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Feat/List/Ability

From Kronopolis and the Flat Plane
Revision as of 13:39, 16 June 2025 by Wioum (talk | contribs)
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→ Charisma Feats

Divine Purpose

Divine Purpose

You uncover your internal drive and its divine purpose granting you abilities, and the following benefits:


Inspiring Leader

Inspiring Leader

You inspire your companions, shoring up their resolve to fight.

Additional benefit:


→ Constitution Feats

Durable

Durable
Prerequisite: Tough I


Hardy and resilient, you gain the following benefits:

  • When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).
  • You have advantage on checks and saving throws made to resist Exhaustion.
  • Additionally, you can as a minor action roll one of your recover hitpoints equal to one hit die + your constitution modifier.

Tough I

Tough I

Hearty and healthy, you gain the following benefits:

  • Your hit point maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional hit point.

Tough II

Tough II
Prerequisite: Tough I


  • Your hit point maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional hit point.

Tough III

Tough III
Prerequisite: Tough II


  • Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by two.

→ Destiny Feats

Luck of the Roll

Luck of the Roll

  • When you spend a Destiny point, you may regain the spent point by succeeding with a Destiny roll against DL 14.
    • You may only benefit from this feature once every turn or interaction.
    • You may not use a regained point during the same turn or interaction.

Additional benefit:


Stacked Destiny

Stacked Destiny

  • When you reroll a d20 using a Destiny point, you may catch the previous die if your reroll overcomes DL 10.
  • When you spend a Destiny point to reroll a dice, if your reroll overcomes DL 10 you may use your caught dice instead.
    • A caught dice with a value of 1 or 20 does not impose a critical outcome.

Additional benefit:


→ Dexterity Feats

Escape Artist

Escape Artist

  • Whenever you succeed on a Dexterity saving throw, you can use your Reaction to move up to half your movement.
  • On your turn, you can forego all of your movement to automatically escape from nonmagical restraints such as manacles or a creature that has you grappled.
  • When you escape a creature's grapple on your turn, you can immediately use your bonus action to Dash, without provoking opportunity attacks from the grappling creature.
  • You gain advantage on Intelligence (Investigation) checks to gain and gather information about structures and buildings and their possible backdoors, getaways and escape routes.

Reflex Momentum

Reflex Momentum

  • When you succeed with a Reflex save or avoid an attack, you may as a reaction, move 5 meters. If you succeed with any additional Reflex save while using this feature, you may move an additional 5 meters for each success.
  • During the movement, you add your Reflex to your AL, and any additional save or avoidance doubles the AL gained.

This feature may be used once per turn.


→ Intelligence Feats

Eclectic Knowledge

Eclectic Knowledge

You have learned a smattering of information about a wide variety of topics and you have dabbled in many different crafts. You gain the following benefits:

  • You can add your proficiency bonus, rounded down, to any Intelligence check you make that doesn’t already include a proficiency bonus.

Keen Mind

Keen Mind

You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits:

  • You always know which way is north.
  • You always know the number of hours left before the next sunrise or sunset.
  • You can accurately recall anything you have seen or heard within the past month.

→ Perception Feats

Alert

Alert

Always on the lookout for danger, you gain the following benefits:

  • You have advantage on initiative rolls.
  • You can't be surprised while you are conscious.
  • You have advantage on saving throws made to avoid or resist traps.
  • Traveling at a fast pace doesn't impose the normal -5 penalty on your Intuition.

Observant

Observant

Quick to notice details of your environment, you gain the following benefits:

  • 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 gain +4 to your Investigation proficiency.
  • You gain +5 to your Intuition score.

→ Strength Feats

Arnold

Arnold

Your training and focus on bodybuilding allows you to perform feats that most others can’t:

  • You count as one size larger when determining whether you can Shove, drag, Grapple or Lift an object or creature.
  • You gain advantage on all Strength (Athletics) checks when attempting to Shove a creature. Additionally, when shoving a creature, you can push the target an additional 5 feet away.
  • Any effect that would move you 10 feet or more against your will only moves you half the distance. You do not move if the action would move you 5 feet.
  • You can climb on horizontal surfaces, such as ceilings, as if they were vertical surfaces.
  • You gain advantage in all Strength or Dexterity checks to resist being shoved or moved against your will.

→ Wisdom Feats

Hole In The Ground

Hole In The Ground

  • When you fail a Wisdom skill check which you are proficient with, follow-up attempts may add your Wisdom modifier again, for every failure.
    • The number of times the Wisdom modifier may be added may not exceed your proficieny bonus.
  • The time to perform the follow-up attempt is halved with every failure.

Tree By A River

Tree By A River

  • As a reaction, you may use the Help action when a creature performs a skill check you are proficient with.
    • The creature must be within range of you.
  • You may perform the Help action if you are helping someone with a skill check involving a Wisdom roll, even if you are not proficient with said skill. You use your Wisdom modifier for the roll or proficieny with the skill, whichever is highest.