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<tabs> | <tabs> | ||
<tab name="Caelum" collapsed>{{:Feat/List/Primal/Caelum}}</tab> | <tab name="Caelum" collapsed>{{:Feat/List/Theme/Primal/Caelum}}</tab> | ||
<tab name="Elementus" collapsed>{{:Feat/List/Primal/Elementus}}</tab> | <tab name="Elementus" collapsed>{{:Feat/List/Theme/Primal/Elementus}}</tab> | ||
<tab name="Fauna" collapsed>{{:Feat/List/Primal/Fauna}}</tab> | <tab name="Fauna" collapsed>{{:Feat/List/Theme/Primal/Fauna}}</tab> | ||
<tab name="Flora" collapsed>{{:Feat/List/Primal/Flora}}</tab> | <tab name="Flora" collapsed>{{:Feat/List/Theme/Primal/Flora}}</tab> | ||
<tab name="Fungi" collapsed>{{:Feat/List/Primal/Fungi}}</tab> | <tab name="Fungi" collapsed>{{:Feat/List/Theme/Primal/Fungi}}</tab> | ||
<tab name="Spiritus" collapsed>{{:Feat/List/Primal/Spiritus}}</tab> | <tab name="Spiritus" collapsed>{{:Feat/List/Theme/Primal/Spiritus}}</tab> | ||
<tab name="Terra" collapsed>{{:Feat/List/Primal/Terra}}</tab> | <tab name="Terra" collapsed>{{:Feat/List/Theme/Primal/Terra}}</tab> | ||
</tabs> | </tabs> |
Revision as of 13:42, 17 March 2023
Aspect of Constellations
→ Aspect of Constellations
Domain: Caelum
Prerequisite: Aspect of the Stars
Your stellar powers allow you to draw primal energy from constellations.
Choose two of the following constellations, your choice gives you certain benefits:
The Crow
- As a bonus action, you can expend two Star Fragments to gain advantage on Intelligence (Investigation) and Wisdom (Insight) checks for 1 minute.
The Dragon
- You can expend two Star Fragments to spew astral light. As an action, each creature in a 10 meter cone must make a Dexterity saving throw of a DL equal to
8 + your Proficiency bonus + your Wisdom modifier
. On a failed save, a creature takes 1d10 radiant damage, or half as much on a successful save. You can increase the damage by 1d10 radiant damage for each additional fragment you expend.
The Eagle
- As a bonus action, you can expend two Star Fragments to gain advantage on Perception checks for 1 minute.
The Gardener
- As an action, you can expend three Star Fragments to cast the spell plant growth.
The Horse
- As a bonus action, you can expend two Star Fragments to gain advantage on Strength (Athletics) checks when pushing, pulling, carrying, jumping or running.
The Hydra
- When you take damage, you may as a reaction expend two Star Fragments to gain the effect of mirror image, but with only one illusory duplicate.
The Kraken
- As an action, you can expend one Star Fragment to force one creature of your choice within 5 meters of each of your motes to make a Dexterity saving throw of a DL equal to
8 + your Proficiency bonus + your Wisdom modifier
. On a failed save, the creatures are pulled 5 meters toward the fragment and take 1d10 radiant damage.
The Nova
- As an action, you can form beams of radiant starlight between all Star Fragments within 30 meters of you. If two fragments are separated by a barrier or other solid object, the beams between them will not form. If a beam passes through a creature, that creature must make a Dexterity saving throw of a DL equal to
8 + your Proficiency bonus + your Charisma modifier
, taking 1d10 radiant damage for each mote placed on a failed save.
Once you use this action, all fragments disappear.
The Oak
- As a bonus action, you can expend one Star Fragment to increase your AL by +1 until the end of your next turn. You can increase your AL by +1 for each additional fragment you expend.
The Pegasus
- As a bonus action, you can expend two Star Fragments to gain 30 meter flying speed for 1 minute.
