  
Confusing Performance
As an action, you can perform a bewildering act. Each creature of your choice within 30 feet of you that can see or hear you must make an Intelligence saving throw against your Performance DC. On a failed save, a creature is confused until the end of your next turn. A confused creature must roll a d10 at the start of each of its turns to determine its behavior:
  • 1-4: The creature does nothing.
  • 5-6: The creature uses all its movement to move in a random direction.
  • 7-8: The creature makes a melee attack against a random creature within its reach.
  • 9-10: The creature can act and move normally.
 
Deafening Performance
As an action, you can perform a loud and jarring act. Each creature of your choice within 30 feet of you that can hear you must make a Constitution saving throw against your Performance DC. On a failed save, a creature is deafened until the end of your next turn.  
Discouraging Performance
As an action, you can perform a disheartening act. Each creature of your choice within 30 feet of you that can see or hear you must make a Psyche saving throw against your Performance DC. On a failed save, a creature has disadvantage on its next attack roll or saving throw before the end of its next turn.  
Distracting Performance
As an action, you can perform a distracting act. Choose one creature or more creatures within 30 feet of you that can see or hear you. The target(s) must make a Psyche saving throw against your Performance DC. On a failed save, the creature has disadvantage on attack rolls until the start of your next turn.  
Energizing Performance
As an action, you can give an energizing performace that grants allies within 30 feet of you temporary Hit Points equal to half your Proficiency Bonus rounded down.  
Frightening Performance
As an action, you can perform a terrifying act. Each creature of your choice within 30 feet of you that can see or hear you must make a Psyche saving throw against your Performance DC. On a failed save, a creature is frightened of you for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.  
Inciting Performance
As an action, you can perform an uproarious act that incites chaotic movement. Each creature of your choice within 30 feet of you that can see or hear you must make a Psyche saving throw against your Performance DC. On a failed save, a creature is compelled to join in an agitated frenzy, moving and acting as if caught in a mosh pit. Until the end of your next turn, affected creatures must use their movement to push and shove in a random direction, treating other creatures as difficult terrain. This movement does not provoke opportunity attacks.  
Infatuating Performance
As an action, you can perform a captivating act. Choose one creature within 30 feet of you that can see or hear you. That creature must make a Psyche saving throw against your Performance DC. On a failed save, the creature is charmed by you for 1 hour or until you or your allies attack or damage it.  
Intimidating Performance
As an action, you can perform a menacing act. Choose one creature within 30 feet of you that can see or hear you. That creature must make a Psyche saving throw against your Performance DC. On a failed save, the creature is frightened of you until the end of your next turn.  
Joking Performance
As an action, you regale your audience with humorous anecdotes and witty remarks. Choose one creature within 30 feet of you that can hear you. That creature must succeed on a Wisdom saving throw against your Performance DC or become incapacitated with laughter until the end of your next turn.  
Joyful Performance
As an action, you exude an infectious aura of joy and celebration. Each creature of your choice within 30 feet of you that can see or hear you must make a Wisdom saving throw against your Performance DC. On a failed save, a creature is filled with overwhelming happiness and is incapacitated with delight until the end of its next turn.  
Lulling Performance
You gain the ability to soothe creatures into a supernatural slumber outside of combat. Roll your psyche dice, and add your Proficiency Bonus to the roll. Creatures within the range of your performance must make a Psyche saving throw. Each creature affected by this performance falls unconscious until the performance ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake.  
Messaging Performance
As an action, you perform a complex series of gestures, expressions, and subtle cues that convey a coded message to a willing creature you can see within 30 feet of you. You can transmit a message of up to 25 words, and the target understands the message as if it had received a message spell. The performance requires no spoken words and is understood only by the target creature.  
Pacifying Performance
As an action, you can perform a calming act. Each creature of your choice within 30 feet of you that can see or hear you must make a Psyche saving throw against your Performance DC. On a failed save, a creature is pacified and cannot take any offensive actions until the end of your next turn.  
Soothing Performance
As an action, you can perform a soothing melody that revitalizes your allies. Doing so will make your next short rest will allow your party to roll a d4 to heal instead of d4-1. You can use this once per day.
 

Powers

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Bubblegum

You stumble upon a enchanted gumball in some way giving Bubblegum powers.  

