Features
Features
Features are addition abilities that you can gain that don't require a certain class or race, (however some may) that you can add to your character to enhance their abilities. At 1st level, you have 6 points to spend on any amount of feature of your choice. These features can be used to enhance your combat abilities or expand upon your background with additional languages, skills, relationships, etc. As you level up, besides gaining class abilities, you also gain feature points as to keep the game fresh and filled with options to overwhelm you and cause you to panic.Every level, you gain an additional 3 points and may decide to spend as many or as few as you'd like so you can converse your points and unlock more powerful abilities. Make sure that for certain features you learn that you would be able to learn these. If you try to learn a new language but no one your character knows can speak it, it would be extremely difficult.
General
General features including basic skill bonuses, saving throws, big dick energy, ability scores, etc.Alertness
2 pointsYou gain a level of PRF in sight. In addition, you and all allies within 40ft of you have +4 on their Initiative Rolls. But you must notify your allies in some way for them to gain this bonus.
Body and Mind
2 pointsYou gain +1 in one attribute of your choice and 1 level of PRF in a skill of your choice. You may take this Feature multiple times, but it costs 2 additional point every time to a maximum of 6.
Bilingual
2 pointsYou learn how to speak an additional language beyond your native language. You may take this feature multiple times but it costs 1 extra for every time you take it again to a maximum of 6.
Fanatic Bravery
3 points, Fearless, 5th levelWhenever you would make a Saving Throw against Shock or Fear, you add half of your Charisma, rounded down, to the saving throw.
Fearless
3 pointsYou gain a level of PRF in Endurance and Perception Saving Throws. In addition, you have +3 on saving throws against Shock and Fear.
Healer
3 pointsYou are proficient in the First Aid Kit, in addition, you gain a level of PRF in Medicine.
Health
2 pointsYou gain +2 Hit Point. You make take this feature multiple times but it costs 2 extra for every time you take it again to a maximum of 6. You may only take this feature five times.
Jack of All Trades
3 pointsYou add +1 to each Skill and Saving Throw you do not have a PRF level in. This ability increased by +1 at 5th, 10th, and 15th level.
Learner
2 pointsYou gain a level of PRF in three skills of your choice that you do not have any levels of PRF in. (You apply this skill after selecting skills for your race/class if you're level 1.)
Literate
2 pointsYou know how to read and write in your native language. You may instead learn how to read and write for a second language at the cost of 3 points instead of 2. (If you feel this conflicts with your character backstory, work with your GM about it.) This ability costs 1 extra for each additional language beyond the first to a maximum of 4.
Resistance
1 pointYou gain a level of PRF in a saving throw of your choice. You may take this Feature multiple times, but it costs 1 additional point every time to a maximum of 3.
Skillful
1 pointYou gain 1 Level of PRF in one skill of your choice. You may learn this ability multiple times. This cost of this ability increases by 1 for each additional feature to a maximum of 3.
Trade Talk
2 pointsYou learn common phrases of another language, you cannot speak it, but you know enough for how to ask basic questions and give answers such as, yes and no. You can ask for things such as locations and people, but cannot ask for detailed descriptions. (If you later take the Bilingual Feature, that skill only costs 2 less points if you choose the same language) You may learn this ability multiple times. This ability costs 1 extra for each additional language beyond the first to a maximum of 4.
Watchful
2 pointsYou gain a level of PRF in Sight. In addition, whenever you fail a Sight Check by less than 5 against a Stealth, Sleight of Hand, or similar check. You're aware enough that something happened. (Ex. You notice an item is stolen but don't notice the thief)
Combat
Combat features include abilities that effect your performance when wielding weapons and armor.Aggressor
3 pointsAt the start of the round, before you roll for initiative, you may choose to forfeit your Minor Action, if you do, add +4 to your Initiative roll and +5ft of movement speed.
Ambush Commander
3 points, War Commander, 3 levels of PRF in StealthYou can give a new command known as the Hide Command.
- Hide: Whenever an ally targeted by this would roll lower than a 5 on a stealth check, they can reroll that check. They gain this ability until the start of your next turn.
Archer
4 points, 3 Levels of PRF with any Bow Type or Crossbow Type weapons.As long as you are wielding a Bow or Crossbow in your hand and nothing else, whenever you would reroll Prowess dice, you may reroll all 1s on your first roll. In addition, you gain +1 Prowess Points whenever you're wielding a bow or crossbow.
Archery Commander
3 points, War Commander, 3 level of PRF with Bow weapons.You can give a new command known as the Focus Fire Command.
- Focus Fire: When making this command, select a target of your choice within 120ft. Until the start of your next turn, all ranged attacks made against that target have +2 to hit and cost 1 less Prowess die to make Precision attacks against.
Archer's Reach
2 points, Archer, 5th levelThe distance for Archer's Reach is increased by +20ft. You can take this feature more than once, up to three times.
Archer's Reach II
4 points, Archer's ReachThe distance for Archer's Reach is increased by +50ft. In addition, you gain a level of PRF in a ranged weapon type of your choice.
Armor Breaker
3 points, 5th levelWhenever you hit with an attack roll, for every 2 points above the opponents EV you add PN -1 to the damage roll. This ability can only be used with weapons that have PN 1 or greater.
Assassin
4 points, 2 DexterityWhenever you would make an attack roll with while you are hidden or against a surprised target, you deal an additional 2d4 damage. In addition, you gain a Level of PRF in Stealth.