The Phoenix
- As a bonus action, you can expend one Star Fragment to gain 1d4 hit points. You can gain an additional 1d4 hit points for each additional fragment you expend.
There may be hundreds upon hundreds of other constellations, which can be created along with the DM, if the ones above do not suffice. A constellation however, follows a theme of interaction with Aspect of the Stars.
Examples might be: Amarillis, Begonia, Lion, Primrose, Rose, Scorpion, Shepherd, Snake, Unicorn, Wolf.
Aspect of Dawn
→ Aspect of Dawn
Domain: Caelum
Prerequisite: Aspect of the Night and Aspect of Twilight
- When Aspect of the Night is active, you can see within dim light and darkness within range as if it was bright light. As a bonus action, you may create regions within Aspect of the Night that is not affected by it.
Aspect of Dusk
→ Aspect of Dusk
Domain: Caelum
Prerequisite: Aspect of the Night and Aspect of Twilight
- When Aspect of the Night is active, as an action you can choose a location within range that is within dim light or darkness. You teleport to this location.
Aspect of Sundown
→ Aspect of Sundown
Domain: Caelum
Prerequisite: Aspect of the Day and Aspect of Twilight
A wave of frigid cold rolls across the area.
- When the Aspect of the Day feature expires, you deal 6d6 cold damage spread out to all enemies within. Each creature within must make a Constitution saving throw equal to
8 + your Proficiency bonus + your Wisdom modifier
. On a successful save, a creature takes half as much damage. On a failed save, a creature's speed is halved and are unable to make a reaction until the end of their next turn.
Aspect of Sunrise
→ Aspect of Sunrise
Domain: Caelum
Prerequisite: Aspect of the Day and Aspect of Twilight
A burst of searing heat explodes from you.
- When you use the Aspect of the Day feature, you deal 12d6 fire damage spread out to all enemies within. Each creature within must make a Constitution saving throw equal to
8 + your Proficiency bonus + your Wisdom modifier
. On a successful save, a creature takes half as much damage.
Aspect of the Aurorae
→ Aspect of the Aurorae
Domain: Caelum
Your connection to the cosmos allows you to conjure a brilliant aurora.
- As an action, you conjure an aurora of up to 40 meters long, 15 meters high, and 10 meter thick, centered on a point you can see within 40 meters of you. You can immediately teleport each willing creature in the aurora to an unoccupied space within 5 meters of it. Each creature remaining in the aurora must succeed on a Constitution saving throw of a DL equal to
8 + your Proficiency bonus + your Wisdom modifier
, or be blinded until the end of your next turn.
Once you have used this action, you can't use it again until you finish a long rest.
Aspect of the Day
→ Aspect of the Day
Domain: Caelum
As an action, a 20-meter-radius sphere of daylight spreads out from you. The sphere is bright light and sheds dim light for an additional 20 meters. This lasts for 1 hour or until you use a bonus action to end it.
Once you have used this action, you can't use it again until you finish a long rest.
Aspect of the Moon
→ Aspect of the Moon
Domain: Caelum
You have gained the favor of lunar spirits.
- You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading, keeping watch or even walking in a slow pace.
Aspect of the Night
→ Aspect of the Night
Domain: Caelum
- As an action, a 30-meter-radius sphere of darkness spreads out from you. The sphere turns bright light to dim light and dim light to darkness. This lasts for 1 hour or until you use a bonus action to end it.
Once you have used this action, you can't use it again until you finish a long rest.
Aspect of the Sky
→ Aspect of the Sky
Domain: Caelum
- As an action you can cast levitate on yourself without expending a spell slot. While concentrating on it, you also create a 5-meter-radius sphere of pure, fresh air that forms around you and moves with you. The spell keeps out hazardous gases and water, but solid objects can pass into the sphere. The air remains pure and clean for the duration of the spell.
Once you have used this action, you can't use it again until you finish a long rest.
Aspect of the Stars
→ Aspect of the Stars
Domain: Caelum
You draw power from the stars.