Power Points

You can permenently increase your pool of power points for any power system that you know. You gain one of the following benefits based on the power system you choose to expand your points pool in:
  • Bubblegum: You gain 10 Gum Points to add to your pool of Gum Points.
  • Willpower: You gain 5 Will Points to add to your pool of Will Points.
  • Technology: You gain 5 Tech Points to add to your pool of Tech Points.
 

Ritual Magick

Your fascination with witchcraft or alchemical secrets has unlocked the power to perform mystical rituals with the aid of potent mixtures and elixirs. If you do not have a spellcasting class, you gain the ability to perform alchemical rituals through your extensive knowledge of arcane processes. You gain the following benefits:
  • You gain proficiency in the Alchemist's Supplies tool, representing your expertise in preparing and handling alchemical substances for your rituals.
  • You can choose two 1st-level spells from the wizard spell list to add to your alchemical ritual repertoire. These spells do not count against the number of spells in your ritual book. You can cast these spells as alchemical rituals, using your Intelligence score as the spellcasting ability.
  • You may learn additional alchemical ritual spells by finding and deciphering alchemical formulae during your adventures.
 

Rune Reader

Prerequisite: Proficiency in Arcana or DM Permission   You have delved into the mysteries of arcane symbols and coded languages, gaining the following benefits:
  • Increase your Intelligence score by 1, to a maximum of 20.
  • You can decipher and understand written runes and coded languages with ease. Others cannot decipher a code or rune inscription you understand unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use a magical ability to decipher it.
 

Technology Mechanics

When you take this feat, you gain one mechanic of your choice. Choose or make something from the Technology to add to your arsenal of abilities.  

Willpowers

When you choose this feat, you unlock a supernatural side of yourself known as Willpower. Choose one of the following options:
  • Holistic Senses Training: You gain Shivers or one fledgling Holistic Senses invocation.
  • Iron Will Training: You gain Attack Hardening or one fledgling Iron Will invocation.
  • Willcasting Training: You gain Hex Bolt or one fledgling Willcasting invocation.
  • Wyrm’s Tongue Training: You gain Silver Tongue one fledgling Wyrm's Tongue invocation.
 
Witch Crafts
Your knowledge of the occult has led you to become adept at specific areas of witchcraft. When you select this feat, you learn one craft of your choice from the list below. You can select this feat many times, selecting a new craft each time.  
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Calming Nature
You are often sought out as a mediator in disputes. An expert at turning tense situations into peaceful resolutions, you are a calming presence wherever you go.
You gain proficiency in the Persuasion skill and you add the stifle aggression ritual to your ritual spellbook. Additionally, once per long rest, you may cast calm emotions without expending a spell slot.  
Crystallomancy Student
You gain the ability to charge your crystals with positive energy and are able to grant yourself or an ally an enhancement based on the properties of that crystal. Charging one crystal takes 10 minutes. Once activated, a crystal cannot be recharged until you finish a long rest. A creature can use its action to activate the crystal at any time, with the effects lasting for 1 minute. The crystal remains charged until it is activated or destroyed, or until you charge a crystal beyond the maximum number of crystals you can have charged at any one time. As a crystallomancy student, you may have 2 crystals charged at one time. If activated, the crystal cannot be recharged again until you finish a long rest. The full list of crystals and their properties can be found at the end of this chapter.  
Crystallomancy Novice
Prerequisite: 7th Level, Crystallomancy Student
You may have 4 crystals charged at one time. If activated, a crystal cannot be recharged again until you finish a long rest.  
Crystallomancy Expert
Prerequisite: 15th Level, Crystallomancy Novice
You may have 6 crystals charged at one time. If activated, a crystal cannot be recharged again until you finish a long rest.   Crystals and their effects [spoiler]
Amethyst

Rarity: Common

Value: $10

Effect: This purple quartz has great healing qualities. Once activated, when the amethyst is in a creature’s possession, they regain 1 additional hit point from any healing for 1 minute.

 
Aventurine

Rarity: Rare

Value: $7

Effect: This green crystal has a glittering appearance and can cleanse the body of illness. Once activated, when the aventurine is in a creature’s possession, it removes any disease affecting them. The creature also gains advantage on Constitution saving throws for 1 minute.

 
Black Tourmaline

Rarity: Very Rare

Value: $20

Effect: This jet-black crystal can aid with protection. Once activated, when the black tourmaline is in a creature’s possession, they gain resistance to non-magical bludgeoning, piercing, and slashing damage for 1 minute.

