Racial Feats
This article contains all the racial feats that can be used in the world of Venhum with some additions, changes and some are removed.
Angelic Chosen
Prerequisite: Ascended Aasimar
You have an aura around you, that eases the burdens of those that witness you. You gain the following features:You gain proficiency in Aura and Domination.
Whilst you are being watched by your party or a crowd, you have advantage on saving throws against the blinded, charmed, dazed, deafened, frightened, silenced and winded condition.
Aquired Taste
Prerequisite: Hungering One
You may be starving quite a lot and the hunger drives you crazy, but this didn't stop you developing an aquired taste. You gain the following features:Choose two Races and a Creature Type. The chosen Races and the Creature Type are your preferred prey and satisfy your hunger from your Feast and Famine racial feature twice as long. In addition, other prey does not satisfy your hunger as much anymore, giving you only half the duration.
You have proficiency in Constitution saving throws, if you are already proficient, you have advantage on all Constitution saving throws instead, excluding Concentration checks.
Bad Ex
Prerequisite: Hurtful Fawn
You are proficient and very mean, when it comes to breakups, so much so it mentally hurts the opposing creature.Increase your Charisma by 1, to a maximum of 20.
Whenever you break up with a creature or a charm originating from you ends, you deal psychic damage equal to a number of D8s x your proficiency modifier to that creature.
Blood of a Chieftain
Prerequisite: Trueblood Trollkin
It runs within your veins, the blood of your forefathers, the ability heal those that need you and your power. You gain the following features:Increase your Constitution by 1 to a maximum of 20.
You can now give your blood to another creature, when you use your Call to Blood subracial feature, allowing both of you to have the effect.
Bountiful Luck
Unchanged
Burdened No Longer
Prerequisite: Redeemer Spirit, Character Level 8
You have come to terms with your past mistakes and try to move forwards towards redemption. You gain the following features:Increase your Charisma by 1 to a maximum of 20.
Whenever you use your Life's Burden subracial feature, it is a bonus action instead of an action and you no longer fall prone.
Chaos Regeneration
Prerequisite: Chaos Trollkin
The blood of your ancestors boils through the Chaos you create or revel in, gaining the following features:Increase your Charisma by 1, to a maximum of 20.
Each time a creature has to roll on your Call to Chaos subracial feat table, you restore hit points equal to 1d8 + your proficiency modifier.
Each time you succeed on a skill check that is an actual challenge(DC of 15+), using your Born to Chaos subracial feat skill, you restore hit points equal to 1d8 + your proficiency modifier.
Cleansing Waters
Prerequisite: Water Seasonal Sprite
Through clarity of your own mind and body, you can transmit these purities onto your crystalline fountain, gaining the following features:Increase your Constitution or Wisdom by 1, to a maximum of 20.
Creatures drinking from your crystalline fountain, created by your Water Sprite subracial feature, also remove any diseases and the poisoned condition, as well as any poisons currently affecting them.
Combat Guidance
Prerequisite: Guide Kitsune
Besides guiding other races safely through the Archipelago, these Kitsune also know how to guide others to perform better in combat, gaining the following features:Increase your Dexterity, Strength or Wisdom by 1, to a maximum of 20.
Whenever another creature makes an attack within 15ft. of you, using a reaction, you can add your proficiency modifier to the attack. You can use this reaction a number of times equal to your proficiency modifier, and regain all uses after a long rest.
Copycat
Prerequisite: Artificial Mutant
Mutant Arcveined always have been a mixture of various other things, and thus their evolution is often influenced by creatures around them. If you take this Feat at 4th level or higher, you replace it with a Racial Feat of any other race of your choice. You can take this feat multiple times.
Dark Elf High Magic (Changed + Renamed from "Drow High Magic")
Prerequisite: Dark Elf
You learn more of the magic typical of dark elves. You learn the Spell detect magic and can cast it at will, without expending a Spell slot. You also learn the Spells shadow blade and dispel magic, each of which you can cast once without expending a Spell slot. You regain the ability to cast those two Spells in this way when you finish a long rest. Charisma is your Spellcasting ability for all three Spells.
Day and Night
Prerequisite: Minotaur
Being a powerful workforce it is sometimes mandatory to work day and night, gaining the following features:Increase your Strength or Wisdom by 1, to a maximum of 20.
You gain 60ft. of Darkvision.
You ignore the first Level of Exhaustion caused by straining your body or work, but not from traveling or lack of sleep.
Deepened Sin
Prerequisite: Scourge OneiroiIncrease one of your Ability Scores by +2, to a maximum of 20, depending on the Sin you have: Envy(Wisdom), Gluttony(Constitution), Greed(Intelligence), Lust(Charisma), Pride(Any), Sloth(Dexterity), Wrath(Strength).
You gain or increase the Sin from your scourge to the next stage, gaining its benefits and flaws. In addition, this Sin can't be reduced or suppressed, and you can spend one hit die to restore hit points equal to the amount rolled if you act in accordance to your Sin.
Design Flaw
Prerequisite: Commissioned ArcveinedIncrease your Charisma by 1, to a maximum of 20.
You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.
In addition, you can break free from the charmed condition for a number of minutes equal to your proficiency modifier, as well as any commands given to you by your master. After using this ability, you can't do so again until you have finished a long rest.
Divine Physicality
Prerequisite: Ascended AasimarIncrease your Constitution by 1, to a maximum of 20.
You gain immunity to all non-magical diseases and immunity to poison damage, as well as the poisoned condition.
