Feats & andere Fähigkeiten in Eberron | World Anvil
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Feats & andere Fähigkeiten

Feats

Arcanodynamics Expert

An unrivaled understanding of arcanodynamic engineering allows you to transfer magical energy between items and constructs. You can use a bonus action to exchange any of the following for the other, an amount of times per long rest equal to your Intelligence bonus:
  • 1d4 charges from a magical item
  • a spell slot of a level, equal to the uses expended
  • 1d8 of your hit points (warforged only)
  • 1d8 force damage on your next attack
  • 2 hours of infusion activity (if expended, the infusion ceases functioning for the duration immediately)
If you attempt to draw from several sources or a very powerful one, if you attempt to power several effects at once, if you destroy an item in the process, or if you attempt to cast a spell of a level you couldn't otherwise cast, you must succeed on a DC 15 Concentration check or lose the charge, taking 1d8 force damage per use.  

Dungeon Delver

Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:
  • You have advantage on Wisdom (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 have advantage on Intelligence checks to appraise and identify old artifacts.
  • Traveling at a fast pace doesn't impose the normal -5 penalty on your passive Wisdom (Perception) score.
 

Eldritch Adept

Studying occult lore, you have unlocked eldritch power within yourself: you learn one Eldritch Invocation option of your choice from the warlock class. If the invocation has a prerequisite of any kind, you can choose that invocation only if you're a warlock who meets the prerequisite.
Whenever you gain a level, you can replace the invocation with another one from the warlock class.  

Envoy Specialist

You have modified your body to perform a specific task, integrating a tool directly into your body. You gain the following benefits.
  • Increase one ability score of your choice by 1, to a maximum of 20.
  • You gain proficiency with one tool of your choice.
  • Choose a number of tools you are proficient with equal to your proficiency bonus. You can integrate working models of these tools into your body using 1 hour of work per tool. They can’t be removed, and as long as you have a hand free, you can make use of the integrated tools.
  • You add your intelligence modifier to ability checks using an integrated tool.
 

Healer

You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:
  • You gain proficiency in the Medicine skill.
  • When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point.
  • As an action, you can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.
 

Magic Mimicry

You have learned the art of adapting your magic to different personas, using a deck of cards as a mnemonic focus and gaining the following benefits:
  • You learn a number of additional spells equal to your proficiency bonus per persona, selected from a spell list fitting your persona, that you can only cast in that form and using the corresponding ability modifier (Charisma for Bards, Intelligence for Wizards, etc.).
    You can exchange one of these spells per persona whenever you would learn new spells.
  • You can transcribe ritual spells into the cards from a written source like a wizard would into their spell book, drawn from the lists of your personas. This process takes 2 hours and 50 gold pieces per level of the spell. You can cast them as a ritual in any form, using the corresponding ability modifier.
 

Mounted Combatant

You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you 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 Dexterity 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.
 

Talenta Warrior

Nach einem ganzen Leben als Krieger auf den Ebenen hast du spezielles Training mit den traditionellen Waffen der Halblinge und Hinterhalten. You gain the following benefits:
  • You can use longswords and glaives as finesse weapons and you can use glaives one-handed when mounted.
  • You are proficient with boomerangs, lassoes and other plains weapons.
  • You deal an additional 1d8 weapon damage if you have advantage on the attack.
 

Telepathy

You awaken the ability to mentally connect with others, granting you the following benefits:
  • Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
  • You can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. The creature can respond to you telepathically.
  • You can cast the detect thoughts spell, requiring no spell slot or components, and you must finish a long rest before you can cast it this way again. Your spellcasting ability for the spell is the ability increased by this feat. If you have spell slots of 2nd level or higher, you can cast this spell with them.
 

War Caster

You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
  • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
  • You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
  • When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
 

Warlock Invocations

Eyes of the Runekeeper

You can cast comprehend languages and detect magic at will, without expending a spell slot.  

Mask of Many Faces

You can cast disguise self at will, without expending a spell slot.  

Misty Visions

You can cast silent image at will, without expending a spell slot.

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