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General Feats

This article contains all the general feats that can be used in the World of Venhum with some additions, changes and some are removed. Some of these feats can be used with the Level 1 choice of gaining a Lost Passion.   Available Neutral Feats   Actor
Unchanged   Lost Passion: Failed Actor
  • Decrease your Charisma by 1, to a minimum of 1.
  • You have disadvantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.

  • Alert
    Unchanged
    Athlete
    Unchanged   Lost Passtion: Injured Athelete
  • Decrease your Dexterity or Strength by 1, to a minimum of 1.
  • When you are prone, standing up uses all of your movement.

  • Blade Master
    Prerequisite
    : Proficiency in Dagger and Swords
  • Increase your Dexterity or Strength score by 1, to a maximum of 20.
  • Whenever you make a weapon attack using any of these weapons, they gain a +1 to both the attack and the damage they deal. This effect stacks with magical +1/+2/+3 weapons.
  • In addition, you can precisely cut off object that are loosely attached to other creatures with a successful attack. This includes things like belts, purses, straps, etc.

  • Charger
    Unchanged
    Chef
    Unchanged   Lost Passion: Stale Chef
  • Decrease your Constitution or Wisdom by 1, to a maximum of 1.
  • As part of a short rest, you can cook special food, provided you have ingredients and cook's utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food becomes poisoned for the next hour. Creatures having resistance or immunity to poison damage are unaffected by the food.

  • Cleaver
    Prerequisite: Proficiency in Axes and Picks&Scythes
  • Increase your Dexterity or Strength score by 1, to a maximum of 20.
  • Whenever you make a weapon attack using any of these weapons, they gain a +1 to both the attack and the damage they deal. This effect stacks with magical +1/+2/+3 weapons. In addition, these weapons gain the cleave property.

  • Combat Magic
    Prerequisite: Character Level 8 or higher
  • Increase your Dexterity or Strength score by 1, to a maximum of 20.
  • Whenever you hit a creature with a weapon attack, you can use your bonus action to cast a Cantrip you know. In addition, if it was a critical hit, you can use your bonus action to cast a 3rd level or lower Spell, that usually requires an action to cast.

  • Crossbow Expert
    Unchanged
    Crusher
    Unchanged
    Defensive Duelist
    Unchanged
    Divided Dedication
    When you take this Feat, you can choose a Subclass Feature from a different Subclass, different from the one you have chosen originally, but still from your original Class, whose Level is equal to or lower than twice your Proficiency modifier and whose prerequisites you meet(fitting Divine Domain, etc.). Any ressources that would be added through the new Subclass Feature are not added, if you already gained these ressources previously through a similar Subclass Feature of the same Class. When choosing this feat, you cannot choose a subclass from a class other than the one which is granting you this Ability Score Improvement turned Feat. Futhermore, you can only take this Feat once per Class.
    Domina/Dominus
    Prerequisite: Proficiency in Exotic Weapons, and Character Level 4
  • Increase your Dexterity or Strength score by 1, to a maximum of 20.
  • Whenever you make a weapon attack using any of these weapons, they gain a +1 to both the attack and the damage they deal. This effect stacks with magical +1/+2/+3 weapons.
  • You gain proficiency in Domination and Torturer's Tools, and can use your whip as a replacement for Torturer's Tools.

  • Dual Weilder
    Unchanged
    Dungeon Delver
    Unchanged
    Durable (Changed)
  • Increase your Constitution score by 1, to a maximum of 20.
  • When you roll a Hit Die to regain hit points, you always recover the maximum amount unless another effect circumvents it.

  • Environmental Casting
  • Increase your Charisma, Intelligence or Wisdom score by 1, to a maximum of 20.
  • Whenever you cast a Spell that matches the environment around you, for example casting the Spell fireball near an active volcano, you deal an additional die of Spell damage with that Spell. If the Spell deals no damage, but fits the environment and is 2nd level or higher, regain a 1st level Spell slot instead.

  • Fighting Initiate
    Unchanged
    Grappler
    Unchanged
    Great Weapon Master
    Unchanged
    Healer
    Unchanged
    Heavily Armored
    Unchanged
    Heavy Armor Master (Changed)
  • Increase your Strength score by 1, to a maximum of 20.
  • While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by a number equal to your proficiency modifier. In addition, if you are wearing magical armor you all reduce bludgeoning, piercing and slashing damage.