Double Tap
Prerequisite: Trickster Spirit Tanukin
Your time in the material plane has allowed some of your ethereal magic to come back to you, allowing you to bamboozle creatures even further with the features below.You can now tag willing creatures with a tag from your Bait and Switch subracial feature, or unwilling creatures with a successful Sleight of Hand skill check against their passive Perception. In addition, its range increases by 30ft. and you can use it twice inbetween long rests.
Dragon Fear (Changed)
Prerequisite: Broken with a Draconoid parent, DraconoidIncrease your Strength, Constitution, or Charisma by 1, to a maximum of 20.
As an action, you can let our a roar with primal savagery, striking fear into your enemies, forcing each creature of your choice within 30ft. of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds on the save if it can't hear or see you. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.
Dragon Hide (Changed)
Prerequisite: Broken with a Draconoid parent, DraconoidIncrease your Strength, Constitution, or Charisma by 1, to a maximum of 20.
Your scales harden. While you aren't wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit.
It is very tough to penetrate your scales and the skin beneath to make you bleed. You are immune to the damage of the first five levels of bleed.
Dragon Transformation
Prerequisite: Broken with a Draconoid parent, Draconoid or Dragon Inheritance through Subclass, Traits or Events and Character Level 4
You have dragon blood within your veins, be it through coincidence, your birthright or through pursuit of this powerful bloodline. With it, you have begun seeing changes, as your blood appears more pure, closely tied to the Primordial Dragons, changing your body in the process. You gain one of the following options:Increase your Constitution by 1, to a maximum of 20. In addition, if you have no damage resistance from the damage type of your draconic ancestry, you gain resistance, you gain immunity if you have resistance already and you gain absorption if you have immunity. This option can be taken multiple times.
Increase your Dexterity by 1, to a maximum of 20. In addition, while you aren't wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit, but if you already had such armor from the Dragon Hide Feat or the Draconic Bloodline from Sorcerer, you instead add an additional +2 to your AC. This option can be taken multiple times.
Increase your Charisma or Strength by 1, to a maximum of 20. Your body begins to change rapidly, giving you access to more refined shapes of the dragon that stirs within you. Using an action, you can shapechange into a Dragon Wyrmling of your respective dragon ancestry and back, retaining all Class features. Into a Young Dragon if you are of 10th Level or higher and have taken this option twice, or into an Adult Dragon if you are of 15th level or higher and you have taken this option thrice. Whenever you transform into a dragon or back, any damage taken is kept between forms. In addition, you are considered a Dragon in addition to your other creature types. This option can be taken multiple times.
Dreamweaver
Prerequisite: Dream Changeling
You are able to manifest dreams of other sleeping creatures into smaller objects of your choosing. You gain the following features.Increase your Charisma or Intelligence by 1, to a maximum of 20.
You gain proficiency in Mindweaving(Dreams). In addition, whenever you weave the dreams of other creatures and fail on the Skill check set by the DM, the sleeping creatures gets a nightmare, waking up immediately and loosing all progress toward a long rest.
Dwarven Fortitude (Changed)
Prerequisite: Broken with a Dwarf parent, DwarfIncrease your Constitution score by 1, to a maximum of 20.
You do not have disadvantage on attacks while you are under the poisoned or prone condition.
Ecstasy
Prerequisite: Hurtful FawnIncrease your Strength by 1 to a maximum of 20.
Whenever your Life Overflow feature is active, you gain advantage on all attacks and are considered dazed.
Elemental Champion
Prerequisite: Primordial ArcveinedIncrease your Constitution score by 1, to a maximum of 20.
You can now cast the following Spells once, without using a Spell slot or requiring material components, and regain all uses after a long rest: burning hands, crackling jolt, entangle, frost fingers, thunderwave. Constitution is your Spellcasting ability for these Spells.
Elven Accuracy (Changed)
Prerequisite: Elf or Half-ElfIncrease your Dexterity, Charisma, Intelligence, Strength or Wisdom by 1, to a maximum of 20.
Whenever you have advantage on an attack roll using Dexterity, Charisma, Intelligence, Strength or Wisdom your critical range increases to 19-20.
Embrace the Earth Below
Prerequisite: Primordial Aasimar
You may have celestial blood within you that beckons you to its call, but you have chosen to embrace the earth you walk upon, showing your allegiance to it and all that live on it, gaining the features below.Increase your Constitution or Strength by 1, to a maximum of 20.
You are not alone in this world and you share your companionship with this feature. You can use your Hand of Protection Subracial feature on each creature within 30ft. of you.
Evolving Venom
Prerequisite: Venom Serpentfolk
Your venom evolves with every step of your journey, becoming deadlier by the minute. The poison damage die of your Venomfang subracial feature is now multiplied using half your proficiency modifier(rounded up). In addition, you can use this feature an additional time before you have to take a long rest.
Eye of the Storm
Prerequisite: Character Level 4 and Wind Devil Harpy
You can control the winds around you to a terrifying degree, gaining the features below:Increase your Charisma or Constitution by 1, to a maximum of 20.
You can cast the Spell control winds at will, as long as you are at least 60ft. up in the air. Commanding the winds requires your entire turn, but you can choose two options at the same time. Charisma is your Spellcasting ability for this Spell.
Fade Away
Unchanged
Featherstorm
Prerequisite: Feathered or Harpy Race
You have trained to make your feathers deadly weapons. Using an action, you can release them in a 15ft. radius around you or in a 30ft. cone infront of you, forcing each hostile creature within the area to make a Dexterity saving throw, calculated using your an Ability score of your choice except Intelligence or Wisdom. On a failure, you deal piercing damage equal to a number of D8s x your proficiency modifier and apply levels of bleed equal to half your proficiency modifier(rounded up).
