Greenskin Feats in Verum | World Anvil

Greenskin Feats

Battle Reborn
Prerequisite: Half-Orc or Orc   Your adventures have taken you to the brink of death more times than your scars would admit, and your resilience when in danger has increased greatly. You gain the following benefits:
  • You have advantage on death saving throws.
  • While you are below half your hit point maximum (round up), you gain +1 to saving throws, attack rolls, and AC.
  • If your Relentless Endurance is activated or the unconscious condition is removed from you during a combat encounter, you gain +5 temporary hit points, and you have resistance to all damage until the start of your next turn.
 
Fierce Militant
Prerequisite: Hobgoblin   Your military power is fiercely empowered through your intellect and wisdom. You gain the following benefits:
  • Increase your Wisdom or Intelligence score by 1, to a maximum of 20.
  • Your Martial Training expands, and you gain proficiency with the Martial skill and with medium armor. If you are already proficient, you gain expertise in the skill.
  • When you succeed in a martial check against a creature you add your proficiency bonus to damage once against that creature when damage it with an attack or spell. You also add this damage by making a contested Wisdom (Martial) ability check against a creature that you can see as a bonus action.
 
Fire God’s Blessing
Prerequisite: Greenskin; Worship Glory, Babylon, Silloway, Lorita, or Astaroth.   Your worship of these fiery gods brings a powerful, infernal blessing upon your prowess in combat. You gain the following benefits:
  • Before you make a melee weapon attack, you can choose to take a -2 penalty to the attack roll. If the attack hits, it deals an additional 1d8 fire damage.
  • When you deal fire damage in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1). You can do this a number of times equal to your constitution modifier (minimum of 1) per long rest.
  • Should your worship of any of these gods cease, the penalty to hit is increased to -4.
 
Little Devil
Prerequisite: Goblin   Your teeth are sharpened to a dagger's point, grinding deep into the flesh of your foes. You gain the following benefits:
  • Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
  • You can bite enemies with your razor sharp teeth. This is an unarmed strike attack that deals piercing damage equal to 1d4 + your Strength modifier. On a critical hit with this bite attack, roll the bite damage dice four times instead of two.
  • You are considered proficient with improvised weapons. If the improvised weapon does not have the heavy property, it is considered to have Finesse (Excluding Alchemist Fire).
  • You can move through a hostile creature’s space if it is a size larger or smaller than you.
 
Manslayer
Prerequisite: Bugbear   Raiding towns and slaying the powerful has given you exceptional strength in killing humans, and others of their kind. You gain the following benefits:
  • Increase your Dexterity or Strength score by 1, to a maximum of 20.
  • You gain proficiency in the Perception and Survival skills.
  • When you reduce a hostile humanoid creature to 0 hp you can become invisible until the end of your next turn. This invisibility ends if you attack or cast a spell.
 
Mundunugu
Prerequisite: Orc   Your spellcasting is channeled through your physical body, inscriptions taken from your body rather than your mind. You gain the following benefits:
  • Chose a class. Your spell casting or pact magic ability modifier for that class becomes Strength. Any class feature coming from the same class that is based on the same ability modifier as the original spellcasting or pact magic also is now based on Strength. For every spell known or prepared you have, a scar must be made on your body, as that is where you draw your magic from.
 
Vow of Death
Prerequisite: Hobgoblin   When you enter the battlefield and find a worthy foe, you feel it is your honor bound duty to strike them down in a single, powerful blow. You gain the following benefits:
  • Increase your Dexterity or Strength by 1, to a maximum of 20.
  • You gain proficiency in the Intimidation skill.
  • Once per short rest, you can utter a vow on your honor to hunt a creature down as a free action. You gain advantage on your next attack roll, if that attack roll hits, it deals an additional 3d6 necrotic damage. If the creature does not fall to 0 hit points from this attack, you take 8d6 psychic damage that cannot be reduced in any way from the utter shame you have brought upon yourself. You regain the use of this ability if you reduce the creature to 0hp with this ability and the damage you deal and take is increased by 1d6 for the remainder of combat.

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