Feats

Banned Feats

Some feats are not available for Athas. The following feats are banned:
  • Great Weapons Master
  • Sharpshooter
  • Lucky
  • Eldritch Adept
  • Fey Touched
  • Shadow Touched
  • Dual Wielder
  • Linguist
  • Setting specific feats (Strixhaven, Eberron, etc.)

Changed Feats

Some feats are slightly different due to the different weaponry and magic of Athas.
  • Polearm Master: does not apply to spears

New Feats

New feats are available that are specific to the world of Athas.  

Axe Master

  You have mastered the use of the handaxe, battleaxe, and greataxe. You gain the following benefits when wielding one of them:
  • You gain a +1 bonus to attack rolls you make with the weapon
  • When attacking a target using a shield, you gain a +2 bonus to attack rolls
  • When you score a critical hit against a target with a shield, you may choose to do normal damage and break the shield (rendering it useless), or roll for critical damage.
 

Desecrator

You care not for the consequences of defilement and specialize in siphoning the world's life for your own.
  • You may reduce your defiler points by 1d4 (plus other effects) during a long rest if you choose not to regain any hitpoints
  • You defile at one level higher than the vegetation allows, if defilement is possible.
 

Dueling Master

  You master the dagger, rapier, saber, scimitar, and shortsword. You gain the following benefits when wielding one of them:
  • You gain a +1 bonus to attack rolls you make with the weapon
  • You have advantage on oppotunity attacks made with the weapon, and you may attack with both weapons on an opportunity attack if you are duel wielding and both weapons benefit from this feat.
  • On your turn, you can use your reaction to assume a parrying stance, provided you have the weapon in hand. Doing so grants you a +1 bonus to your AC until the start of your next turn or until you stop holding the weapon. If you have two weapons, you gain a +2 bonus to your AC instead.

Exotic Weapon Master

Honing your skill with a singular weapon, you master what few can and gain the following benefits:
  • You gain proficiency with one exotic weapon
  • You gain a +1 bonus to attack rolls you make with the weapon
You may choose this feat multiple times, picking a different exotic weapon each time.

Flail Master

You master the flail and greatflail. You gain the following benefits by wielding one of them:  
  • You gain a +1 bonus to attack rolls you make with the weapon
  • Whenever you hit an enemy with an opportunity attack with this weapon, the target must succeed on a Strength saving throw (DC 8 + PB + your Strength modifier) or be knocked prone.
  • Once per turn, if you miss a target who is wielding a shield, you may instead hit and the target takes half of the damage of your attack.

Preserver

You seek to fight against the defilement of Athas, preserving what little is left of its life. This allows you to discern the aura of defilers.
  • You may make a Wisdom (Insight) check to determine the strength of a creature's defiler Aura. The DC is 20 - the target's defiler score.
  • You may make a DC 15 Wisdom (Survival) check on a 60ft. x 60ft. area of land to determine if it has been defiled. On a success, you learn the spells cast, the amount defiled, and the general direction of any defilers that left that area.
  • When a creature within 60ft. of you defiles, you may use your reaction to attempt to disrupt the defilement. Make a contested Intelligence (Arcana) check. If you win the contest, the defilement fails and the creature suffers psychic damage equal to twice your level.

Pulverizer

You master the club, greatclub, mace, greatmace, maul, greatmaul, and warhammer. You gain the following benefits when wielding one of them:
  • You gain a +1 bonus to attack rolls you make with the weapon
  • Whenever you have advantage or disadvantage on an attack roll with the weapon, the target takes bludgeoning damage equal to your Strength modifier if the lower of the two rolls would have hit.
  • When you score a critical hit with the weapon you may add your Strength modifier to the damage twice instead of once.

Spear Master

You master the short spear, spear, greatspear, pilum and trident turning these simplistic weapons into effective tools of death-dealing.
  • You gain a +1 bonus to attack rolls you make with the weapon
  • Weapons you wield that benefit from this feat gain the lacerating property (triple damage on critical strikes)
  • As a bonus action, you can extend the range of your spear by 5ft. for the rest of the turn

Slugger

Your pure strength allows you to overcome the unwieldiness of some weapons.
  • You increase your strength score by 1, to a maximum of 20
  • You ignore the penalty of the unbalanced property on weapons
  • When you score a critical hit using a weapon with the unbalanced property, you cause the enemy to stagger and all attacks have advantage against them until the start of your next turn

Sword Master

You master the claymore, greatsword, longsword, and zweihander. You gain the following benefits when wielding one of them:
  • You gain a +1 bonus to attack rolls you make with the weapon
  • Whenever you have disadvanatage on an attack with the weapon and hit, you may save the result of the higher roll and use it in place of any other attack roll with this weapon until the end of your next turn. You may only store one such roll at a time.

Whip Master

You have mastered the ways of the whip and the intricacies of such a strange weapon. You gain the following benefits:
  • You gain a +1 bonus to attack rolls you make with a whip.
  • When you hit with a melee attack using a whip you deal an additional 1d4 damage of whatever type the whip deals.
  • While you are wielding a whip, other creatures provoke an opportunity attack when they enter your reach.
  • You have advantage on ability checks and attacks made to disarm or grapple enemies when using a whip as a part of the check or attack.

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