Fey Teleportation (Removed)
First Impressions
Prerequisite: Thinblood Minotaur
The first impressions are always the most difficult, but Thinblood Minotaur rarely fail those, gaining the following features:Increase your Strength or Charisma by 1, to a maximum of 20.
You gain advantage on all Charisma Ability checks during the first hour of conversation with a new creature. If you had a Critical Success, the creature will remember you fondly, sometimes willing to do you a favor once in a while.
Hostile creatures are Charmed during the first round combat against you, if you have not shown any ill intentions before combat, cast any harmful Spells or dealt damage during combat.
Flameweaver
Prerequisite: Shandi Warrior Ashen with 13 Dexterity or more
Those Ashen that have been chosen as warriors by their respected Fire Lords, become very capable warriors and some of them even master the flame bestowed upon them, weaving it into something marvelous yet dangerous. Each consecutive hit on the same creature, after the first one which can be done across several turns, deals additional fire damage equal to your proficiency modifier and sets it on fire after the third consecutive hit. In addition, you gain proficiency in Mindweaving(non-magical fire).
Forge the Sky Above
Prerequisite: Primordial Aasimar
Primordial or not, you yearn for answer from your ancestry, those that rule the sky above. Your pursuit for their mystery has left you with the features below.Increase your Charisma or Intelligence by 1, to a maximum of 20.
The pursuit of ones ancient past is a path filled with hardships, that you need to endure. Your Primordial Aspects Subracial feature now lasts a number of minutes equal to your proficiency modifier, instead of just one minute.
Four Flames of Hell (Changed + Renamed from "Flames of Phlegethos)
Prerequisite: TieflingIncrease your Charisma or Intelligence by 1, to a maximum of 20.
When you deal cold, fire, psychic damage or restore hit points with a Spell you cast, you can reroll a number of dice up to your proficiency modifier and have to take the new roll, even if its lower.
Free Spirit
Prerequisite: Tribal Skyborn
You become unbound like the winds of the sky itself, gaining the features below.You have advantage on Dexterity saving throws while you are flying at least 10ft. of the ground.
You gain the trait: Unwavered
Good Boy/Girl
Prerequisite: Cerberus or Lupine
A little bit of praise can go a long way, giving you the features below:Whenever you reduce a creature to 0 hit points or land a Critical Hit, another friendly creature within 30ft. of you can call out to you, encouraging and praising you for your work. If they do, you can use your reaction to make an additional attack, adding the number of friendly creatures(maximum of 5) within 30ft. of you to the attack.
A friendly creature can spend their action to pet you throroughly, as long as you are willing to endure the humiliation, giving you advantage on each first roll of an attack, ability check or saving throw until the end of the petting creature's turn.
Impactful Bite
Prerequisite: Triton SharkinIncrease your Constitution by 1, to a maximum of 20.
Whenever you hit an attack using your Jaws racial feature, you can choose to leave behind your entire denture inside the target of the bite and immediatly regrow your set. It takes an action to remove the dentures, using a successful Strength saving throw against your DC, calculated using your Strength. As long as the dentures are placed into a target that can bleed, healing hit points and successful medicine checks do not remove any levels of bleed. You can use this feature a number of times equal to half your Constitution modifier(rounded up).
Infernal Constitution (Removed)
Landshark
Prerequisite: SharkinIncrease your Constitution, Dexterity or Strength score by 1, to a maximum of 20.
What was once your weakness, slowly has become your strength, as you gain an earthglide speed equal to twice your swimming speed, but you can't breath whilst beneath the earth, nor do you hear any sound or see anything whilst you are completely submerged.
Leyline Exposure
Prerequisite: Primordial ArcveinedIncrease any Ability score by 1, to a maximum of 20.
Your Expose Vein subracial feature now comes at a greater effect, as it mimicks the chaotic magic of leylines. You can now effect all creatures within 10ft. of you, either making their weapons magical or adding a +1 to their next Spell attack or their next Spell save DC. In addition, whenever a creature affected by your feature attacks with a magically enhanced weapon or casts a Spell for the first time, they automatically trigger the original Wild Magic Table from the PHB.
Locked Away
Prerequisite: Exiled Sphinx
With some studies of various forbidden materials, you have learned how to seal away specific information from both intruders that try to read your mind and memories, as well as yourself. You gain the following features:Increase your Wisdom by 1, to a maximum of 20.
You gain advantage on saving throws against effects that would detect or read your thoughts, such as the detect thoughts Spell.
You gain the ability to lock away a specific piece of information, which the DM has to note down, which becomes unavailable to you or anyone trying to peer into your mind. The information is sealed behind a DC, calculated using your Wisdom, and you can attempt to recall that information at any point using an Intelligence saving throw against that DC. Be wary, to attempt to recall this information, you have to somehow make yourself aware of the fact that you have something sealed away in the first place.
Loyal Servitude
Prerequisite: Chained Human that has a master and no desire of freedom
Sometimes servitude is nothing bad. You have a roof over your head, food, sometimes even income to call your own. This stability is hard to loose and rebuild somewhere else, and who would you turn to if you have any trouble? This kind of loyalty has been rewarded with the features below.You gain proficiency in Endurance or expertise if you already have proficiency.
You have advantage on saving throws against charm effects and Spells, that do not originate from your masters.
You have immunity to the Spells command and irresistible dance if they are not cast by your masters.
Keeping up Appearances
Prerequisite: Siren
Making sure your illusion of a beautiful woman is kept up, even after watery distress.Increase your Constitution by 1 to a maximum of 20.
You gain proficiency in Endurance.