  • Highway Banditry
    Prerequisite: Proficiency in Clubs, Daggers and Tribal Weapons
  • Increase your Dexterity or Strength score by 1, to a maximum of 20.
  • Whenever you make a weapon attack using any of these weapons, they gain a +1 to both the attack and the damage they deal. This effect stacks with magical +1/+2/+3 weapons.
  • Creatures have disadvantage on additional effects caused by your blowgun, dagger and dart attacks, i.e. laced with poison, aswell as disadvantage on checks to escape nets you deploy. In addition, your club and greatclub gain the stagger property.

  • Inefficient Casting
  • Increase your Charisma, Intelligence or Wisdom score by 1, to a maximum of 20.
  • You can cast Bonus Action Spells using your Action instead.
  • Whenever you use the Hold Action, you can now hold Bonus Action Spells as well.

  • Inspiring Leader
    Unchanged
    Keen Mind
    Unchanged   Lost Passtion: Forgetful Mind
  • Decrease your Intelligence score by 1, to a minimum of 1.
  • You have disadvantage on recalling information involving Arcana, History Nature, and Religion skill checks.

  • Klutzy
    You are horribly klutzy and you can't help it. You gain the following features and any saving throw DC is calculated using 10 + half your Character Level(rounded up):
  • Increase your Strength score by +2 to a maximum of 22.
  • All weapons you wield gain the clumsy property. In addition, clumsy weapons you wield deal an additional 1d4 + half your proficiency modifier(rounded up) weapon damage.
  • You have to make a Charisma saving throw whenever you speak to a creature you just met, or gain disadvantage on all Charisma ability checks for an hour.
  • You have to make a Constitution saving throw whenever you drink alcohol or eat spicy food, or become sickened for an hour.
  • You have to make a Dexterity saving throw whenever you drink or are fed a potion, or loose the potion effect.
  • You have to make a Intelligence saving throw whenever you try to remember something, or walk absentmindedly into a wall gaining two levels of bleed.
  • You have to make a Strength saving throw whenever you move in difficult terrain, or fall prone.
  • You have to make a Wisdom saving throw whenever you are charmed, or you fail the order or suggestion of the creature charming you.

  • Leyline Awareness
    Prerequisite: An Arcane Spellcaster, and Character Level 8 or higher
  • Increase your primary Spellcasting Ability score by 1, to a maximum of 20.
  • Whenever you cast your first Spell of 3rd level or lower during combat, it does not use your Spell Slot, as long as you are on a Plane with Leylines or similar flow of magic.
  • Whenever you cast your first Spell of 6th level or lower during combat, it does not use your Spell Slot, as long as you near a Leyline Nexus or similar flow of magic.

  • Life Weaver
    Prerequisite: A Divine or Primordial Caster, and Character Level 4 or higher
  • Increase your primary Spellcasting Ability score by 1, to a maximum of 20.
  • Whenever you spend a 1st Level or higher Spell Slot, you regain hit points equal to the Spell's level. In addition, each hit point restored beyond your hit point maximum is converted into temporary hit points instead.

  • Lightly Armored
    Unchanged
    Linguist
    Unchanged
    Mage Seeker
  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • You become proficient in either the Investigation or Perception skill.
  • You learn the Spells detect magic and detect thoughts, and the Spell locate creature if you are Character level 8 or higher. In addition, your Investigation or Perception skill is your Spellcasting ability for these Spells.

  • Mage Slayer (Changed)
    You have practiced techniques useful in melee combat against spellcasters, gaining the following benefits:
  • When a creature within 30 feet of you casts a Spell, you can use your reaction to make a weapon attack against that creature.
  • 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 5ft. of you and that you have damaged this round.

  • Magic Initiate
    Unchanged
    Maimer
    Prerequisite: Proficiency in Axes, Hammers and Spears
  • Increase your Strength score by 1, to a maximum of 20.
  • Whenever you make a weapon attack using any of these weapons, they gain a +1 to both the attack and the damage they deal. This effect stacks with magical +1/+2/+3 weapons.
  • In addition, a creature hit by one of these weapons, when thrown, is pinned until the end of your next turn.