 
Citrine

Rarity: Uncommon

Value: $15

Effect: Also called the merchant stone, this yellow-orange crystal carries the energy of the sun. Once activated, when the citrine is in a creature’s possession, it grants resistance to radiant damage for 1 minute. Alternatively, the creature may instead choose to gain advantage on Psyche checks when interacting with a trader or merchant for 1 minute.

 
Clear Quartz

Rarity: Common

Value: $10

Effect: This versatile crystal can take on the properties of any other crystal, giving you the option of charging two of the same type. You must have a crystal of that type in your possession in order to mimic it.

 
Fluorite

Rarity: Rare

Value: $15

Effect: This crystal comes in many different colors and is fluorescent and toxic. It sheds dim light in a 20-foot radius, even when uncharged. Once activated, when the fluorite is in a creature’s possession, they gain resistance to being charmed, frightened, and stunned for 1 minute. After holding the crystal for 1 minute without gloves, the creature must take 1d4 poison damage. This also applies to anyone who holds the uncharged crystal for more than a minute without wearing gloves.

 
Green Jasper

Rarity: Rare

Value: $15

Effect: Jasper is a striking, smooth crystal in varying shades of green. Once activated, when the green jasper is in a creature’s possession, it removes the poisoned condition and grants resistance to poison damage for 1 minute.

 
Hematite

Rarity: Common

Value: $7

Effect: Hematite is shiny and black, enhancing courage. Once activated, when the hematite is in a creature’s possession, it grants advantage on Initiative rolls and resistance to being frightened for 1 minute.

 
Obsidian

Rarity: Uncommon

Value: $10

Effect: This black volcanic stone is the symbol of strength. Once activated, when the obsidian is in a creature’s possession, it grants a +2 bonus to AC and advantage on Constitution checks for 1 minute.

 
Rose Quartz

Rarity: Common

Value: $10

Effect: This pink-tinged quartz is the crystal of love. Once activated, when the rose quartz is in a creature’s possession, it grants advantage on all Psyche checks and resistance to being charmed for 1 minute.

 
Red Jasper

Rarity: Uncommon

Value: $15

Effect: Also known as the stone of endurance, red jasper is a striking, smooth, red crystal. Once activated, when the red jasper is in a creature’s possession, it grants them advantage on Constitution saving throws.

 
Selenite

Rarity: Very Rare

Value: $10

Effect: Also known as the moonstone, selenite is a transparent crystal known for creating safe spaces. Once activated, when the selenite is in a creature’s possession, all creatures they choose within a 10-foot radius gain a +1 bonus to their AC for 1 minute.

 
Smoky Quartz

Rarity: Common

Value: $10

Effect: When the smoky quartz is in a creature’s possession, each undead that can see or hear the creature within 30 feet when it is activated must make a Psyche saving throw. If the undead fails its saving throw, it is turned for 1 minute or until it takes any damage.

 
Tiger’s Eye

Rarity: Rare

Value: $15

Effect: A variety of quartz, tiger’s eye is a black and amber crystal resembling a tiger’s eye. Once activated, when the tiger’s eye is in a creature’s possession, it grants darkvision up to a range of 60 feet and advantage on Initiative rolls for 1 minute.

 
Curse Student
You have learned the ways of your ancestors and have the power to inflict formidable curses upon your enemies. As a 10-minute ritual, you may inflict a curse upon a humanoid of your choice (beasts can be cursed at the GM’s discretion). The target must make the saving throw listed in each curse’s description against your spell save DC, applying one of the following modifiers to the roll: On a successful saving throw, the target resists the curse; on a failed save, the target suffers the effects described under the curse’s entry. As a curse student, you may place a curse on any humanoid within 1 mile of you and you can have 1 curse active at any one time.
Your curses last indefinitely. A remove curse spell lifts your curse on a target, or you can lift one of your curses with a ritual that lasts 1 minute. Once the curse is lifted from the target, it cannot be the target of any other curse for 24 hours.  
Curse Novice
Prerequisite: 7th Level, Curse Student
Your capabilities with curses have grown in power.
You can now have 2 curses active at any one time.
You may only target one humanoid per curse, and the targets of your curse must be within 100 miles of you.  
Curse Expert
Prerequisite: 15th Level, Curse Novice
You have perfected your skills and can now have up to 3 curses active at any one time.
You may only target one humanoid per curse, and the targets of your curse must be on the same plane of existence as you.   Curses and their effects
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Animal Aversion

On a failed Psyche saving throw, all beasts become repulsed by the target and become distressed or aggressive. Cats will hiss and spit, dogs will bark and snarl, horses will unseat them if ridden, and so on.

