Gnomish Feats in Verum | World Anvil

Gnomish Feats

The Dreamers of Dreams
Prerequisite: Forest Gnome   The dreams of your ancestors strengthen your bonds with nature. You gain the following benefits:
  • Increase your Dexterity or Intelligence score by 1, to a maximum of 20
  • You can cast the Speak with Animals spell at will. You can also cast each of the following spells once with this ability: Animal Friendship, Beast Bond, and Beast Sense. You regain the ability to cast these spells when you finish a long rest. Intelligence is your spellcasting ability for these spells.
  • If you spend an entire short rest of uninterrupted napping, you can choose one ability from a class feature or feat that you have access to that is normally regained on a long rest, and you instead regain it after this short rest. You cannot regain spell slots in this way, and you regain the use of this ability after a long rest.
 
Master Engineer
Prerequisite: Rock Gnome   Your ability to tinker has expanded beyond small contraptions, and enabled you to enhance tools and other items with your innate magical knowledge.   Once per short or long rest you can select up to 2 non-magical items, and a splash weapon to augment. These items can be a weapon, armor, shield, splash weapon (Alchemist fire, Acid Vial, Oil (Flask), or Holy water) or tool kit. The following effects are gained until the next short or long rest and a single item cannot be affected more than once in this manner during this time.
  • Weapon – This weapon has +1 to hit and deals +1 damage.
  • Armor or Shield – This armor or shield provides +1 AC.
  • Splash – Make a ranged weapon attack against the target, treating the splash weapon as an improvised weapon. On a hit, the target suffers the normal effects of the splash weapon. Hit or miss, the splash weapon then explodes. The target and each creature within 15 feet of it must succeed on a Dexterity saving throw equal to 8 + your proficiency bonus + your intelligence modifier, or take an additional 2 damage die of the splash weapon (for oil, they take an additional 10 fire damage when ignited)
  • Tool – This tool set provides advantage to the check in which it is used.
 
Ode to Wode
Prerequisite: Svirfneblin   Your ties to the Great Dream strengthen as the wisdom and power of nightmares guides you. You gain the following benefits:
  • Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
  • You can cast the spell Cause Fear once with this ability. You regain the ability to cast this spell when you finish a long rest. When you reach 5th level you can also cast Fear. You regain the ability to cast this spell when you finish a long rest. Intelligence is your spellcasting ability for these spells.
  • You have advantage on Dexterity (Stealth) checks made to hide at night or in darkness.
 
Wanderers of Dreams
Prerequisite: Gnome   Your ability to control your dreams has expanded to allow a more lucid interaction with the Great Dream. You gain the following benefits:
  • Increase your Intelligence score by 1, to a maximum of 20.
  • Dream Rest: During a short rest, you can activate the ability, when you finish the short rest, choose a spell slot level of 5th level or below. You regain any spent uses of spell slots for that spell slot level. After using this ability, you gain 1 level of exhaustion.
  • You can use the connection you have with The Great Dream to communicate with unconscious creatures and anyone passing with the Great Dream. Once per long rest, you can use an action to communicate mentally with one unconscious creature within 30 feet of you for 1 minute. When you activate this ability, the creature must make a Wisdom saving throw (DC = 8 + your proficiency bonus + Intelligence modifier). On a failed save, you fall unconscious and appear as an incorporeal version of yourself within The Great Dream, with a incorporeal version of the creature your trying to communicate within talking distance. You understand one another, regardless of language.

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