Assassin II
3 points, AssassinThe damage you deal from Assassin is increased by +1d4. In addition, whenever you would make an attack roll and hit by 10 or more against the targets total EV roll, you trigger your assassin ability.
Axe Flurry
3 points, 3 Levels of PRF with axes, 5th levelWhenever you miss with an attack roll with an Axe weapon, you can spend 2 prowess point and make a second attack against the same target as a minor action. In addition, you gain +1 prowess point whenever you're wielding an Axe.
Barbarian's Endurance
2 points, Rage, 5th level You gain +2 Hit points and gain a level of PRF in Endurance Saving Throws.Battle Master
6 points, 2 strength and 2 dexterityAs a Minor action, you may choose to take a Battle Stance. You may only have one Battle Stance active at a time and they last until the end of combat. While your Battle Stance is active you have +1 Prowess Point. You can end your stance at the start or end of your turn, but not during. You cannot take the dash or hide action while in a combat stance. You loose your battle stance if you are prone, grappled, stunned, or similar effects.
- Strike Stance: You add +2 to hit to all melee attack rolls and whenever you roll prowess dice to hit, If you roll a 4 or higher, you deal +1 extra damage.
- Defensive Stance: You add +2 to you EV while in this stance and you can take the Defensive Action as a minor action, but you only deal half damage on attack rolls.
- Mobile Stance: You add +10ft to your movement speed and you can take the disengage action as a minor action.
Battlemaster II
4 points, Battlemaster, 5th levelWhile in a Battle Stance, you have +2 on all saving throws against being grappled or knocked prone. In addition, during your turn, as a free action, you may spend 2 prowess points to change your Battle Stance as a free action. Finally, you gain a level of PRF in two saving throws of your choice.
Berserker
4 points, Rage, 5th level You may spend 3 Rage Points to go into a Berserker Rage, you cannot use this ability while in heavy armor. This ability last for one minute or until combat ends. During this, you gain the following abilities.- Your Brawn and Athletics are Increased by +2.
- Whenever you gain a Rage Point, you gain 1d3 Rage Points for each Rage Point you gain.
- You Regain +1 Prowess Dice Whenever you Reroll Prowess Dice
- You deal +2 damage on all melee attacks.
Brute
2 pointsFor calculating Prowess Dice, you may use (STR + END)/2 instead of (DEX + END)/2.
Brute II
3 points, BruteWhenever you miss with an attack roll and used at least 1 prowess point, make a Strength Check. On a 15 or higher, you regain 1 prowess point.
Brute III
4 points, Brute II, 5th levelYour strength and endurance attributes are increased by +1, in addition, If you roll 10 or higher on your Brute II check, you regain 1d3 Prowess Points instead of 1. Finally, you gain +1 Prowess Point.
Commander’s Presence
2 points, War Commander, 5th levelWhenever you would issue a command. You may instead have it last up to one minute instead of the start of your next turn. If you issue a new command, the benefits from your previous command end.
Commanding Presence
4 points, 2 CharismaAs a minor action, you can select an ally within 30ft that can see and hear you. You give a motivating command and they can take the Recover Action as a free action. You may use this ability a number of times equal to your charisma. You regain all uses after a short or long rest.
Confident Initiative
3 points, 2 CharismaYou add your Charisma Score to your initiative bonus in addition to other modifiers. You also have +5ft movement speed on the first round of combat.
Defensive
1 pointYou have +1 EV while wearing armor. You may take this ability up to three times, increasing cost by 1 point each time.
Dirty Fighting
4 pointsWhenever you would hit an opponent with a melee attack roll or miss by less than 5, you may expend 1 Prowess Point. If you do, your opponent takes 1 bludgeoning damage and must make an Endurance Saving Throw, DC (Brawn + 10). On a failed save, your opponent looses 1d3 Prowess Points.
In addition, you gain +1 prowess point.
Evasive Commander
3 points, War CommanderYou can make the Mobilize Command as a reaction or minor action, but not both during the same round. In addition, allies targeted this way can move an additional +5ft.
Fencer
3 points, 3 Levels of PRF with SwordsAs long as you're wielding a sword weapon in one hand and no shield, you have +1 Prowess Point. In addition, whenever you would take the parry action, you have +2 EV until the start of your next turn.
Fencer II
4 points, FencerYou retain the previous ability for Fencer, but you may also equip a dagger in your off hand. In addition, Whenever you would make an attack roll with your primary weapon and miss and then before your next turn, take the parry action with your dagger, you can reroll half of your prowess points, rounded down before rolling to parry.
Great Weapon Fighter
4 points, 2 StrengthWhenever you would make an attack roll with a two handed weapon, you may add half your strength to the hit bonus. If you hit with an attack roll this way, you can reroll all damage dice rolls lower or equal to half your Strength Modifier, round down. You take the greater of the rolls this way.
In addition, you get +1 prowess point whenever you're wielding a two handed weapon.
Guard Breaker
4 points, 3 level of PRF with any melee weapons, 2 PerceptionWhenever you make an attack roll with a melee weapon, you can expend prowess dice up to your Peception Score. You must at least expend 2 dice this way to use this ability. Your opponent must make a Dexterity Saving Throw DC 15, on a failed save, the target looses 1d6 prowess dice for every 2 prowess dice you expended this way.
Heavily Armored
3 points, 2 EnduranceWhile wearing armor that has the Recovery trait, you may reduce that penalty by one.
