Optional Feats
Arboreal Song
Prerequisites: Firbolg or WoadYou have learned the ancient art of Warbling, either taught to you or you have found that you had an innate gift for it. You may sing to trees and wood to make many different objects, and learn who made sung objects before you. These are mostly furniture and some weapons. At any point you may make furniture with this feature. However, once per long rest you may sing a quarter staff out of a willing tree, or imbue any weapon with a long wooden hilt with your song.
Weapons sung in this manner are stronger for a time gaining a +1 bonus to attack and damage rolls, and is considered magical. This effect dissipates after 24 hours. If a Warbler decides to sing to the same weapon for a year and a day then the property becomes permanent. This effect does stack, for example, a Warbler can sing to a +1 quarterstaff to make it a +2 weapon.
Cleave
Prerequisite: Proficient with Greataxes and Greatswords, Strength of 14Your long hours of practicing agains multiple targets has allowed you to be more effecient with your movements, being able to strike multiple enemies at once. While wielding a greatsword or greataxe, you may strike up to 3 targets at one time with the following stipulations:
- All targets are within 5 feet of each other, and 5 feet of you.
- You deal half of your total weapon damage roll to each target.
Druidic Roots
Prerequisite: Firbolg, Tortle, or WoadYour innate connection to nature provides you with several gifts.
- You learn 1 cantrip from the druid spell list. Wisdom is your spellcasting ability for it.
- You gain proficiency in one of the following skills: Survival, Nature, Perception, or Stealth
Mage Hunter
You have spent time learning techniques first developed by the Arc-Breakers in order to more effectively fight 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 right before the spell is cast. On a hit, the creature must immediately make a concentration check. On a failed save, the spell fails.
- 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 advantage on saving throws against spells cast by creatures within 5 feet of you.
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