Your Dry Illusions racial feature can now ignore a number of rounds of being under the soaked condition equal to your proficiency modifier.
Manifested Protection
Prerequisite: Aspect Oneiroi, Character Level 8
Your aspect tries to protect you and in extension itself from harm, increasing your AC by +1 and allowing you to cast the following Spells based on your aspect's nature as a reaction upon being hit or taking damage, these Spells do not require concentration, as your aspect concentrates on it, or material components:Chaotic. You can cast the chaos bolt Spell as a reaction.
Evil. You can cast the hellish rebuke Spell as a reaction.
Good. You can cast the shield Spell as a reaction.
Lawful. You can cast the shield of faith Spell as a reaction.
Neutral. You can cast the absorb elements Spell as a reaction.
You can cast a number of these Spells equal to your proficiency modifier and regain all uses after a long rest.
Mark of the Seven
Prerequisite: Dark Accursed
You have grown up in one of the seven layers of the Abyss, each with a thick stench of their corresponding Sin. Choose one of the seven Sins and receive the following benefits:Increase one Ability Score of your choice by 1, to a maximum of 20.
You gain the trait: Sin of Envy, Gluttony, Greed, Lust, Pride, Sloth or Wrath, your choice.
You can add one more resistance from your Demonic Resilience racial feature.
Mixed Bloodline
Prerequisite: Pureblood Tiefling
It seems your blood is more purer, than some of the other Tieflings in your family, as you show growth and signs of another bloodline stirring inside you. You gain the following features:Increase your Constitution or Strength by 1, to a maximum of 20.
You gain one of your other bloodline choices from your Bloodline subracial feat.
Not far from the Tree
Prerequisite: Broken Chimera
Over time or through a random mutation, you have unlocked more of your racial potential. You can choose a racial feature from either parent race, that you haven't aquired yet, and add it to your character. You can take this Feat multiple times.
Of Light and Dark
Prerequisite: Ascended Aaasimar
Even though you carry the blood of celestials, a darker past lies within your family bloodline, given you the following abilites:Increase your Dexterity or Intelligence by 1, to a maximum of 20.
You can cast the darkness Spell once a day, using your Charisma as your Spellcasting ability. Being inside this darkness does not blind you, and you are able to see everything within it clearly, as long as you are inside it yourself. Once used, you have to finish a long rest to cast it again.
Old Habits die Hard
Prerequisite: Lost Vessel
Some of your Demon still shows through, even though you have been reborn as a humanoid anew, gaining the features below:Increase an Ability score befitting your former Sin by 1, to a maximum of 20.
You gain the corresponding Sin of your former Demon self.
You gain resistance to your choice of lightning or necrotic damage.
Orcish Fury
Prerequisite: Half-Orcen, Orcen
Your fury burns tirelessly, even in the face of death. You gain the following benefits:Increase your Strength or Constitution by 1, to a maximum of 20.
When you hit with an attack using any non Exotic Weapon, you can roll one of the weapon's damage dice an additional time and add it as extra damage of the weapon's damage type. Once you use this ability, you can't use it again until you finish a short or long rest.
-When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
Overclock
Prerequisite: Commissioned ArcveinedIncrease your Intelligence or Strength by 1, to a maximum of 20.
Using an action in combat, you gain either 1 extra Bonus Action or Reaction per turn until combat ends. Once combat ends, you suffer one level of exhaustion. In addition, you can overclock your mind or body for an hour outside of combat, gaining adv. on either all Intelligence or Strength ability and skill checks, at the end of the hour, you also suffer one level of exhaustion. These levels of exhaustion can only be removed with a Long Rest.
Overly Emotional
Prerequisite: Emotional Sprite
In victory or defeat, Emotional Sprites are always given their all to bring the mood down or back up again, gaining the following feature.Increase your Charisma by 1, to a maximum of 20.
Whenever an ally or a hostile creature is reduced to 0 hit points within 60ft. of you, your next damaging or healing die is maximized. This feature does not stack with itself or other abilties that maximize dice results.
Pact Scarring
Prerequisite: Vessel
During the intrusion of the Demonic Soul into your body, parts of you got broken and scarred, giving you the features below:Increase your Constitution by 1, to a maximum of 20.
You have scars across your body that looks like cracks. Using a bonus action, you can widen them invoking the Sin of your Demon to you and your allies. For the next minute, you and five creatures of your choice are elevated to the second stage of the Sin of your Demon, gaining its flaws and benefits. Once you have used this feature, you can't do so again until you have finished a short or long rest.
Poltergeist
Prerequisite: Spirit
You can manipulate objects in your vicinity as you change their position in the Veiled World between. You gain the following features:Increase your Charisma, Intelligence or Wisdom by 1, to a maximum of 20.
You can cast the mage hand, minor illusion, prestidigitation and thaumaturgy Cantrip as a bonus action at will, using the chosen Ability Score as the Spellcasting Ability, requiring no components and each of the Cantrips can manipulate or represent objects that you can carry using your Strength.
Potent Flesh
Prerequisite: Darkcap Fungal with 13 Constitution or higher
Your mental and physical growth have affected your spores and the composition of your whole body, allowing you to be more effective with the features below.Your Healing Spores racial feature now restores hit points equal to 1d12 + your Constitution modifier to friendly creatures within 20ft. of you.
Your Harvest Self subracial feature upon consumation acts like the Spell lesser restoration.
Prodigy
Prerequisite: Chimera, HumanYou gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.
Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.