Heavily Armored II
4 points, Heavily Armored, 5th levelWhile wearing armor that has the Recovery trait, you may reduce that penalty by an additional one. In addition, you gain +1 EV while wearing armor.
Hidden Blade
3 points, AssassinYou gain a level of PRF in Sleight of Hand and a Daggers. In addition, whenever the conditions for Assassin would be met and you're wielding a dagger, you can make that attack roll as a minor action with -2 AP. If you do so, you cannot take another attack this turn this way.
Improved Defensive Stance
3 points, Battle MasterAs long as Defensive Stance is active, whenever an enemy would move 5ft outside of your attack range, as a reaction you may move up to reach them and make an opportunity attack as apart of this reaction. If you hit, you reduce their movement speed by half until end of turn.
Improved Mobile Stance
3 points, Battle MasterAs long as Mobile Stance is active, you make take the Recover action as a minor action, you may only take the Recover action once per turn.
Improved Strike Stance
3 points, Battle MasterAs long as Strike Stance is active, whenever you hit your target with an attack roll and wound them, they roll twice on the wound table and take the higher of the roll. In addition, Whenever you roll prowess dice to hit, you may reroll all 1s, you may use this ability once per attack roll.
Inspiring Champion
3 pointsWhenever you would successfully kill an opponent, pass a saving throw, or block an attack directed at a target other than you, all allies within 30ft that can see you reroll prowess dice equal to your Charisma Modifier. This effect may only occur once per round.
Inspiring Command
2 points, 2 CharismaWhenever an ally within 30ft of you would make a saving throw against Shock or Fear, they add half of your Charisma to the saving throw. They must be able to see you. This effect is not active if you're under the effect of Fear or Shock.
Intimidating Leader
3 points, Commander, 3 level of PRF with IntimidationYou can give a new command known as the Scare Tactics Command.
- Scare Tactics: As a reaction allies can attempt to fright a target they can see. That target must make an Perception saving throw DC equal to 6 + Their Intimidation. On a failed save, the target is frightened until the end of their turn. Once a target is frightened this way, they cannot be frightened by this effect again until after a minute.
Juggernaut
6 points, Berserker, Heavily Armored II, 10th levelYou may wear heavy armor whenever you go into a Berserker rage. In addition, As long as your Strength and Endurance are six or higher, you are immune to Armor Exhaustion.
Know Your Weapon
4 points, 3 Levels of PRF with any Weapon TypeAs long as you're wielding a weapon that you have 3 Levels of PRF with, you add half your intelligence to your Prowess Dice.
Leader
6 points, 2 CharismaAs long as you are not shocked, prone, fear, or grappled, all allies within 30ft may reroll an additional number of prowess dice each round equal to half of your Charisma rounded down.
Light Footed
2 points, 2 DexterityWhile wearing no armor, or armor that doesn't have the Exhaustion trait, your movement speed is increased by +5ft and you gain +1 prowess point.
Light Footed II
3 points, Light FootedWhile wearing no armor, or armor that doesn't have the Exhaustion trait, you add +2 to your EV and whenever you would roll Prowess Dice against an attack roll, for every 4 or higher you roll, you negate 1 point of damage.
Mace Expert
3 points, 3 levels of PRF with any mace.Whenever you hit an opponent with a mace, your opponent must make either a Strength or Dexterity Saving throw DC (Damage Dealt + 10) On a failed save, the target falls prone. If the target would also fall prone on the wound table, reroll.
In addition whenever you're wielding a mace, you gain +1 Prowess Point.
Mace Expert II
2 points, Mace Expert, 5th level.You gain a level of PRF with Maces. In addition, all Maces you use have an additional level of PN.
Mage Leader
3 points, War Commander, SpellcastingYou can give a new command known as the Empowered Cast Command.
- Empowered Cast: As a reaction, allies can give a number of Magic Prowess dice to another ally up to half your charisma modifier rounded down. That ally loses any magic prowess dice more than their maximum at the end of their turn
Martial Versatility
4 points, 3 levels of PRF with any Weapon Type.Whenever you roll prowess dice for an attack roll or a parry with a Weapon Type you have 3 levels of PRF with, you may reroll all prowess dice before your opponent rolls theirs. You may use this ability a number of times equal to your Intelligence. You regain all uses after a long rest.
Multiattack
0 points, 15 or more points worth of features under Combat, 5th level.Your Weapon speed is reduced by 2. In addition, you gain an additional parry.
Multiattack II
2 points, MultiattackYour weapon speed is reduced by 1
Multiattack III
3 points, Multiattack II, 10th levelYour weapon speed is reduced by 1.
Multiattack IV
3 points, Multiattack IIIYour weapon speed is reduced by 1.
Phalanx General
3 points, War CommanderAllies under the effects of Hold The Line also gain a bonus to their saving throws equal to your half your charisma modifier round down.
Pikeman
3 points, 3 levels of PRF with PolearmsWhenever you would make an opportunity attack roll with a Polearm when someone enters your range (not leave). On a miss, their movement speed is reduced by half, on a hit, their movement speed is reduced to 0ft. In addition, whenever you're wielding a Polearm, you gain +1 Prowess Point.
Pikeman II
2 points, Pikeman, 5th levelYou gain a level of PRF with Polearms. In addition, whenever you miss with an opportunity attack with a polearm, you regain half the prowess dice round down consumed to make the opportunity attack.
Quick Draw
2 points, 3 Levels of PRF with BowsAs long as you're wielding a Bow Weapon, you have 2 less weapon speed.