 
Bad Luck

On a failed Wisdom saving throw, the target becomes cursed with misfortune. They make all Motorics- and Constitution-based attack rolls and ability checks with disadvantage.

 
Befuddle

On a failed Psyche saving throw, the curse clouds the mind of the target, making them confused and distracted. They make all Intelligence- and Psyche-based saving throws with disadvantage until the curse is lifted.

 
Curse of Minor Inconvenience

On a failed Psyche saving throw, the target becomes cursed with a plague of minor inconveniences. Constant sneezing, stones in their shoes, itches they can’t reach, stubbing their toes, a chair never being comfortable enough—any other tiny annoyances you can think of.

 
Doubt

On a failed Psyche saving throw, the target is filled with pessimism and self-doubt, second-guessing every decision they make. They make all Intelligence- and Psyche-based attack rolls and ability checks with disadvantage.

 
Frailty

On a failed Constitution saving throw, the target’s constitution weakens, making them incredibly fragile and noticeably more gaunt and sickly. They make all Motorics- and Constitution-based saving throws with disadvantage.

 
Neutered

On a failed Constitution saving throw, the target struggles to maintain their connection to their magical ability. Until the curse is lifted, any time they attempt to cast a spell, they must make a saving throw using their spellcasting ability modifier against your spell save DC. On a failed save, the spell fails and, if a spell slot would be expended, it is lost.

 
Pox

On a failed Constitution saving throw, the target is covered in foul pustules and boils. They suffer disadvantage on all Psyche-based ability checks and gain the poisoned condition until the curse is lifted.

 
Robbed Senses

On a failed Intelligence saving throw, the target is robbed of one of its senses. You choose if the target is deafened, blinded, or unable to speak until the curse is lifted. They may retake the saving throw once every 24 hours to lift this curse.

 
Sluggish

On a failed Constitution saving throw, the curse forces the target to tire and slow. They move at half their speed and make Initiative rolls and Motorics saving throws with disadvantage.

 
Sickness

On a failed Constitution saving throw, the target contracts a slow-acting, debilitating magical disease. The disease manifests one day later as an unsightly rash across large portions of the target’s body, causing severe itching and imposing disadvantage on all ability checks. The curse cannot be removed by magical means, but the target can attempt to lift the curse by retaking the saving throw once every 24 hours.

 
Vulnerability

On a failed Constitution saving throw, the target becomes vulnerable to a chosen type of damage (acid, bludgeoning, cold, fire, force, lightning, necrotic, piercing, poison, psychic, radiant, slashing, or thunder) until the curse is lifted.

 
Weary

On a failed Constitution saving throw, the target is immediately sapped of energy and tires rapidly, gaining 1 level of exhaustion that cannot be removed until the curse is lifted.