Return to Glory
Prerequisite: Sheltered Human that lives on the surface
The sunlight has a great effect on your withered, white body and gave you a glow-up that definitely changed your appearance, back to the glory of humans before the other ancients oppressed them.Increase your Charisma or Constitution by 1, to a maximum of 20.
You loose your Sunlight Sensitivity racial feature.
Years of sunlight have truely freshened you up as a human being. As an action, you can glow up, gaining advantage on all Persuasion and Seduction skill checks, as well as gain resistance to poison damage, the poisoned condition and diseases for the next hour. Once used, you need to finish a short rest before being able to use it again.
Return to Sleep
Prerequisite: Dream Changeling and Character Level 8
You were granted a gift to return creatures from different realms back to theirs, gaining the following features.Increase your Charisma or Constitution by 1, to a maximum of 20.
You gain the banishment Spell and can cast it once per day without using a Spell Slot. Charisma is your Spellcasting ability for the Spell and you regain the use of this ability after a long rest. If the banished creature is from the Dream or Nightmare Realm, it has disadvantage on the saving throw.
Revenant Blade (Removed)
Scales of Fury
Prerequisite: Sthenon Gorgon, Level 8
Your body grows even more ferocious, covered in the more reptilian scales, that mimick a draconic origin, increasing your resilience.Increase your Constitution by 1, to a maximum of 20.
When you aren't wearing armor, your AC is 13 + your Constitution modifier. A shield's benefits does not apply while you use this feature.
You gain resistance to fire damage.
Seasonal Elements
Prerequisite: Seasonal Sprite, Level 4
Some of the Seasonal Sprites have a deep connection with the element their season represents, giving them Spellcasting abilities beyond their normal capabilities.Increase your Wisdom by 1, to a maximum of 20.
Using your Wisdom as the Spellcasting ability, you can cast the following Spells once a long rest or at will if it is a Cantrip.
Air. You gain the gust Cantrip, and the Spells zephry strike and gust of wind.
Earth. You gain the earth spike Cantrip, and the Spells earth tremor and earthern grasp.
Fire. You gain the smolder Cantrip, and the Spells burning hands and scorcher.
Water. You gain the shape water Cantrip, and the Spells frost fingers and snowball swarm.
Second Chance
Unchanged
Self-Induced Immunity
Prerequisite: Viper Serpentfolk and Character Level 4
Having a highly dangeous toxin within your body has made you immune to it and similar damaging venoms. You gain the following features:Increase your Constitution by 1 to a maximum of 20.
You gain immunity to poison damage and the poisoned condition.
Sleep Deprivation
Prerequisite: Jailor Vessel
You have decided to never sleep again to make sure the Demon does not take over your body. Your Restless Nights subracial feature now makes you immune to all effects of exhaustion, except the sixth level. In addition, you can never be reduced below two levels of exhaustion.
Slow and Steady
Prerequisite: Sloth or Wild Tortle, Level 4
Great things often take creativity, time and effort, so you make sure to take all the time in the world. You gain the following features:Increase your Charisma, Intelligence or Wisdom by 1 to a maximum of 20.
If you are able to cast Ritual Spells, you can double their ritual casting time, allowing you to double the Spell's duration in the process.
You can cast the slow Spell once with this feat, requiring no components, and regain its use after a long rest. The Spellcasting ability for this Spell is the chosen Ability score above.
Splitting Arrows
Prerequisite: Broken Stone Giantkin or Stone Giantkin
Whenever you hit a creature or target using the extended distance of your Eyes of the Forefathers subracial feature, if you continue to hit with following attacks against the same creature and target, your weapons gain different properties after the second consecutive hit, in addition to its feature:Increase your Dexterity or Wisdom score by 1 to a maximum of 20.
2nd Hit. Your weapon gains the penetrating property.
3rd Hit. Your weapon gains the stagger property.
4th Hit. Your weapon gains the breakthrough property.
Spreading Agony
Prerequisite: Euralayen Gorgon
Whenever emotions overwhelm you, be it through mental or physical ailments, you are able to use your powerful mind to extent and share the pain. You gain the following features:Increase your Intelligence by 1 to a maximum of 20.
Whenever you have a condition, even those that incapacitate you, excluding unconsciousness, you can use your use of your Anguished Wailing subracial feature at the start of your turn to give a number of creatures within 30ft. of you equal to 1 + your Intelligence modifier(minimum of 1) the same condition, including its duration and DC. In addition, if you target a friendly creature, you remove the condition from yourself.
Spread the Dread
Prerequisite: Dark Accursed
The conditions that ail your body can now be spread onto others, making them see your pain. You gain the following features:Increase your Constitution by 1 to a maximum of 20.
Whenever you have a condition other than bleed or exhaustion, that is currently in effect or delayed by your Black Blood subracial feature, using an action, you can cut yourself open, gaining three levels of bleed and splatter creatures in a 15ft. cone in front of you with your blood. Each creature in the cone has to make the Constitution saving throw against the same DC that you had to make against the condition. On a failure the condition and its duration spreads to that creature.
Squat Nimbleness
Unchanged
Support from Within
Prerequisite: Aspect Oneiroi
Both you and your aspect are not perfect, born with flaws and aspirations, you can sometimes hinder each other, but in times of need you step up to assist one another. You gain the following features below.Increase your Wisdom by 1 to a maximum of 20.
Whenever you become blinded, charmed, dazed, deafened, frightened and muddled, your aspect can take on the condition instead, disabling your Dual Mind racial feature for the duration. You can choose to regain the condition at any time as a free action, but any consecutive removal of such an effect takes an action, which you take at the start of your turn.