Quick Draw II
4 points, Quick Draw, 5th levelWhenever you would make a Ranged attack roll with a Bow, you may spend a Prowess Point to make an additional attack at a -5 penalty to hit. In addition, you gain a level of PRF with Bows.
Rage
6 points, 2 strengthWhenever you take damage during combat, you gain rage points based on the amount of damage, you gain the points after all other abilities are triggered (meaning you can't use Shrug It Off against the same damage you take to gain the rage point). You may have a maximum of five points and loose all points when combat ends. You may use any of the following abilities.
In addition, whenever you take damage and roll on the Wound Chart, you subtract 2 from the roll to a minimum of 1 on a roll.
- More Hurt: On your next melee attack roll, you may spend 1 rage point, if you do, you deal an additional 1d8 damage.
- Reckless Attack: On your next melee attack roll, you may choose to spend 1 rage point and roll all of your Prowess Dice, if you do, add +1 to each Prowess Die you roll this way.
- Shrug It Off: The next time you take damage, you may use your reaction and spend 1 rage point, if you do, you take only half damage from the attack. (This is counted before damage reduction)
Damage | Rage Points |
1-4 | 1 |
5-10 | 2 |
11+ | 3 |
Rage II
3 points, RageWhenever you start combat, you begin with 1 rage point. In addition, You gain Rage points whenever you deal damage, for the same amount of points you would gain whenever you take damage.
Rage III
6 points, Rage II, 10th levelAt the start of your turn in combat, if you have no rage points, you gain +1 rage points. In addition, you gain the following benefits.
- Whenever you use More Hurt, you deal 1d10 instead of 1d8.
- Whenever you use Reckless Attack, you reroll half of your prowess dice, round down and regain that many.
- Whenever you use Shrug It Off, You also add +4 to all saving throws that would be caused directly from the damage.
Raid Leader
3 points, War CommanderWhenever an Ally under the effect of Attack Command would successfully kill a target, all creatures within 15ft that can see your ally, must make a Perception Saving Throw, DC 6 + Your intimidation score.
Ranger's Swiftness
2 points, Quick DrawWhenever you would make an attack roll with a Bow weapon, you may take the Dash action as a Minor Action. In addition, your movement speed is increased by +5ft.
Reactive Movement
3 points, Roguish ManeuversAs a reaction, you may move up to half your movement speed in any direction. You may only take this action after the next person in initiative finishes their turn and before your next turn. You cannot use this ability on your turn.
Relentless Combatant
2 points, 5th levelWhenever you would reroll prowess dice, if you have no Prowess Points left, Make an Endurance Saving Throw DC 20, on a successful save, you regain 1d3 additional prowess points. In addition, you have +1 Prowess Point.
Rogue Strike
4 points, Assassin II, 5th levelWhenever you would roll prowess dice on an attack roll, you may choose to roll D6s inplace of D4s. You may only use this ability if you're at your Prowess Dice Maximum.
Roguish Maneuvers
3 points, 2 DexterityYou can take the hide, dash, or disengage action as a minor action on your turn. You may only use this ability once per turn and you cannot take any of these actions twice per turn. You also gain a level of PRF in Dexterity Saving Throws. (Ex. You cannot dash twice per turn)
Rousing Speech
3 points, 1 level of PRF with performanceYou gain a PRF level of Performance. Before a battle, you can spend 1 minute giving a speech. Roll a Performance Check, for every 5 points above 10, all allies with 120ft (This can change depending on the size of the units) gain +1 to hit and +1 AC for one minute. This effect is lost if the target gains fear or shock. You may only use this ability once per long rest.
Sword and Shield
4 points, 2 levels of PRF with a single handed weapon and a shield.As long as you're wielding a one handed melee weapon in one hand and a shield in the other you gain the following benefit. Whenever you would successfully block an attack roll against you by 5 or more, you may make a single attack against the target who attacked you may make an opportunity attack reaction and must expend 1 Prowess Die to do so. This attack roll also has +2 to hit. In addition, you gain +1 Prowess Point while wielding a one handed melee weapon and a shield.
Sword and Shield II
2 points, Sword and Shield, 5th level. You gain a level of PRF with Sword Weapons and Shields. Whenever you make an opportunity attack from Sword and Shield feature, for the prowess dice you expend to be able to make the opportunity you can roll that die. On a 4 or higher, you regain that die instead of expending it.Swordsmen Expert
4 points, 3 levels of PRF with any swordWhenever you make an attack roll with a sword and miss, you may spend 2 Prowess Points to take the Defensive action and withdraw from your attack. Whenever you would take the defensive action and not use your parry reaction, at the end of the round, you may spend 2 Prowess Points to make a single attack roll with a sword you are wielding as a reaction.
In addition, you gain +1 Prowess Point while wielding a sword.
Swordsmen Expert II
2 points, Swordsmen Expert, 5th levelYou gain a level of PRF with Sword Weapons. Whenever you spend Prowess Points with Swordsmen Expert, you roll 2 prowess dice. If you roll higher than 4 on a die, you regain that prowess die.
Tactical Combatant
4 points, 5th levelWhenever you regain Prowess Dice, you automatically regain 1 back.
Tactical Combatant II
4 points, Tactical Combatant, 10th levelWhenever you regain Prowess Dice, you automatically regain an additional 1 back. In addition, you have +1 Prowess Point.