- As a bonus action, you can place a Star Fragment in a space within 5 meters from you. The fragment emits bright light in a 1 meter radius and dim light in a 5 meter radius, and lasts for
1 minute + twice your Proficiency bonus
.
Each time you place another fragment, the previous fragments duration is reduced by 1 minute. - You have a pool of fragments equal to
twice your Proficiency bonus
, which you regain at the end of a long rest. - While you are within 5 meters of a fragment, you can use your bonus action to teleport to another fragment within 10 meters of it, as long as it is not separated by a barrier or other solid objects. If an another fragment is within reach from that one, you may continue to travel as far as you wish, as long as the next one is within 10 meters.
Each fragment travelled through is consumed and disappears, forming strands of light between the two fragments and illuminating the space between them as if a fragment was there.
Aspect of the Sun
→ Aspect of the Sun
Domain: Caelum
The sunlight blesses you with the spirits of radiance.
- You can cast the augury and guiding bolt spells without expending a spell slot and without preparing the spell, provided you are in direct sunlight. The Spellcasting modifier for these spells are Wisdom.
Aspect of Twilight
→ Aspect of Twilight
Domain: Caelum
The realm between light and dark has a uniquely dialectic power, which you can draw primal power from.
- You can emit bright light in a 10 meter radius and dim light for an additional 10 meters. You can activate or suppress this light as a bonus action. While this light is suppressed, you can use an action to become invisible while in dim light and darkness, even to creatures with darkvision. This effect ends if you attack, cast a spell or move.
Beast Spirit
→ Beast Spirit
Domain: Fauna
Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.
- You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Beasts can understand your speech, and you gain the ability to decipher their noises and motions.
- Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant you friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.
- Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent.
- You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.
Danger Sense
→ Danger Sense
Domain: Fauna
You gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger.
- You have advantage on Dexterity and Reflex saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.
Feral Instinct
→ Feral Instinct
Domain: Fauna
Your instincts are so honed there is nothing that surprises you.
- You have advantage on initiative rolls.
- If you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn.
Feral Senses
→ Feral Senses
Domain: Fauna
You gain preternatural senses that help you fight creatures you can't see.
- When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.
- You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.
Ferocious Charger
→ Ferocious Charger
Domain: Fauna
- You can run down your foes. If you move at least 3 meters in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Reflex saving throw (
DC 8 + your proficiency bonus + your Strength
) or be knocked prone. You can use this feature only once on each of your turns.
Fleet of Foot
→ Fleet of Foot
Domain: Fauna
- Your speed increases by 5 meter while you aren't wearing armor.
- You can use the Dash action as a minor action on your turn.
Frenzy
→ Frenzy
Domain: Fauna
Prerequisite: 14th Level
You gain the ability to make an overwhelming number of attacks against a group of enemies. When you take the Attack action on your turn, you can make up to two additional attacks with it, provided that each attack targets a different creature this turn.
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Hide in Plain Sight
→ Hide in Plain Sight
Domain: Fauna
- You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.
- Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions.
Once you move, take an action, or a reaction, you must camouflage yourself again to gain this benefit.
- Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions.
Instinctive Pounce
→ Instinctive Pounce
Domain: Fauna
- When a creature ends its turn within 5 meter of you, you can use your reaction to move up to half your speed to a space closer to the creature. This movement doesn't provoke opportunity attacks.
Roving
- Your walking speed increases by 5
- You gain a climbing speed and a swimming speed equal to your walking speed.
Survival Instincts
→ Survival Instincts
Domain: Fauna
- You become proficient in your choice of two of the following skills: Animal Handling, Medicine, or Nature.
- If your are already proficient in the chosen skill, your proficiency bonus is doubled for any ability check you make that uses that skill.
You can select this feat twice.
Vanish
→ Vanish
Domain: Fauna
Prerequisite: 14th Level
- You can use the Hide action as a bonus action on your turn. If you remain motionless (no movement, attacks, etc.) on the turn you use the Hide action, you gain a bonus to the Dexterity (Stealth) check you make to hide equal to your Wisdom modifier.
