Rules for Games under the END OF ALL HOPE in Eidamir | World Anvil
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Rules for Games under the END OF ALL HOPE

Written End of all hope edited by mirror image of my self.
ACTOR Skilled at mimicry and dramatics. you gain the following benefits:
  • Increase your Charisma score by 1, to a maximum of 20.
  • You have an advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
  • You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.
Earned by constant performing from time to time and getting successes on performance checks. (Approximately 10-20 med-high results)   CHARGER When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature. If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack's damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).   Earned by improvised "push" attacks that end in success(10-20 med/high results)   CROSSBOW EXPERT Thanks to extensive practice with the crossbow, you gain the following benefits:
  • You ignore the loading quality of crossbows with which you are proficient.
  • Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
  • When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a loaded hand crossbow you are holding.
Earned by constantly using crossbow and landing critical hits on creatures (Approximately 20 crit hits)   DEFENSIVE DUELIST Prerequisite: Dexterity 13 or higher When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.   Earned by using finesse weapon and landing crit hits with it (20 times)   ALERT Always on the lookout for danger, you gain the following benefits:
  • You gain a +5 bonus to initiative.
  • You can't be surprised while you are conscious.
  • Other creatures don't gain an advantage on attack rolls against you as a result of being hidden from you.
Earned by exquisite rolls for perception against enemies (20 hidden enemies found while being in stealth)   ATHLETE You have undergone extensive physical training to gain the following benefits:
  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • When you are prone, standing up uses only 5 feet of your movement.
Earned by extensive physical training or crit successes on athletics (20+)   DUAL WIELDER You master fighting with two weapons, gaining the following benefits:
  • You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
  • You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.
  • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
To get this, use two weapons at the same time for about 4 level-ups.   DUNGEON DELVER Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:
  • You have an advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.
  • You have an 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 traveling at a normal pace, instead of only at a slow pace.
Earned by finding secret doors traps ETC.(20)   DURABLE Hardy and resilient, you gain the following benefits:
  • Increase your Constitution score by 1, to a maximum of 20.
  • When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).
In order to earn this feat survive more than 20 criticals on you.   ELEMENTAL ADEPT Prerequisite: The ability to cast at least one spell When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder. Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2. You can select this feat multiple times. Each time you do so, you must choose a different damage type.   In order to earn this Feat, you have to consult with a DM about the way of getting it. But mostly it is just being a fanatic of one type of damage and setting more than 50% of spells to the preferred element and getting 4 levels while doing that.   GRAPPLER Prerequisite: Strength 13 or higher You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:
  • You have an 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 creature 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.
Make more than 30 grapples in order to get that feat.   INSPIRING LEADER Prerequisite: Charisma 13 or higher You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest. In order to get this feat, you have to be chosen AS a leader by the team. (that's it.)And of course, prepare the speech =)   KEEN MIND You have a mind that can track him,.. direction, and detail with uncanny precision. You gain the following benefits.
  • Increase your Intelligence score by 1, to a maximum of 20.
  • You always know which way is north.
  • You always know the number of hours left before the next sunrise or sunset.
  • You can accurately recall anything you have seen or heard within the past month.
You have to be proficient at Survival and History also get your notepad and write a journal to remind things to the team. (this feat is given when DM thinks it is earned by the person no rolls included)   GREAT WEAPON MASTER You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You 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.
Earned by Landing criticals with a great weapon. You have to be Proficient with the weapon. And at least use it for 2 levels or so, and you will get this Feat automatically but only to The same type of weapon(greatsword or great club or....)   LIGHTLY ARMORED You have trained to master the use of light armor, gaining the following benefits:
  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with light armor.
Gained by training in an army camp. takes 30 days to get this feat. (You may also gain payment for training)   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:
  • 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.
Earned by raising fallen comrades with help of medkit. (20 times)   LINGUIST You have studied languages and codes, gaining the following benefits:
  • Increase your Intelligence score by 1, to a maximum of 20.
  • You learn three languages of your choice.
  • 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 magic to decipher it.
This Feat earned by spending 250 days in libraries or 60 days for each language with the native that teaches you. As soon as you learn 3 languages you get the remaining feat benefits.   LUCKY 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 d20. 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 d2Os 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. Roll a d20, and then choose whether the attack uses the attacker's roll or yours. 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. Earned when the critical fails of your own make things that turn them into successes. (Earned when DM literally says: "Lucky you " be on guard to answer "Yes please" =) (i know it's a little childish but this is the way I want to do this.)   HEAVILY ARMORED Prerequisite: Proficiency with medium armor You have trained to master the use of heavy armor, gaining the following benefits:
  • Increase your Strength score by me, to a maximum of 20.
  • You gain proficiency with heavy armor.
Earned by being trained by already wielding it creature takes 60 days to totally wield it.   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 Strength score by me, to a maximum of 20.
  • While you are wearing heavy armor, bludgeoning. piercing, and slashing damage that you take from nonmagical weapons is reduced by 3.
Earned by deflecting a hundred hits in heavy armor. (You have to tell me that you want this feat and I will start tracking.)   MAGE SLAYER You have practiced techniques useful in melee combat against spellcasters, gaining the following benefits:
  • When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
  • When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
  • You have an advantage on saving throws against spells cast by creatures within 5 feet of you.
