General Features

General Features

These are features that are not locked behind a class or race. You can gain a general feature many different ways, but the most common ways are through your background, through a renown level increase, and at specific levels in your base class.

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Ancestral Ties

You are more in tune with your bloodline than you previously realized.

prerequisites:

You may select a racial feature from your race's racial features list  

Tail of the Monkey

Your tail has become more of an extension of you than it previously was. Compared to others your enhanced control of your tail comes with unique benefits.

prerequisites: must have a tail

Your tail becomes prehensile if it is not already. You may use it as though it is an additional arm for grabbing, holding, or maneuvering objects and items, including weapons. Your tail has strength and dexterity scores equal to half your scores when applicable. You now gain twice the amount of prgress when training to become proficient in climbing.

If your tail is already prehensile you gain additional control of it. Your tail can now be used to do intricate actions, and uses your full strength and dexterity scores when applicable. You now gain three times the amount of prgress when training to become proficient in climbing.

Iron Grip

Your grip strength is extraordinary, allowing you to grab and hold things that most others would need two hands for.

prerequisites: 15 strength

You may hold items or weapons that require two hands in one. In addition you have advantage on holding on to things, as well as advantage against being disarmed.

Fleet of Foot

Your quick foot speed allows you to cover more ground without any additional effort
prerequisites: 12 dexterity

Your base movement speed increses by 5 feet per +1 dexterity modifier you have.

Mad Dasher

Your physical strength causes your quick bursts of speed to cover lots of ground.

prerequisites: 12 strength

When dashing, your base movement speed increases by 5 feet per +1 strength modifier you have.

Sprinter

You find that when you put your full effort into running you are able to reach incredible top speeds.

prerequisites: 10 strength, and 10 dexterity

When you sprint, the bonus distance you gain is 100% of the distance moved this turn instead of 50%.

Deft of Foot



prerequisites: 15 dexterity

Once per turn you may dash for 1 AP instead of 2.

Blinding Speed

Your speed is exponentially related to the effort you put into it, you can cover immense distances in the blink of an eye.

prerequisites: 15 strength, and 15 dexterity

When you dash enough times to sprint, each of your dashes grant you your full base movement speed instead of half.
 


Weapon Features

The following features revolve around weapons and how to use them in unique and effective ways specific to the particular weapon. Weapon features can be selected any time you may choose a general feature, and most can be gained by gaining {expert} proficiency with a weapon type. A weapon feature's effects are increased if your reach legendary proficiency with a weapon type.

Whip Training

You gain proficiency with whips. If you are already proficient with a whip when you gain this feature your range increases by 5 feet when attacking or using a whip and you may choose to do piercing instead of slashing damage when you make an attack
  • your attacks may apply the blinded(CON), deafened(CON), grappled(STR) or disarmed(STR) conditions (your choice of one) on a hit with a (DC 8+Prof+Dex) Save.
  • You may use your bonus action to distract and disorient a target in range until the start of your next turn. When the target begins makes an attack or is attacked by anyone other than you make an attack roll against the armor class of the target, if you succeed you may force the target to make a save to apply one of your conditions OR add/subtract your whip damage to the attack or damage rolls of that attack (chosen when rolled)

  • Armor Features

               

    Tool Features

    The following features revolve around tool and how to use them in unique and effective ways specific to the particular tool. Tool features can be selected any time you may choose a general feature, and most can be gained by gaining {expert} proficiency with a Tool. A tool feature's effects are increased if your reach legendary proficiency with a tool.  

    Chef


    prerequisites:

    Time spent mastering the culinary arts has paid off , granting you the following benefits:
     
    • You gain twice the amount of progress when training with your cooks utensils.
    • When calculating how many servings a meal you cooked created, you may add your proficiency bonus for cooks utensils.
    • Any creature who eats your food can expend one recovery die to regain hit points. They regain hit points equal to their natural healing factor plus your proficiency bonus for your cooks utensils.
    • With one hour of work you can cook a meal into a number of treats equal to your proficiency bonus. These special treats last 24 hours after being made. A creature can use a reaction on their turn to eat one of those treats to gain grit points equal to your proficiency bonus. These treats also provide just enough sustenance to decrease your hunger by one level.
           

    Skill Features

      The following features revolve around skills and how to use them in unique and effective ways specific to the particular skill. Skill features can be selected any time you may choose a general feature, and most can be gained by gaining {expert} proficiency with a skill. A skill feature's effects are increased if your reach legendary proficiency with a skill.