Custom Feats
Aberrant Touched
Your exposure to alien magic has changed you, granting you the following benefits:
- Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
- You learn the Thought Shield spell and one 1st-level spell of your choice. The 1st-level spell must be from the abjuration or conjuration school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.
Alchemist
You are skilled in the arts of alchemy, and gain the following benefits:
- You gain proficiency with the Alchemist’s Supplies if you don't already have it. Every time you take a long rest, you may use whatever ingredients you can muster to create a number of flasks of Alchemist's Fire, Antitoxins or Acid Neutralizers equal to your proficiency bonus.
- Using your Alchemist’s Supplies, you can prepare and have ready a number of doses of alchemicals you have crafted equal to double your proficiency bonus per long rest.
- You can use or apply your crafted alchemicals as a bonus action, instead of an action.
At your DM’s discretion, you may craft better alchemicals as a downtime activity, bettering your chances of creating something more powerful depending on time, resources, and luck spent. Doing so requires an Alchemist Station that can be created in a well ventilated area using two sets of Alchemist’s Supplies (2*50gp), a copper-bottomed steel cauldron (20gp), a bellows (1gp), and a small hearth (5gp).
Acid Neutralizer: Applying this to your body grants resistance against acid damage for 3 rounds.
Antiapothecary
You have a knack for crafting and harvesting poisons. The saving throw DC against your crafted poisons is calculated as 8 + your proficiency bonus + your Wisdom or Intelligence modifier (your choice when you pick this feat). You gain the following benefits:
- You gain proficiency with the poisoner's kit if you don't already have it. Every time you take a long rest, you may use whatever ingredients you can muster to create a number of basic poisons equal to your proficiency bonus. Once applied to a weapon or piece of ammunition, this poison retains its potency for 1 minute or until you hit with the piece of ammunition, or hit with the weapon a total of 3 times.
- You can apply poison to a weapon or up to three pieces of ammunition as a bonus action, instead of an action.
- Using your Poisoner’s Kit, you can prepare and have ready a number of doses of poison you have crafted or harvested equal to double your proficiency bonus per long rest.
- When you make a damage roll with a poison you have crafted or harvested that deals poison damage, it ignores resistance to poison damage. If you have crafted or collected a type of poison that deals another damage type, the damage rolls for that poison also ignores any relevant damage resistances.
At your DM’s discretion, you may craft better poisons as a downtime activity, bettering your chances of creating something more powerful depending on time, resources, and luck spent. Doing so requires a Poisoner’s Station that can be created in a well ventilated area using two sets of Poisoner’s Kits (2*50gp), a copper-bottomed steel cauldron (20gp), a bellows (1gp), and a small hearth (5gp).
Basic poison: This poison deals 1d4 + Wis or Int modifier poison damage, increasing by 1d4 when you reach 5th Level (2d4), 11th level (3d4), and 17th level (4d4). When a creature takes damage from a weapon or ammunition coated in this poison, that creature must succeed on a Constitution saving throw or become poisoned until the end of your next turn.
Flames of Khorokh Krai
Dragonborn
You learn to call on your ancestral powers to serve your commands. You gain the following benefits:
- Increase your Constitution score by 1, or a maximum of 20
- When you roll damage with the type associated with your ancestry, you can reroll any roll of 1 on the associated damage dice, but you must use the new roll, even if it is another 1.
- Whenever you cast a spell that deals damage with the type associated with your Ancestry, you can cause that element to wreathe you until the end of your next turn. The element does not harm you or you possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the elemental wreath is present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 damage of the associated damage type.
Herbalist
You know your herbs and flowers, and how to use them to the best effect. You gain the following benefits:
- You gain proficiency with the Herbalism Kit if you don't already have it. Every time you take a long rest, you may use whatever ingredients you can muster to create a number of Herbal Salves or Healing Ointments equal to your proficiency bonus.
- Using your Herbalism Kit, you can prepare and have ready a number of doses of herbal remedies you have crafted equal to double your proficiency bonus per long rest.
- You can use or apply your crafted herbal remedies as a bonus action, instead of an action.
At your DM’s discretion, you may craft better herbal remedies as a downtime activity, bettering your chances of creating something more powerful depending on time, resources, and luck spent. Doing so requires a Herbalist Station that can be created in a well ventilated area using five sets of Herbalism Kits (5*5gp), one Healer’s Kit (5gp), one set of Alchemist’s Supplies (50gp), a copper-bottomed steel cauldron (20gp), a small silver pot (20gp), a bellows (1gp), and a small hearth (5gp).
Healing Ointment: Applied to an injury or a wound, this ointment heals 1d4 + Wisdom modifier hit points, increasing by 1d4 when you reach 5th Level (2d4), 11th level (3d4), and 17th level (4d4). When using this ointment on an unconscious creature, you have to use your action instead of a bonus action.
Herbal Salve: Using this salve on the wounded or dying grants you advantage on any immediate medicine checks.
Slay the Weak
Evil aligned; Level 4
You detest those who surrender or attempt to flee from battle. With your newfound hatred and enragement, you gain the following benefits:
- Increase your Strength or Constitution score by 1, to a maximum of 20.
- You may take two reactions per round, provided you use them both for attacks of opportunity. You can use this ability a number of times per long rest equal to your proficiency bonus.
- You gain advantage on attacks against enemies that have surrendered.
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