Earned by getting a License and training at the mage hunters Academy. Takes 90 days to fully train to the state of Mage Slayer and to pass an exam in Academy.   MODERATELY ARMORED Prerequisite: Proficiency with light armor. You have trained to master the use of medium armor and shields, gaining the following benefits:
  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with medium armor and shields.
  Earned by being trained by already wielding it creature takes 60 days to totally wield it.   MAGIC INITIATE Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list. In addition, choose one 1st-level spell from that same list. 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. Your spellcasting ability for these spells depends on the class you chose: Charisma for the bard, sorcerer, or warlock: Wisdom for cleric or druid; or Intelligence for the wizard. In order to earn this feat take a moderate amount of time (arcana rolls 10 times more than 15 on long rests or short rests) with another spellcaster of another class. Pick the benefits according to the class of the teacher.   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 an 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.
In order to get this Feat, you have to complete riders School and pass the exam. This takes about 60 days to accomplish.   MARTIAL ADEPT You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:
  • You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
  • If you already have superiority dice, you gain one more; otherwise, you have one superiority die, which is a d6. This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
  To earn this Feat you have to spend a moderate amount of time(15 athletic rolls 15+ for success) on short or long rest with a fighter that has the required martial combat maneuvers. You can only copy his maneuvers.   OBSERVANT Quick to notice details of your environment, you gain the following benefits:
  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
  • You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (investigation) scores.
  In order to get this Feat, you have to be a Spy on someone's duty and of course to finish the training 60 days.   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 Dexterity (Stealth) checks.
  • When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.
  Earned by using the medium armor for 4 levels or training with a master of medium armor for 60 days.   POLEARM MASTER You can keep your enemies at bay with reach weapons. You gain the following benefits:
  • When you take the Attack action and attack with only a glaive, halberd, or quarterstaff, you can use a bonus action to make a melee attack with the opposite end of the weapon. The weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage.
  • While you are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you when they enter your reach.
  Landing critical hits with polearms (about 20 times) using a weapon of the same type for about 2 levels will give you this feat.   MOBILE 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.
  Earned by the Training in thieves guild or monastery for 60 days.   RESILIENT 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.
20+ critical successes on the non-proficient saving throw (have to ask for tracking this Feat)   RITUAL CASTER Prerequisite: Intelligence or Wisdom 13 or higher You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them. When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class's spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock: Wisdom for cleric or druid: or Intelligence for the wizard. If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Trained in a temple or cultist outside which is specified on performing rituals of some kind. 60 days of training.   SAVAGE ATTACKER Once per turn when you roll damage fur a melee weapon attack, you can reroll the weapon's damage dice and use either total. Earned by training at a tribes chief of orcs goliaths well savage creatures 60 days.   SENTINEL You have mastered techniques to take advantage of every drop in an enemy's guard, gaining the following benefits:
  • When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
  • Creatures within 5 feet of you provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
  • When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
Earned by critical hits on AOO (10 total)   SKULKER Prerequisite: Dexterity 13 or higher You are an expert at slinking through shadows. You gain the following benefits:
  • You can try to hide when you are lightly obscured from the creature front which you are hiding.
  • When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.
  • Dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight.
This feat can be trained at some "special" guilds. Or if you are hired as a spy or a scout at king service. 30 days training.   SHARPSHOOTER You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
  • Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
  • Your ranged weapon attacks ignore half cover and three-quarters cover.
  • Before you make an attack with a ranged 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.
Earned by Landing criticals with a Distanced weapon. You have to be proficient with the weapon. And at least use it for 2 levels or so, and you will get this Feat automatically but only to the same type of weapon (Longbow, short bow, or xbow....)   TAVERN BRAWLER Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:
  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • You are proficient with improvised weapons and unarmed strikes.
  • Your unarmed strike uses a d4 for 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.
  Earned by being a champion of the tavern at least at 5 taverns over the world.   TOUGH Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit points maximum increases by an additional 2 hit points. You have to regenerate 1000 hp of yourself by any means to get this feat (this feat is demandable to track.)   SHIELD MASTER You use shields not just for protection but also for offense. You 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 Dexterity 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 Dexterity 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.
  Earned by training at a specialist of shield-wield(such as Templars, Shieldguards)(60 days) or automatically gained after 4 levels of wearing and using the shield in battle.   SKILLED You gain proficiency in any combination of three skills or tools of your choice. This Feat requires Finishing the "Academy of all Trades" for 100 days and an exam.   WAR CASTER Prerequisite: The ability to cast at least one spell You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
  • You have an 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
This feat can be learned at Warmongers temple or straight from a Warmonger that will agree to teach you (60 days)   WEAPON MASTER You have practiced extensively with a variety of weapons, gaining the following benefits:
  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with four weapons of your choice.
  This feat is earned by going through a set of trials from the desired weapon expert(mostly sages on mountains or in forests or in distant castles etc.)   SPELL SNIPER Prerequisite: The ability to cast at least one spell You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:
  • When you cast a spell that requires you to make an attack roll, the spell's range is doubled.
  • Your ranged spell attacks ignore half cover and three-quarters cover.
  • You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric. druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from Charisma for the bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for the wizard.
  This feat is gained by being hired by one of the existing mage societies and gained in 30 days of practice.

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