Trickster
0 points, 7 or more points worth of features under Combat and Intrigue for a total of 14, 5th levelFor every 2 points of charisma you have you gain +1 Prowess Point. Whenever you would make an attack roll, parry, or block, you may expend a prowess die, if you do, you can trick your opponent into thinking you rolled either +3 or -3 extra prowess dice to a minimum of 0. However, if your opponent has at least +5 towards Insight, they can make an insight check against your deception. (A deception check this way uses Dexterity instead of Charisma) If they pass, they know how many prowess Dice you rolled this way. Finally, you gain a level of PRF in Deception.
Versatile Fighter
1 pointsYou add +1 to all hit rolls with five weapons of your choice.
Vicious Combatant
4 pointsWhenever you would kill an opponent, enemy creatures that can see and hear you within 30ft must make Perception saving throws DC (Intimidation + 10). On a failed saving throws, target creatures gain the frightened condition for one minute. They may repeat the saving throw at the end of their turn.
War Commander
6 points, 2 charisma or intelligenceYou can issue commands as a minor action to allies with 60ft who can see and hear you. You can choose one of the following every round. For every command, you can target a number of allies up to your charisma modifier. You cannot target yourself.
- Hold The Line: Allies targeted this way gain +2 to EV until the start of your next turn and regain +1 prowess at the start of their turn. but they must be adjacent to another ally at the start of their turn to gain this and cannot move away from them.
- Group Up/Spread out: As a reaction, Allies may move up to half their movement speed in any direction and have +2 EV against any opportunity attacks while moving this way.
- Attack: The Commander expends a number of prowess dice that is no higher than their charisma modifier. Allies targeted this way gain +1 to hit on attack rolls for each prowess die expended this way. Until the start of the Commander’s next turn.
War Commander II
4 points, War Commander, 5th levelAllies targeted by War Commander gain a +2 bonus to Hit, Parry, and Saving Throws.
War Commander III
4 points, War Commander II, 10th levelWhenever you would make a Command, you can make an additional command as well.
Warrior's Zeal
4 points, 2 charismaWhenever you roll for Prowess Dice, you regain a number of prowess dice equal to half your charisma round down. In addition, you gain a level of PRF with a Weapon Type of your choice.
Weapon Training
1 PointsYou gain a Level of PRF in one Weapon Type of your choice. You may learn this ability multiple times. This cost of this ability increases by 1 for each additional feature to a maximum of 3. You may only take this feature once per level.
Shield Training
1 pointsYou gain a level of PRF with shields. You may learn this ability multiple times. The cost of this ability increases by 1 for each additional feature to a maximum of 3. You may only take this feature once per level.
Zweihander
4 points, 3 Levels of PRF with GreatswordsWhenever you would make an attack roll as a reaction with a Greatsword due to a target entering your range, You may expend 1 Prowess Die, if you do you may make an additional attack reaction afterwards. In addition, you gain +1 Prowess Point while wielding a Greatsword.
Intrigue
Intrigue features effect your ability at the combat of words and subtle actions instead of swords. Intelligence, Charisma, and Perception are your main weapons.Cunning Deceiver
4 points, 1 Level of PRF in DeceptionYou gain a Level of PRF in Deception. In addition whenever you would fail at a deception check by less than 5, you may reroll your die roll. You may use this ability a number of times equal to half your Charisma. You cannot use this ability on the same person in the same day. You regain all uses after a long rest.
"No, no, no... You misheard me. What I said was..."
Iron Mind
4 points, 2 IntelligenceYou gain a level of PRF in Intelligence, Perception, and Charisma Saving throws. In addition, whenever you fail an Intelligence, Perception, or Charisma saving throw by less than 5, you can choose to reroll and take the higher roll. You may use this ability once per short rest.
Insightful Charm
3 points, 2 CharismaWhenever you would speak with someone for at least 10 minutes or more you can learn one or more of the following facts about them unless they would be specifically trying to hide information. For every 3 Points of Intelligence You have, you can Learn an additional Facts. Anyone suspicious of you Behavior can make an Insight Check against your Persuasion. If they catch you asking too many questions you don't learn anything unless they choose to tell you.
- Their family and relationship.
- Skill in a certain area such as combat or smithing.
- Amount of wealth/influence they posses.
- Where they come from/are going to.
- Favorite/Despised hobbies.
- Ethnic, Religious, or National Background.
- Moral Compass/Values.
Intrigue Training
2 pointsYou gain +1 in attribute of your choice of Intelligence, Charisma, and Perception and 1 level of PRF in a skill of your choice under Intelligence, Charisma, and Perception. You may take this Feature multiple times, but it costs 2 additional point every time to a maximum of 6.
Lip Reading
1 pointWhenever you see someone speaking but cannot understand them, you may make a Sight Check DC 15. On a successful check, you understand their words. If you roll 5 or less than the DC, you understand partially of what they said. (If you do not have the Lip Reading Skill you can still attempt this check but the DC is 25).
Merchant
3 points, 1 level of PRF in PersuasionWhenever you would make a Persuasion Check that relies on selling or buying goods. You add half of your PRF level in Persuasion to that roll. this includes trades like, Arranged Marriages, Taking a Ward, Dealing Land, Offering Lordship, etc.
Seducer
3 point, 1 level of PRF in PersuasionWhenever you would make a Persuasion check that relies on charming someone for romance, sex, relationship, etc., you add half of your PRF level in Persuasion to that roll.
"I roll to seduce the monster."