Suppress Emotion
Prerequisite: Cerberus
Sometimes it is necessary to switch to a different primary emotion in the heat of the moment, gaining the following feature below.Using an action, you can change your primary head to a different one. You can use this feature three times, and regain all uses after a long rest.
Svirfneblin Magic (Removed)
Totemic Mastery
Prerequisite: Totemic Ashen
It is a great honor to carry the totem of one of the Fire Lords with yourself, holding their head high and ensuring victory in their name. Those that have mastered this weapon, become even more proficient with it and have gained the features below.Your Totemic Weapon becomes a magical +1 weapon, a magical +2 weapon at 9th level and a magical +3 weapon at 13th level.
Your Totemic Weapon gains the Overwhelm and Reach weapon properties.
Tribal Pride
Prerequisite: Tribal Human
You have a deep connection to your tribe and its values, and being a fully grown member now, you can represent your tribe in the best way a Tribal Human can: Tattoos. Choose one of the three options below to represent your tribe proudly and gain their benefits.Hunter. These deep green tattoos wrap around ones arms, legs and neck. Increase your Dexterity or Wisdom by 1 to a maximum of 20. In addition, you gain advantage on all Skill checks involving tracking down beasts, dragons, elementals, giants and oozes.
Shaman. These light blue tattoos wrap around ones back, chest and head. Increase your Constitution or Intelligence by 1 to a maximum of 20. In addition, you add your proficiency modifier to any damage you deal, as long as it is acid, cold, fire, lightning or thunder damage. In case of multiple instances of damage, being an AOE or multiple projectiles, you choose one of the creatures to suffer the additional damage.
Warrior. These blood red tattoos wrap around ones arms, chest and face. Increase your Charisma or Strength by 1 to a maximum of 20. After a hostile creature is reduced to 0 hit points within 15ft. of you, using a reaction, you can move up to your movement speed and make one Melee Weapon attack.
True Medusan
Prerequisite: Medusan Gorgon
Maybe it was sheer luck, or a purified bloodline that has caused this evolution in you, but you feel your true potential rising to the surface, as a True Medusan with these following features.Your Manipulative Words subracial feature now adds the friends Cantrip at 1st level, the enthrall Spell at 3rd level and the enemies abound Spell at 5th level.
Your Bite Attack from your Poisonous Whispers subracial feature now applies the poisoned condition on a hit for one minute. The affected creature can do a Constitution saving throw at the end of their turn against your DC, calculated using your Constition, and removed the poisoned condition a successful save.
Unbound
Prerequisite: Chained human that has no master or bought their freedom
These heavy chains have never felt lighter, and its even more freeing once they have left your body for good. You can now pursue your own goals and professions in life, using the features below.Increase your Charisma by 1 to a maximum of 20.
You gain proficiency in a Language, Standard Skill and Tool of your choice.
You gain advantage on ability checks and saving throws against being grappled, pinned or restrained.
Veiled Senses
Prerequisite: Spirit of Vengeance Lupine
Sometimes your prey slips away into the plane beyond the Veil, but this can't stop you anymore as you gain the following features below:Increase your Wisdom by 1 to a maximum of 20.
You gain 30ft. of Ethereal Sight, which you can activate and deactivate using a bonus action.
Voice for Venhum
Prerequisite: Landlure Siren
Some of these Landlure Sirens have learned the bewitch more than just humanoids on dry land.Increase your Charisma by 1 to a maximum of 20.
Your calm emotions Spell from your Non-Violent Tunes subracial feature now effects Beasts and one other creature type of your choice.
Wood Elf Magic (Removed)
Prerequisite: Ascended Aasimar
You have an aura around you, that eases the burdens of those that witness you. You gain the following features:
Aquired Taste
Prerequisite: Hungering One
You may be starving quite a lot and the hunger drives you crazy, but this didn't stop you developing an aquired taste. You gain the following features:
Bad Ex
Prerequisite: Hurtful Fawn
You are proficient and very mean, when it comes to breakups, so much so it mentally hurts the opposing creature.
Blood of a Chieftain
Prerequisite: Trueblood Trollkin
It runs within your veins, the blood of your forefathers, the ability heal those that need you and your power. You gain the following features:
Bountiful Luck
Unchanged
Burdened No Longer
Prerequisite: Redeemer Spirit, Character Level 8
You have come to terms with your past mistakes and try to move forwards towards redemption. You gain the following features:
Chaos Regeneration
Prerequisite: Chaos Trollkin
The blood of your ancestors boils through the Chaos you create or revel in, gaining the following features:
Cleansing Waters
Prerequisite: Water Seasonal Sprite
Through clarity of your own mind and body, you can transmit these purities onto your crystalline fountain, gaining the following features:
Combat Guidance
Prerequisite: Guide Kitsune
Besides guiding other races safely through the Archipelago, these Kitsune also know how to guide others to perform better in combat, gaining the following features:
Copycat
Prerequisite: Artificial Mutant
Mutant Arcveined always have been a mixture of various other things, and thus their evolution is often influenced by creatures around them. If you take this Feat at 4th level or higher, you replace it with a Racial Feat of any other race of your choice. You can take this feat multiple times.
Dark Elf High Magic (Changed + Renamed from "Drow High Magic")
Prerequisite: Dark Elf
You learn more of the magic typical of dark elves. You learn the Spell detect magic and can cast it at will, without expending a Spell slot. You also learn the Spells shadow blade and dispel magic, each of which you can cast once without expending a Spell slot. You regain the ability to cast those two Spells in this way when you finish a long rest. Charisma is your Spellcasting ability for all three Spells.