  • Martial Adept
    Unchanged
    Master of Eden
    Prerequisite: Studen of Eden feat and Character Level 12
  • Increase your Dexterity or Strength by 1, to a maximum of 20.
  • You gain proficiency with all Eden Weapons.
  • You gain resistance to force damage.

  • Medium Armor Master
    Unchanged
    Mobile
    Unchanged
    Moderately Armored
    Unchanged
    Mounted Combatant
    Unchanged
    Nexus
    Prerequisite: Character Level 4 or higher
    Whenever you are under any Spell effect, positive or negative, you gain benefits based on the amount of Spells affecting you. You gain 5 movement speed for each Spell affecting you, deal 1 additional damage with your Attacks and Spells for every two Spells, gain 1 additional AC for every three Spells, increase your Critical Hit range by 1 for every four Spells and resistance to all Spell damage at 9 active Spell Effects.
    Observant (Changed)
  • Increase your Intelligence or Wisdom by 1, to a maximum of 20.
  • If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
  • You have a bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores based on your proficiency modifier.

  • Overwhelming
    Prerequisite: Proficiency in Clubs and Hammers
  • Increase your Strength score by 1, to a maximum of 20.
  • Whenever you make a weapon attack using any of these weapons, they gain a +1 to both the attack and the damage they deal. This effect stacks with magical +1/+2/+3 weapons. In addition, these weapons gain the overwhelm property.

  • Piercer
    Unchanged
    Poisoner
    Unchanged
    Polearm Mastery (Addition)
    Prerequisite: Proficiency in Polearms and Spears You can keep your enemies at bay with reach weapons. You gain the following benefits:
  • When you take the Attack action and attack with only Polearms and Spears you can use a bonus action to make a melee attack with the opposite end of the weapon; this attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage.
  • While you are wielding Polearms and Spears other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.

  • Quickshot
    Prerequisite: Proficiency in Bows, Crossbows and Slings
  • Increase your Dexterity by 1, to a maximum of 20.
  • Whenever you make a weapon attack using any of these weapons, they gain a +1 to both the attack and the damage they deal. This effect stacks with magical +1/+2/+3 weapons. In addition, you can make a quick attack using your bonus action, ignoring loading properties, but you have to make the attack with disadvantage, disregarding any advantage.

  • Resilient
    Unchanged   Lost Passion: Fragile
  • Decrease the chosen ability score by 1, to a minimum of 1.
  • You have disadvantage on saving throws using the chosen ability score.

  • Ritual Caster (Addition)
    Prerequisite
    : Charisma, Intelligence or Wisdom 13 or higher.
    Effect
    : Unchanged
    Rot Within
  • Increase your Constitution score by 1, to a maximum of 20.
  • Every time you would deal poison damage with a weapon you wield or a Spell you cast, you deal rot damage instead.

  • Runeskin
    Prerequisite
    : Able to inscribe Spells, like inside a Book of Shadows, Ritual Book or a Wizard's Spellbook
    Learning the ancient art of inscribing words of power onto your very skin and use it effectively in battle or outside. You gain the following features:
  • You can now inscribe Spells onto your own body like a piece of parchment and these Spells count as always prepared. Other creatures can not inscribe any Spells onto you and you can't inscribe Spells that you don't know or can't learn. Different Spell Circles require more and more space on your body, starting with a hand for 1st level, lower arm for 2nd level, whole arm for 3rd level, whole leg for 4th level, both arms for 5th level, entire lower body for 6th, entire upper body for 7th, entire lower body and arms for 8th and whole body for 9th level.
  • For each Spell level inscribed on your body, your maximum hit points increase by +1.

  • Savage Attacker (Changed)
    Once per turn when you roll damage for a weapon attack, you can reroll the weapon's damage dice and use either total.
    Sentinel
    Unchanged
    Sharpshooter
    Unchanged
    Shield Master
    Unchanged
    Skill Expert
    Unchanged   Lost Passion: Skill Failure
  • Decrease one ability score of your choice by 1, to a minimum of 1.
  • Your critical fail range in skills you are proficient with is increased to a of 1-5.

  • Skilled
    Unchanged
    Skulker (Addition)
  • You can try to hide when you are lightly obscured from the creature from which you are hiding.
  • When you are hidden from a creature and miss it with a weapon attack, making the attack doesn't reveal your position.
  • Dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight.