Skulker
3 points, 1 level of PRF in stealthYou gain a level of PRF in stealth. In addition, whenever you roll for initiative, if you are hidden, you add half your Stealth Skill Bonus rounded down to your Initiative roll.
Subtle Words
4 points, 1 level of PRF in deceptionYou can discreetly place thoughts into other characters without them realizing your intentions or goals. Whenever you're talking to someone, you can make a Persuasion or Deception Check DC 15 + Your targets Insight. On a successful check, the target will slowly be persuaded by your action, thinking it's their own idea (As long as it doesn't go against their wants/needs) On a failed check, the target can attempt to Insight you and may learn of your motives.
Tactical Persuasion
3 points, 2 IntelligenceYou add half your Intelligence Score to all Charisma Skills that you have at least 2 levels of PRF in.
Crafting
Crafting skills improve your ability to create things. These features have no function at the moment.Alchemy
4 points, 2 Dexterity, 2 IntelligenceYou learn how to crafting potions and poisons.
Enchanting
4 points, SpellcastingYou learn how to enchant items with boons and curses.
Smithing
4 points, 2 StrengthYou learn how to craft items made from metals.
Tailoring
4 points, 2 DexterityYou learn how to create fabric clothes.
Magic
Magic features allow you spellcasting, runescribing, enchanting, etc. In order to learn any Magic Features, you must first know the Spellcasting FeatureSpellcasting
4 points, 3 IntelligenceIf you learn Spellcasting at 1st level, you gain access to a spellbook, spell focus, and four spells written in your spellbook. If you learn Spellcasting at a later level, you must find these items at a vendor or trainer.
You learn the ability to cast spells and have access to Mana. Go to the Magic and Spellcasting page for more details.
Arcane Spirit
3 pointsYou increase your total mana by half your Charisma Score rounded down. In addition, You increase your Magic Prowess Points equal to half your Charisma Score round down.
Arcane Sight of The Eighth Stormstone
6 points, Arcane Wrath, Magic Missile, Magic Adept, 10th level.Whenever you cast Arcane Missile while Arcane Intelligence is active, roll 1d6, on a 5-6, record it. After you've done this eight times, you may cast Arcanastorm centered on yourself as a free action for no mana. You are immune to the spell while it's active and you may still cast Arcane Missile. As you move, the spell moves centered on you.
"They had never seen anything like it. No mortal should be able to possess such raw power. If the gods were real, would they fear them?"
Arcane Wrath
4 pointsWhenever you cast Arcane Intelligence, you gain the following benefits as long as the spell is active. You also gain +1 mana.
- Whenever you cast Arcane Missile, roll 1d6, on a 5-6, you spend no mana on that spell.
- All of your Arcane Spell saving throws are increased by +2.
Arcane Wrath II
4 points, Arcane Wrath, 5th levelWhenever you cast Arcane Intelligence you gain the the following benefits as long as the spell is active.
- Whenever you would cast Arcane Missile and hit, roll 1d4, on a 4, the next Arcane Missile you cast is a Minor action.
- While channeling a spell, You have +2 on all concentration saving throws.
Armor of Winter
3 points, CryomancerWhenever you a creature would fail a saving throw and become chilled from your spell. You may cast Ice Armor as a Minor action. In addition, you gain a level of PRF in Ice Armor.
Armor of Winter II
2 points, Cryomancer, 5th level Whenever your Armor of Winter ability would trigger, Ice Armor also costs 2 less mana to cast.Bitter Ice
2 points, CryomancerWhenever a creature would fail a saving throw that causes them to be chilled, they take 1 cold damage.
Cryomancer
3 pointsWhenever a creature would fail a saving throw from a spell with the Kalt chant, by more than 5, they are stunned until the start of their turn. You also gain +1 mana.
Cryomancer II
4 points, Cryomancer, 5th levelYou gain a level of PRF in the spells, Frost Bolt, Cone of Cold, and Freeze. In addition all chill effects cause an additional increase of 4 to Weapon Speed, -4 to Initiative, and -5ft to movement speed.
Dampener
3 points, Null MageYou gain a level of PRF with Counterspell. Whenever you cast Counterspell, if you roll less than 5 of the required roll, you can spend 2 additional mana to instead dampen the spell. Choose one of the following:
- Depower: The spell save and or hit bonus of the spell is reduced by 4.
- Snuff: The damage dealt by the spell is -2 for each die rolled.
- Redirect: You reduce the range of the spell by half, if this would make their current target unavailable, they must choose a new one within range. If they cannot, the spell fails.
Dead Speaker
4 points, NecromancerYou gain a level of PRF with Control Undead. In addition, whenever you cast Control Undead, The spell lasts 8 hours instead of 1.
Divine Healer
2 pointsWhenever you cast a spell that would restore a targets hit points, they regain +1 for each die roll this way. You also gain +1 mana.
Divine Healer II
3 points, Divine HealerWhenever you would heal a target and they regain a number of hit points that would heal them beyond their maximum health, you may roll 1d6, on a 5-6, you regain 1d3 mana. This feature has no effect on targets who are at full health.
Electromancer
3 pointsWhenever you cast a spell that has the Tempe chant or does Lightning damage, you may spend an additional 2 mana on that spell, if you do, it deals an additional +2 for each damage die rolled. However, the Hit Bonus and DC is reduced by -4. You also gain +1 mana.