Day and Night
Prerequisite: Minotaur
Being a powerful workforce it is sometimes mandatory to work day and night, gaining the following features:
Deepened Sin
Prerequisite: Scourge Oneiroi
Design Flaw
Prerequisite: Commissioned Arcveined
Divine Physicality
Prerequisite: Ascended Aasimar
Double Tap
Prerequisite: Trickster Spirit Tanukin
Your time in the material plane has allowed some of your ethereal magic to come back to you, allowing you to bamboozle creatures even further with the features below.
Dragon Fear (Changed)
Prerequisite: Broken with a Draconoid parent, Draconoid
Dragon Hide (Changed)
Prerequisite: Broken with a Draconoid parent, Draconoid
Dragon Transformation
Prerequisite: Broken with a Draconoid parent, Draconoid or Dragon Inheritance through Subclass, Traits or Events and Character Level 4
You have dragon blood within your veins, be it through coincidence, your birthright or through pursuit of this powerful bloodline. With it, you have begun seeing changes, as your blood appears more pure, closely tied to the Primordial Dragons, changing your body in the process. You gain one of the following options:
Dreamweaver
Prerequisite: Dream Changeling
You are able to manifest dreams of other sleeping creatures into smaller objects of your choosing. You gain the following features.
Dwarven Fortitude (Changed)
Prerequisite: Broken with a Dwarf parent, Dwarf
Ecstasy
Prerequisite: Hurtful Fawn
Elemental Champion
Prerequisite: Primordial Arcveined
Elven Accuracy (Changed)
Prerequisite: Elf or Half-Elf
Embrace the Earth Below
Prerequisite: Primordial Aasimar
You may have celestial blood within you that beckons you to its call, but you have chosen to embrace the earth you walk upon, showing your allegiance to it and all that live on it, gaining the features below.
Evolving Venom
Prerequisite: Venom Serpentfolk
Your venom evolves with every step of your journey, becoming deadlier by the minute. The poison damage die of your Venomfang subracial feature is now multiplied using half your proficiency modifier(rounded up). In addition, you can use this feature an additional time before you have to take a long rest.
Eye of the Storm
Prerequisite: Character Level 4 and Wind Devil Harpy
You can control the winds around you to a terrifying degree, gaining the features below:
Fade Away
Unchanged
Featherstorm
Prerequisite: Feathered or Harpy Race
You have trained to make your feathers deadly weapons. Using an action, you can release them in a 15ft. radius around you or in a 30ft. cone infront of you, forcing each hostile creature within the area to make a Dexterity saving throw, calculated using your an Ability score of your choice except Intelligence or Wisdom. On a failure, you deal piercing damage equal to a number of D8s x your proficiency modifier and apply levels of bleed equal to half your proficiency modifier(rounded up).
Fey Teleportation (Removed)
First Impressions
Prerequisite: Thinblood Minotaur
The first impressions are always the most difficult, but Thinblood Minotaur rarely fail those, gaining the following features:
Flameweaver
Prerequisite: Shandi Warrior Ashen with 13 Dexterity or more
Those Ashen that have been chosen as warriors by their respected Fire Lords, become very capable warriors and some of them even master the flame bestowed upon them, weaving it into something marvelous yet dangerous. Each consecutive hit on the same creature, after the first one which can be done across several turns, deals additional fire damage equal to your proficiency modifier and sets it on fire after the third consecutive hit. In addition, you gain proficiency in Mindweaving(non-magical fire).
Forge the Sky Above
Prerequisite: Primordial Aasimar
Primordial or not, you yearn for answer from your ancestry, those that rule the sky above. Your pursuit for their mystery has left you with the features below.
Four Flames of Hell (Changed + Renamed from "Flames of Phlegethos)
Prerequisite: Tiefling
Free Spirit
Prerequisite: Tribal Skyborn
You become unbound like the winds of the sky itself, gaining the features below.
Good Boy/Girl
Prerequisite: Cerberus or Lupine
A little bit of praise can go a long way, giving you the features below:
Impactful Bite
Prerequisite: Triton Sharkin
Infernal Constitution (Removed)
Landshark
Prerequisite: Sharkin
Leyline Exposure
Prerequisite: Primordial Arcveined
Locked Away
Prerequisite: Exiled Sphinx
With some studies of various forbidden materials, you have learned how to seal away specific information from both intruders that try to read your mind and memories, as well as yourself. You gain the following features:
Loyal Servitude
Prerequisite: Chained Human that has a master and no desire of freedom
Sometimes servitude is nothing bad. You have a roof over your head, food, sometimes even income to call your own. This stability is hard to loose and rebuild somewhere else, and who would you turn to if you have any trouble? This kind of loyalty has been rewarded with the features below.
Keeping up Appearances
Prerequisite: Siren
Making sure your illusion of a beautiful woman is kept up, even after watery distress.
Manifested Protection
Prerequisite: Aspect Oneiroi, Character Level 8
Your aspect tries to protect you and in extension itself from harm, increasing your AC by +1 and allowing you to cast the following Spells based on your aspect's nature as a reaction upon being hit or taking damage, these Spells do not require concentration, as your aspect concentrates on it, or material components:
You can cast a number of these Spells equal to your proficiency modifier and regain all uses after a long rest.
Mark of the Seven
Prerequisite: Dark Accursed
You have grown up in one of the seven layers of the Abyss, each with a thick stench of their corresponding Sin. Choose one of the seven Sins and receive the following benefits:
Mixed Bloodline
Prerequisite: Pureblood Tiefling
It seems your blood is more purer, than some of the other Tieflings in your family, as you show growth and signs of another bloodline stirring inside you. You gain the following features:
Not far from the Tree
Prerequisite: Broken Chimera
Over time or through a random mutation, you have unlocked more of your racial potential. You can choose a racial feature from either parent race, that you haven't aquired yet, and add it to your character. You can take this Feat multiple times.