  • Slasher
    Unchanged
    Spell Mastery
    Prerequisite
    : A Spellcaster, and Character Level 8 or higher
    You can now cast two Spells on your turn, using your Action and Bonus Action, and neither of them has to be a Cantrip.
    Spell Mimicry
    Prerequisite
    : Martial Class with no Spellcasting ability from their Class/Subclass and Character Level 4 or higher
    You can mimic the effects of Spells with your Weapon Attacks, as long as they are of Spell Level equal to your Proficiency modifier. The Spell Level and the number of attacks you are capable off per turn, without any features outside of Extra Attack, determines the amount of attacks it needs to mimic the Spell.
    • 1 Attack per Turn, all Spells up to Level 2, costs the Attack
    • 2 Attacks per Turn, all Spells up to Level 4, costs only 1 Attack for 1st/2nd Level, and all Attacks for 3rd-4th Level
    • 3+ Attacks, all Spells up to 6th Level, costs only 1 Attack for 1st-2rd Level, two Attacks for 3rd-4th Level and all Attacks for 4th-6th Level
    The range of Spells needs to be equal to or less than the long range of a weapons Ranged or Thrown Property(a thrown range of 10/20ft. for weapon without the Thrown property). You can only mimic Spells that deal damage, or could be created by a weapon given time and mimic the damage die, but not the damage type. You can only mimic conditions that can also be applied by weapons, e.g. bleed, prone, etc., and you can only mimic effects like push or pull, nothing like illusions or diseases. You can't mimic Rituals.   Lastly choose a number of Spells that fit all criteria equal to half your Character Level(rounded down) and one more whenever you level up twice thereafter. You can use Spell Mimicry a number of times equal to your Proficiency modifier and regain all uses after a long rest.
    Spell Sniper
    Unchanged
    Student of Eden
    Prerequisite: Proficiency in any ranged weapon and Character Level 4
  • Increase your Dexterity or Strength by 1, to a maximum of 20.
  • You gain proficiency with Eden Weapons that have no more than 2 Eden Crystals in them.
  • Whenever you make a Weapon Attack with an Eden Weapon, you are pushed 10ft. in the opposite direction of the attack.

  • Tavern Brawler
    Unchanged   Lost Passion: Tavern Punching Bag
  • Decrease your Constitution or Strength by 1, to a minimum of 1.
  • You take an addition 1d4 of damage, whenever you are hit by an improvised weapon or unarmed strike from a humanoid.

  • Tough
    Unchanged
    Trinketeer
    You are a master of making tiny knick-knacks to help you in many situations, be it caltrops, shurikens and or smoke bombs.
  • Increase any Ability score by +1 to a maximum of 20.
  • You gain proficiency in Tinker's Tools.
  • After finishing a long rest, you create a bundle of knick-knacks, which contains one of these mundane items: a bait, ball bearings, caltrops, darts, eden dust, shurikens, a sleep bomb, a smelling bomb, a smoke bomb, a spark bomb or a slippery oil flask.
  • Using a Bonus Action, you make a DC 13 Tinker's Tools check and spend 1 gold to create another bundle of knick-knacks. You can only have one bundle of knick-knacks at any given time.

  • War Caster
    Unchanged
    Weapon Master (Changed)
  • Increase your Dexterity or Strength by 1, to a maximum of 20.
  • You gain proficiency with four weapons of your choice. Each one must be a simple or a martial weapon, and only one of them can be an exotic weapon.
  • Lost Passion: Weapon Trainee
  • Decrease your Dexterity or Strength by 1, to a minimum of 1.
  • You have disadvantage on weapon attacks made with weapons you are not proficient with.

  • Wild Magic Enthusiast
    Prerequisite
    : Wild Magic Sorcerer
    Your wild energy is more unstable than others, allowing you spark the flame of chaos through the most simple of Cantrips.
  • Increase your Charisma by 1, to a maximum of 20.
  • Your Cantrips can now trigger your Wild Magic Surge, but only at its rarest occasion, being either a 1 or 20.
  • In addition, you learn an additional Cantrip, that does not count against your Cantrips known, and it can be from any Spell list.


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