Elementalist
6 points, Cyromancer, Electromancer, Erugomancer, Pyromancer, 5th levelYou gain a level of PRF in four spells of your choice, each one must have the following chant, you cannot pick more than one spells that have the same chant from the following list. Kalt, Cedus, Pyr, and Tempe.
In addition, Whenever you cast a spell that has one of those chants, roll 1d6. On a 5-6, you gain a point of Elemental. You may have up to five points at a time. You may spend elemental points on any of the following effects.
- Elemental Wrath: Spend 2 elemental points. You may cast either, Firebolt, Frostbolt, Acid Splash, or Storm Bolt, as a minor action.
- Elemental Shift: Spend 1 elemental point. Whenever you cast a spell with any of the chants above, you may change the damage type to either, fire, cold, acid, or lightning.
- Aura of the Elements: Spend 5 elemental points. As a minor action, you create an aura of elemental wrath surounding you that lasts up to one minute. Whenever a target would start or end their turn within 5ft of you, they must make a Dexterity Saving throw. On a failed save, that target takes 1d4 of fire, cold, acid, and lightning damage for a total of 4d4 damage. At the beginning of your turn, you must spend 1 elemental point to continue this effect or it ends.
Elementalist II
4 points, ElementalistWhenever you cast an Elemental spell, you may spend 1 mana, if you do, you gain 1 elemental point. You also gain +2 mana point.
Eldritch Assassin
2 points, Assassin, 5th levelWhenever you cast a spell that only requires an action, minor action, or reaction to cast and isn't channeled, speaking the words produces no sound and doesn't break stealth.
Erugomancer
3 pointsWhenever you cast a spell that has the cedus chant or does acid damage and it causes an area of effect Dexterity Saving Throw, you may spend 2 mana and force the targets to repeat the saving throw. You may only use this ability once per turn. (The spell must specifically state that targets make a Dexterity Saving Throw within an area of at least 5ft.) You also gain +1 mana.
Flash Healer
3 points, Divine HealerWhenever you cast, Restore Wounds, you may cast it as a minor action instead.
Hexmage
4 pointsCurse spells you cast cost 1 less mana. In addition, You gain a level of PRF with up to two Curse spells. You also gain +1 mana.
Hexmage II
4 points, Hexmage, 5th levelYou may cast Curse Spells as Minor Actions instead of Actions. You may use this ability a number of times equal to half of your Intelligence Round Down. You regain all uses after a long rest.
Hex Swarmer
2 points, Hexmage, 5th levelYou may have an additional Curse Spell active. You may take this ability up to three times, increasing cost by 2 points each time.
Illusionist
3 pointsWhenever you would cast either the spell Echo or Bend light, you can instead cast both spells as an action for one mana.
Illusionist II
4 points, IllusionistYou gain a level of PRF with all spells that have the Echos or Lumo Chant. In addition, the radius of Glamour is increased by +10ft and you can cast the spell Echos while channeling it.
Improved Death Bolt
2 points, Umbramancer, 5th levelWhenever you cast Death Bolt, If the target is already damaged, you deal an additional 1d6 necrotic damage.
Improved Invisibility
2 pointsWhen you cast Invisibility you may target objects that are no larger than 10ft in any direction.
Improved Shadow Form
2 points, Umbral MageWhenever you successfully cast a Death spell, roll 1d6. On a 5-6, you may cast Shadow Form as a Minor Action.
Mana Rage
6 points, Rage II, 5th levelWhenever you cast a spell, roll 1d20 + (Rage Points x 2). On a 15 or higher you regain up to 1d4 mana from the spell you cast. You cannot regain more mana than from the spell you cast.
Mana Thief
2 points, Null MageWhenever you would successfully counter a spell, you regain half of the mana spent on the spell you countered.
Manapool
2 pointsYour total mana is increased by +2. You make take this ability up to three times, increasing in cost by 2 each time.
Manapool II
4 points, Manapool, 5th levelYour total mana is increased by +6. In addition, whenever you roll to regain mana you roll d4s instead of d3s. (You only need 1 Manapool feature to unlock Manapool II)
Mage Warden
3 pointsWhenever you caste a spell with the Torte or Null chant, You may target yourself or another target with 10ft. They gain a magic ward that increases their AC by +3 until the start of their next turn. You also gain +1 mana.
Magic Adept
0 points, 15 or more points worth of features under Magic, 5th level.All spells, even those you don't know, gain a level of PRF. In addition, you gain +1 Magic Prowess Die.
Magic Missile
3 pointsYou gain a level of PRF with Arcane Missile, in addition, if you would roll to hit and miss by less than 5, you may spend 1 mana point to reroll the attack roll and take the new roll. You also gain +1 mana.
Magic Missile II
4 points, Magic Missile, 5th levelThe DC for Arcane Missile is increased by +2, in addition, whenever a creature would fail the saving throw of Arcane Missile, roll 1d6, on a 5-6, you may cast Magic Missile as a free action.
Mind Taker
4 points, 5th levelYou gain a level of PRF in Mind Rot. In addition, whenever you cast Mind Rot and a target would fail by 5 or more, you gain +1 Intelligence. Your Intelligence may not increase greater than 10 from this effect. Whenever you gain Intelligence this way, you gain a part of the targets memories at GM approval. You also gain +2 mana.
Necromancer
3 pointsAny Zombie or Skeleton under your control deals additional damage equal to half your Intelligence round down. In addition all undead under your control adds Half of your Initiative to their own, round down. Finally, you gain +1 mana.