 
Green Witch
If you don’t have it already, you gain proficiency with alchemist’s supplies, and you learn how to concoct potions, poisons, and salves. Potions and poisons can be bottled and have the properties and types listed below. Salves are thick, cleansing creams and ointments that are used to promote healing and protection. After collecting and preparing the ingredients, using alchemist’s supplies and a herbalism kit, make a skill check using either your Intelligence or Wisdom modifier + your proficiency bonus to see if you can craft it correctly.  
Medium
Prerequisite: 7th Level
You learn the speak with dead and commune spells as rituals and can add them to your ritual spellbook. The rituals take 10 minutes longer than normal to cast and the spells last for 1 hour.  
Oils and Poisons Student
You have delved deep into the lore of alchemy and poisoncraft, mastering the art of crafting potent oils and deadly toxins. As an oils and poisons student, you possess the knowledge and skill to prepare various concoctions that can enhance your combat abilities and hinder your foes. You can brew these substances during a short rest, taking 10 minutes to prepare them.   Oils Preparation: During a short rest, you can prepare a single vial of oil. Choose one type of oil from the list below to create:
  • Blade Oil: Grants your weapon additional damage against specific types of creatures, such as beasts, undead, or fiends. The additional damage lasts for one hour or until you make a successful attack against a creature of the chosen type, after which the oil loses its potency.
  • Crippling Oil: Coats your weapon with a paralyzing toxin. On a successful hit with a coated weapon, the target must make a Constitution saving throw against your spell save DC. On a failed save, the target is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the paralysis on a success.
  • Blinding Oil: Creates a blinding substance that hampers your enemy's vision. On a successful hit with a coated weapon, the target must make a Dexterity saving throw against your spell save DC. On a failed save, the target is blinded for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the blindness on a success.
Poisons Preparation: During a short rest, you can prepare a single dose of poison. Choose one type of poison from the list below to create:
  • Paralytic Poison: Creates a toxin that induces paralysis in a creature. Apply the poison to a weapon or a piece of ammunition. On a successful hit, the target must make a Constitution saving throw against your spell save DC. On a failed save, the target is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the paralysis on a success.
  • Deadly Poison: Crafts a lethal toxin that deals ongoing damage to a creature. Apply the poison to a weapon or a piece of ammunition. On a successful hit, the target takes an additional 2d6 poison damage at the start of each of its turns for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the ongoing damage on a success.
  • Hallucinogenic Poison: Brews a potent hallucinogen that confuses and disorients a creature. Apply the poison to a weapon or a piece of ammunition. On a successful hit, the target must make a Wisdom saving throw against your spell save DC. On a failed save, the target is incapacitated and suffers from vivid hallucinations for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the incapacitation on a success.

As an oils and poisons student, you can apply your prepared oils and poisons to your weapons or share them with allies. Additionally, you can have only one vial of oil and one dose of poison prepared at any given time.  
Pendulum Student
Prerequisite: Clairvoyant
Using a pendulum that you have made and a map, you can cast locate object as a ritual without material components. The map must be of an area within 1 mile of your location.
You can perform this ritual once per long rest.  
Pendulum Novice
Prerequisite: 7th Level, Pendulum Student
You have honed your skills with the pendulum and you are now able to cast locate creature as well as locate object as rituals. These rituals can be cast without any material components, however you must have an item belonging to the person you are trying to locate with locate creature, and the map you use must be of an area within 1 mile of your location.
You can perform one of these rituals once per long rest.  
Pendulum Expert
Prerequisite: 15th Level, Pendulum Novice
You are now able to cast locate creature and locate object as rituals, without needing an item belonging to the person you are trying to locate with locate creature. The map you use can be of an area within 1000 miles of your location.
You can perform each of these rituals once per long rest.
Power of Resurgence
Prerequisite: 10th Level
You learn how to literally piece a creature back together and bring them back from the dead.
You learn the resurgence ritual and can add it to your ritual spellbook.  
Profane Resurrection
Prerequisite: 7th Level
You learn to raise the dead by using a vial of fresh blood from a living creature, consumed during the ritual by a dead creature that has been dead no longer than 10 days. However, the creature’s soul does not return; instead, the empty body is animated by an unnatural force, twisted by the ritual’s corruption.   The resurrected creature cannot heal naturally, nor can it be restored by magic. Instead, it must consume fresh blood from a living creature to recover. Each time it drinks blood, it regains 3 hit points. The creature’s flesh becomes unnaturally cold, its heartbeat slow and shallow. Its eyes darken, reflecting an abyss where its soul once was. It gains resistance to necrotic damage and darkvision (60 ft.) if it did not already have it. The body no longer needs air, food, or sleep, but it is gripped by an unnatural hunger that gnaws at its mind, making it difficult to resist violent urges. Any magical diseases, curses, or afflictions the creature suffered in life persist and worsen, feeding off the dark energies that now sustain it. The creature’s alignment shifts, severing it from past oaths, bonds, and morals. It moves with eerie grace, its body lighter, almost unnatural in motion—more a predator than a person.   The being that rises is not the one who died. Their laughter is hollow, their voice a shade of its former self. A soulless echo.  
Psychometry
Prerequisite: 10th Level
You can ascertain the history of an object just by touching it.
You could learn how the object was created, any meaningful experiences it may have had, about a person who owned it, or experiences a person had while in the possession of that object. The impressions you get from an object can be perceived as images, sounds, smells, tastes, or emotions. The type of impressions and the information you receive are determined by the GM.
You can do this a number of times equal to half your proficiency bonus rounded down per long rest.  
Salves and Tonics Student
You have immersed yourself in the study of holistic medicine and natural remedies, becoming adept at crafting salves and tonics to aid yourself and your allies. As a salves and tonics student, you possess the knowledge and skill to prepare various concoctions that can heal wounds, enhance physical abilities, and provide protection against ailments. You can brew these substances during a short rest, taking 10 minutes to prepare them.   Salves Preparation: During a short rest, you can prepare a single vial of salve. Choose one type of salve from the list below to create:
  • Healing Salve: Brews a soothing balm that accelerates natural healing. Applying the salve to a creature speeds up their natural healing process, allowing them to regain hit points at the end of a short rest as if they had spent hit dice, but without expending any hit dice.
  • Sealing Salve: Formulates a potent adhesive that seals open wounds and stops bleeding. Applying the salve to a creature stabilizes them if they are unconscious and prevents them from taking additional damage from bleeding effects for 1 hour.
  • Resistance Salve: Formulates a protective coating that enhances a creature's resistance to harmful effects. Applying the salve to a creature grants them resistance to one type of damage (bludgeoning, piercing, slashing, acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder) for 1 hour.
  Tonics Preparation: During a short rest, you can prepare a single dose of tonic. Choose one type of tonic from the list below to create:
  • Capacity Tonic: Brews an invigorating elixir that expands lung capacity, allowing you to swim underwater for longer periods without needing to surface for air.
  • Clarity Tonic: Distills a clarifying potion that enhances vision, allowing you to see clearly in low-light conditions and darkness as if it were dim light.
  • Warming Tonic: Crafted from a blend of aromatic spices, invigorating herbs and alcohol, the warming tonic imbues the drinker with internal warmth, providing resistance to cold temperatures and helping to stave off the chill of harsh environments.
As a salves and tonics student, you can apply your prepared salves and tonics to yourself or share them with allies. Additionally, you can have only one vial of salve and one dose of tonic prepared at any given time.  
Spirit Board
Prerequisite: 7th Level
You gain the ability to make a spirit board with which you can communicate with the dead. Over the course of a minute, you form a circle around the spirit board with your peers and try to contact a spirit.
You may attempt to connect with a specific spirit or a random one. The likelihood of contacting a spirit is determined by rolling a d100 from the table below. If contact with a spirit is made, each person within the circle may ask one question each, up to a maximum of 4. The spirit may choose to ignore the question or answer incorrectly. Once those questions have been asked, the connection to the spirit ends and it cannot be contacted again for 10 days.
 