- You can use a bonus action to magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn. Once you use this feature, you can't use it again until you finish a short or long rest.
- You can't be tracked by non-magical means, unless you choose to leave a trail.
Barkskinned
→ Barkskinned
Domain: Flora
Your skin takes on a rough, bark-like appearance, studded with sharp thorns.
- Your AL can't be less than 16, regardless of what kind of armor you are wearing.
- Whenever you are hit with a melee weapon attack, you can use your reaction to deal
1d4 + your Constitution modifier
as piercing damage to the attacker.
Grasping Roots
→ Grasping Roots
Domain: Flora
Prerequisite: Take Root
- As a bonus action, while Take Root is active, you send out four roots to target creatures within 30 feet of you, whom must make a successful Dexterity saving throw equal to
8 + your Proficiency bonus + your Constitution modifier
, or be grappled and dragged 5 meter closer to you. - A creature grappled by you can break free with a successful Strength (Athletics) or Dexterity (Acrobatics) check equal to
8 + your Proficiency bonus + your Constitution modifier
, or by inflicting 10 damage against the grappling root, thereby severing it from you. Roots have AL 14. - You can send the roots to the same target. If a creature is grappled by more than one root, each root must be severed or overpowered individually.
Green Strider
→ Green Strider
Domain: Flora
- You ignore movement restrictions and damage caused by natural undergrowth.
- Within forests or jungle, as long as you're in contact with vegetation, you have blindsight of 20 meter, advantage on all Perception checks, and you can't be surprised.
Guardian Roots
→ Guardian Roots
Domain: Flora
Prerequisite: Take Root
- While Take Root is active, the ground within 10 meter of you is difficult terrain.
- Vines and roots animate on the ground in a 5 meter square within 10 meter of you. A creature in that area when the effect begins must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check equal to
8 + your Proficiency bonus + your Constitution modifier
or be restrained by entangling vines and roots. A creature restrained by the plants can use its action to make a DL 13 Strength (Athletics) check, freeing itself on a successful check.
The effect ends after 1 minute or when the assassin vine dies or uses Entangling Vines again.
Land's Stride
→ Land's Stride
Domain: Flora
Prerequisite: 8th Level
- Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
- You have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.
Photosynthesis
→ Photosynthesis
Domain: Flora
- As long as you remain in direct sunlight has consumed sufficient water, you regain 1 hit dice every hour. If you take cold, fire, or necrotic damage, this trait doesn't function at the start of your next turn.
Tongue of the Wilds
→ Tongue of the Wilds
Domain: Flora
You can tap into the ancient wisdom of the trees.
- Whenever you would make an Intelligence check to recall lore or past events, you can make a Wisdom (Nature) check instead.
- You can cast the spell speak with plants at will, without using a spell slot.
Verdant Gift
→ Verdant Gift
Domain: Flora
Your spirit is linked to the vegetation that surrounds you.
- Whenever you regain hit points in natural terrain, you treat any dice rolled to determine the hit points you regain as having rolled their maximum value.
- You gain extra Hit Dice equal to your proficiency bonus, regained as usual after a long rest.
Fungal Body
→ Fungal Body
Domain: Fungi
The fungal spores in your body alter you:
- You can't be blinded, deafened, frightened, or poisoned, and any critical hit against you counts as a normal hit instead, unless you're incapacitated.
Fungal Infestation
→ Fungal Infestation
Domain: Fungi
Your spores gain the ability to infest a corpse and animate it.
- If a beast or a humanoid that is Small or Medium dies within 5 meters of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature uses the zombie stat block in the Monster Manual. It remains animate for 1 hour, after which time it collapses and dies.
- In combat, the zombie's turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack.
You can use this feature a number of times equal to your[Constitution modifier (minimum of once)
, and you regain all expended uses of it when you finish a long rest.