Of Light and Dark
Prerequisite: Ascended Aaasimar
Even though you carry the blood of celestials, a darker past lies within your family bloodline, given you the following abilites:
Old Habits die Hard
Prerequisite: Lost Vessel
Some of your Demon still shows through, even though you have been reborn as a humanoid anew, gaining the features below:
Orcish Fury
Prerequisite: Half-Orcen, Orcen
Your fury burns tirelessly, even in the face of death. You gain the following benefits:
Overclock
Prerequisite: Commissioned Arcveined
Overly Emotional
Prerequisite: Emotional Sprite
In victory or defeat, Emotional Sprites are always given their all to bring the mood down or back up again, gaining the following feature.
Pact Scarring
Prerequisite: Vessel
During the intrusion of the Demonic Soul into your body, parts of you got broken and scarred, giving you the features below:
Poltergeist
Prerequisite: Spirit
You can manipulate objects in your vicinity as you change their position in the Veiled World between. You gain the following features:
Potent Flesh
Prerequisite: Darkcap Fungal with 13 Constitution or higher
Your mental and physical growth have affected your spores and the composition of your whole body, allowing you to be more effective with the features below.
Prodigy
Prerequisite: Chimera, Human
Return to Glory
Prerequisite: Sheltered Human that lives on the surface
The sunlight has a great effect on your withered, white body and gave you a glow-up that definitely changed your appearance, back to the glory of humans before the other ancients oppressed them.
Return to Sleep
Prerequisite: Dream Changeling and Character Level 8
You were granted a gift to return creatures from different realms back to theirs, gaining the following features.
Revenant Blade (Removed)
Scales of Fury
Prerequisite: Sthenon Gorgon, Level 8
Your body grows even more ferocious, covered in the more reptilian scales, that mimick a draconic origin, increasing your resilience.
Seasonal Elements
Prerequisite: Seasonal Sprite, Level 4
Some of the Seasonal Sprites have a deep connection with the element their season represents, giving them Spellcasting abilities beyond their normal capabilities.
Air. You gain the gust Cantrip, and the Spells zephry strike and gust of wind.
Earth. You gain the earth spike Cantrip, and the Spells earth tremor and earthern grasp.
Fire. You gain the smolder Cantrip, and the Spells burning hands and scorcher.
Water. You gain the shape water Cantrip, and the Spells frost fingers and snowball swarm.
Second Chance
Unchanged
Self-Induced Immunity
Prerequisite: Viper Serpentfolk and Character Level 4
Having a highly dangeous toxin within your body has made you immune to it and similar damaging venoms. You gain the following features:
Sleep Deprivation
Prerequisite: Jailor Vessel
You have decided to never sleep again to make sure the Demon does not take over your body. Your Restless Nights subracial feature now makes you immune to all effects of exhaustion, except the sixth level. In addition, you can never be reduced below two levels of exhaustion.
Slow and Steady
Prerequisite: Sloth or Wild Tortle, Level 4
Great things often take creativity, time and effort, so you make sure to take all the time in the world. You gain the following features:
Splitting Arrows
Prerequisite: Broken Stone Giantkin or Stone Giantkin
Whenever you hit a creature or target using the extended distance of your Eyes of the Forefathers subracial feature, if you continue to hit with following attacks against the same creature and target, your weapons gain different properties after the second consecutive hit, in addition to its feature:
Spreading Agony
Prerequisite: Euralayen Gorgon
Whenever emotions overwhelm you, be it through mental or physical ailments, you are able to use your powerful mind to extent and share the pain. You gain the following features:
Spread the Dread
Prerequisite: Dark Accursed
The conditions that ail your body can now be spread onto others, making them see your pain. You gain the following features:
Squat Nimbleness
Unchanged
Support from Within
Prerequisite: Aspect Oneiroi
Both you and your aspect are not perfect, born with flaws and aspirations, you can sometimes hinder each other, but in times of need you step up to assist one another. You gain the following features below.
Suppress Emotion
Prerequisite: Cerberus
Sometimes it is necessary to switch to a different primary emotion in the heat of the moment, gaining the following feature below.
Svirfneblin Magic (Removed)
Totemic Mastery
Prerequisite: Totemic Ashen
It is a great honor to carry the totem of one of the Fire Lords with yourself, holding their head high and ensuring victory in their name. Those that have mastered this weapon, become even more proficient with it and have gained the features below.
Tribal Pride
Prerequisite: Tribal Human
You have a deep connection to your tribe and its values, and being a fully grown member now, you can represent your tribe in the best way a Tribal Human can: Tattoos. Choose one of the three options below to represent your tribe proudly and gain their benefits.
True Medusan
Prerequisite: Medusan Gorgon
Maybe it was sheer luck, or a purified bloodline that has caused this evolution in you, but you feel your true potential rising to the surface, as a True Medusan with these following features.
Unbound
Prerequisite: Chained human that has no master or bought their freedom
These heavy chains have never felt lighter, and its even more freeing once they have left your body for good. You can now pursue your own goals and professions in life, using the features below.
Veiled Senses
Prerequisite: Spirit of Vengeance Lupine
Sometimes your prey slips away into the plane beyond the Veil, but this can't stop you anymore as you gain the following features below:
Voice for Venhum
Prerequisite: Landlure Siren
Some of these Landlure Sirens have learned the bewitch more than just humanoids on dry land.
Wood Elf Magic (Removed)
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