Resilient

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Choose one ability score. You gain the following benefits:
  • Increase the chosen ability score by 1, to a maximum of 20.
  • You gain proficiency in saving throws using the chosen ability.
 

Skilled

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You gain proficiency in any combination of three skills or tools of your choice.
 

Unpluckable

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You have advantage on saving throws against effects that would disarm you, knock items from your hands, or disrupt your spellcasting focus.   If you succeed on a saving throw to maintain possession of an item or focus, you can immediately make a melee attack or cast a cantrip as a reaction against the creature that tried to disarm you.
 

Vehicle Specialist

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You’ve trained extensively with a specific type of vehicle, mastering its quirks and capabilities. Choose one group of vehicles to gain proficiency with: Skating (skateboards, rollerblades), Motorcycles, Cars, or Complex Vehicles (trucks, buses).
 

Weapon Proficient

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You gain proficiency with two weapons of your choice.
 

Weapon Masteries

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Weapon Masteries represent specialized combat techniques tied to specific weapon types, enhancing your ability to execute precision strikes and tactical skills.   When you're wielding a weapon and have trained in a weapon mastery associated with it, you can apply that mastery with every attack you make. These techniques have different activation triggers based on the situation. For instance, the "Sweep" mastery triggers when you land a hit, while "Tenacity" activates when you miss your target.   Unlike some abilities, weapon masteries have no usage limits, allowing you to employ them as often as they are triggered, without needing to rest.   Each time you select this feat you may choose 3 weapon masteries as listed below.  
Backbreaker

Weapons: Bludgeoning Melee weapons

Action Type: 1 Attack

Put extra force behind your strike to possibly knock your enemy prone. Add 1d4 bludgeoning damage to your attack roll, on a hit the target rolls a constitution save vs your constitution. On save, targets aren’t knocked prone.

 
Bell Ringer

Weapons: Bludgeoning Melee weapons

Action Type: 1 Attack

Hit an enemy with all your might to deal damage and possibly daze them. On a hit the target rolls a constitution save vs your constitution. On save, targets aren’t Dazed.