Necromancer II
4 point, Necromancer, 5th levelWhenever you cast Animate Dead. You may raise any number of additional undead for 6 mana.
Null Mage
4 pointsWhenever you would cast a spell with the Null Chant and successfully counter a spell or end someone’s concentration on a spell, roll 1d6, on a 5-6, for the next minute, the next time you cast Null Bolt, you can cast it as a minor action.
Pyroblaster
4 points, Pyromancer, 5th levelYou gain a level of PRF with the spells Firebolt and Pyroblast. In addition, whenever a creature takes fire damage from being ignited from one of your spells, roll 1d6. On a 6, the next Pyroblast you cast on that target costs 2 less mana and is a minor action.
Pyromancer
3 pointsAll spells that you cast that deal fire damage or have the Pyr chant have +2 to all saving throws. In addition, whenever you would cast a spell that deals fire damage, you may spend 2 mana points to increase that damage by half your Intelligence Modifier, round down. You also gain +1 mana.
Pyromancer II
4 points, PyromancerAll spells that you cast that deal fire damage or have the Pyr chant have +1 damage to all dice rolled this way. In addition, whenever you cast a spell with the Pyr chant roll 1d6. On a 5-6, you regain 1 mana point.
Ray of Death
6 points, Improved Death Bolt, 10th levelWhenever you cast Death Bolt, you may spend an additional 4 mana, if you do. Death Bolt gains the following.
- Death Bolt is now channeled for up to one minute. Every round you make an attack roll against the same target this way.
- Whenever you would kill a target with Death Bolt, you may select a new target and continue to channel the spell.
- For every round you channel this spell, you spend 1 mana.
- While Channeling Death Bolt, you may cast Blood Mana without interrupting Death Bolt.
Scorcher
4 points, Pyromancer, 5th level.Whenever you would cast Fireswarm against a target that is ignited, you have +2 to hit against that target. In addition, whenever you deal damage to a creature with Fireswarm, they must make a Dexterity Saving Throw DC -3 or be ignited for 1d3 damage.
Shadow Walker
4 points, Umbramancer, 5th level.While Shadow Form is cast, if you would enter an area in total or near darkness, you are invisible until you cast a spell, make an attack roll, or take the dash action.
Snapcast Intellect
3 pointsWhenever you cast Arcane Intelligence, you may choose to cast it as a minor action, if you do so, it only lasts for one minute. You may use this ability a number of times equal to half your Intelligence Round down. You regain all uses after a long rest. You also gain +1 mana.
Soul Harvester
3 pointsYou gain a level of PRF in Drain Soul, in addition, whenever you cast drain soul and the target would pass the saving throw, the target takes half damage from the damage roll. You also gain +1 mana.
Soul Harvester II
4 points, Soul Harvester, 5th levelWhenever a target would fail it's saving throw against Drain Soul, they must make an Endurance Saving Throw equal to Drain Souls DC -4. On a failed save, the target is stunned until the end of their next turn. They must repeat this saving throw at the start of your turn as long as the spell is active.
Spell Training
1 pointsYou gain a Level of PRF in one Spell of your choice. You may learn this ability multiple times. This cost of this ability increases by 1 for each additional feature to a maximum of 3. You may only take this feature once per level.
Spellblade
0 point, 7 or more points worth of features under Combat and Magic for a total of 14, 5th levelWhenever you cast a spell that's no longer than an action, you make make a single attack roll as a minor action. This attack roll has -3 to hit. You also gain +3 mana.
Spellslinger
3 pointsChoose up to three spells that you know that have the Porj chant. You gain a level of PRF for each of them. You also gain +1 mana.
Summoner
2 points 5th levelYou must have this feature to cast summon spells.
Umbral Mage
4 pointsWhenever you cast a spell that deals Toxic Damage, you may instead spend 1 magic prowess point to deal Necrotic Damage instead. In addition, Whenever you cast a Death spell on a target, and they would die before the start of their next turn you regain 1 mana point. You also gain +1 mana.
Umbramancer
4 points, Umbral Mage, 5th levelYou gain a level of PRF in Blood Mana and Death Bolt, in addition, whenever you cast Death Bolt and roll to see when you can cast it again, roll twice and take the lower roll. You also gain +2 mana.
Unheal
4 points, Divine Healer II, 5th levelWhenever you cast a spell that would restore hit points to a target. You may instead choose to deal damage. As a free action, you spend an additional 1 point of mana on the spell and it deals damage instead of healing in the form of necrotic damage.
Volatile Corpse
2 points, NecromancerYou gain a level of PRF with Corpse Blast. In addition, After you cast Corpse Blast, the remains of the corpse leave a puddle of acid. Anyone who starts or ends their turn must make a Dexterity saving throw or take 1d8 acid damage. The acid remains for 1d3 rounds before dissipating.
Warrior Spirit
3 points, 7 or more points worth of features under CombatFor every two prowess points you have, you gain +1 mana.
Wizard's Attunement
4 points, 3 Perception, 5th levelAs a Minor Action, you can spend mana and convert it into prowess points. For every 2 Mana you spend, you gain 1 Prowess Point. You may spend up to 8 mana at one time.
Zombie Rot Resistance
2 points, NecromancerWhenever you would control undead with Zombie Rot, they roll d8s instead of d10s for damage they take per turn.
Zombie Rot Resistance II
2 points, Zombie Rot ResistanceWhenever you would control undead with Zombie Rot, they roll d6s instead of d8s for damage they take per turn.
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