Halo of Spores
→ Halo of Spores
Domain: Fungi
You are surrounded by invisible necrotic spores that are harmless until you unleash them on a nearby creature.
- When a creature you can see moves into a space within 5 meter of you or starts its turn there, you can use your bonus action or your reaction to deal a d4 necrotic damage up to half your Proficiency bonus to that creature unless it succeeds on a Constitution saving throw against a DL equal to
8 + your Proficiency bonus + your Constitution modifier
.
Symbiotic Entity
→ Symbiotic Entity
Domain: Fungi
Prerequisite: Halo of Spores
You gain the ability to channel magic into your spores.
- As an action, you gain 4 temporary hit points for per your level. While the temporary hit points is active, you gain the following benefits:
- Your melee attacks deal an extra 1d6 poison damage to any target they hit.
These benefits last for 10 minutes, until you lose all these temporary hit points. - As a bonus action, you can hurl spores up to 10 meters away, where they swirl in a 5-meter cube for 1 minute. The spores disappear early if you use this feature again, if you dismiss them as a bonus action, or if your Symbiotic Entity feature is no longer active. Whenever a creature moves into the cube or starts its turn there, that creature takes your Halo of Spores damage, unless the creature succeeds on the Constitution saving throw. A creature can take this damage no more than once per turn. While the cube of spores persists, you can't use your Halo of Spores.
- As a bonus action, you can transfer any amount of your temporary hit points to a creature within 5 meters of you.
- Your melee attacks deal an extra 1d6 poison damage to any target they hit.
Guardian Spirit
→ Guardian Spirit
Domain: Spiritus
You gain the services of a spirit that watches over you and protects you from harm.
- Whenever you finish a long rest, you gain the benefits of a death ward spell. The spell's duration is extended to 24 hours.
Purifying Spirits
→ Purifying Spirits
Domain: Spiritus
Prerequisite: The ability to cast at least one spell
- You can end spells that hamper you and your allies. When you expend spell points to cast a spell that restores hit points or use your spiritual healing feature, you can simultaneously target the healed creature with dispel magic or restoration even if you do not know the spell. You expend spell points as normal.
- If the healing spell targets more than one creature, you can use this feature on more than one at the same time, expending one use of it per creature.
Spirit Guides
→ Spirit Guides
Domain: Spiritus
- You can consult with the spirits, whether they give correct information is another thing. You may cast Augury at will.
Spirit Seeker
→ Spirit Seeker
Domain: Spiritus
Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts.
- You gain the ability to cast the beast bond and speak with animals spells, but only as rituals.
Spirit Walker
→ Spirit Walker
Domain: Spiritus
- You can cast the commune with nature spell, but only as a ritual.
Wild Companion
→ Wild Companion
Domain: Spiritus
- You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components.
- When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.
Canny
Thanks to your extensive wandering and wordly experiences you gain the following benefits:
- Choose one skill: Animal Handling, Athletics, History, Insight, Investigation, Medicine, Nature, or Stealth. You gain proficiency in the chosen skill if you don't already have it, and you can add double your proficiency bonus to ability checks using that skill.
- You are able to speak, read, and write two languages of your choice.
Primeval Awareness
→ Primeval Awareness
Domain: Terra
You focus your awareness on the region around you.
- After 10 minutes you can sense whether the following types of creatures are present within 1 mile of you: aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.
- You can cast locate animals or plants at will if you spend 10 minutes focusing on it as a ritual.
Timeless Body
→ Timeless Body
Domain: Terra
The primal magic that you wield causes you to age more slowly.
- You suffer none of the frailty of old age, you can't be aged magically, and you age more slowly. For every 10 years that pass, your body ages only 1 year, you can still die of old age, however. In addition, you no longer need food or water.
Tireless
→ Tireless
Domain: Terra
- As an action, you can give yourself a number of temporary hit points equal to
1d10 + your Wisdom modifier
. You can use this special action a number of times equal toyour Wisdom modifier (a minimum of once)
, and you regain all expended uses when you finish a long rest. - In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.