 
Bide

Weapons: Any

Action Type: At will

You brace for your attack. Expend half of your movement (rounded down). For the rest of your turn, you have advantage on your next attack.

 
Crippling Strike

Weapons: Melee weapons

Action Type: 1 Attack

You strike at an enemy's legs. If you hit, the target has disadvantage on Motorics saving throws until the start of their next turn.

 
Fancy Footwork

Weapons: Melee weapons

Action Type: 1 Bonus Action

With your mastery of distance, positioning, and momentum, you can move 5 feet without provoking opportunity attacks, after your attack.

 
Flourish

Weapons: Melee weapons

Action Type: 1 Bonus Action

You pretend to attack. Make an attack roll. If you would hit, instead of dealing damage, the next attack against the target has advantage.

 
Gut Shot

Weapons: Bludgeoning weapons

Action Type: 1 Attack

You smash just under the rib cage to stagger your target. If you hit, the target has disadvantage on Constitution saving throws until the start of their next turn. If the target is more than one size larger than you, their initial save against this attack rolls with advantage.

 
Hamstring Shot

Weapons: Ranged weapons

Action Type: 1 Attack

You fire at the enemy's leg. On a hit, the target's movement speed is reduced by half (rounded down) until the end of their next turn.

 
Head Shot

Weapons: Ranged or Bludgeoning weapons

Action Type: 1 Attack

You take aim at the enemy's head to possibly daze them. On a hit the target rolls a constitution save vs your constitution. On a save, the target isn’t dazed.

 
Lacerate

Weapons: Slashing Melee weapons

Action Type: 1 Attack

Slash at your target's vital points to make it bleed. On a save, the target does not bleed. Removed by healing or after two turns.

 
Lunge

Weapons: Piercing Melee weapons

Action Type: 1 Attack

You can strike foes that would normally be out of reach. Add 5 feet to your weapons reach.

 
Mobile Shot

Weapons: Ranged weapons

Action Type: 1 Bonus Action

If you dash or disengage as an action, you can make a mobile shot as a bonus action, making an attack as normal.

 
Piercing Shot

Weapons: Ranged weapons

Action Type: 1 Attack

Aim at an enemy and possibly inflict Wounded. Attacks against this creature deal an additional 2 Piercing damage. Removed by healing or after two turns.

 
Piercing Strike

Weapons: Piercing Melee weapons

Action Type: 1 Attack

Stab an enemy and possibly inflict Wounded. Attacks against this creature deal an additional 2 Piercing damage. Removed by healing or after two turns.

 
Pommel Strike

Weapons: Melee weapons

Action Type: 1 Bonus Action

You make an attack with the pommel-end of the weapon, on a hit the target rolls a constitution save vs your constitution. On save, targets aren’t Dazed.

 
Prepare

Weapons: Any

Action Type: At will

You prepare for a mighty swing. Expend half of your movement (rounded down). For the rest of your turn, you add your ability rating to damage rolls.

 
Ricochet Shot

Weapons: Ranged weapons

Action Type: 1 Reaction

As a reaction after you hit a creature with a Range weapon attack, you can choose to make a second attack against a second target within 10 feet of the original target.

 
Rush Attack

Weapons: Melee weapons

Action Type: 1 Attack

You rush towards your foe. As a part of this attack, you move up to your movement speed through the space of your target and must move at least 5 feet toward them. If you hit, the next attack against the target has advantage. Regardless of a hit or miss you can continue up to your movement speed without taking opportunity attacks.

 
Sweep

Weapons:Melee weapons

Action Type: 1 Attack

You swing your weapon in an arc and can hit up to three adjacent creatures within your reach at once. They each take half the damage your weapon usually deals.

 
Tenacity

Weapons: Melee weapons

Action Type: 1 Reaction

As a reaction after you miss with a weapon attack, you can add damage equal to your Constitution ability rating to your roll.

 
Topple

Weapons: Bludgeoning Melee weapons

Action Type: 1 Attack

You strike at the target's legs, and add 1d4 bludgeoning damage to your roll. If you hit with this attack, you also knock the target prone.

 
Weakening Strike

Weapons: Melee weapons

Action Type: 1 Attack

You strike at the target's hands to weaken them. If you hit, they have disadvantage on their next attack roll.


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