Feat/List/Skill

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Revision as of 18:15, 21 October 2023 by Ssgthugin (talk | contribs)

Acrobat

→ Acrobat

  • You can add your Acrobatics skill proficiency bonus to your Reflex contested checks.
  • When you are prone, standing up uses only 5 meters of your movement.
  • If you are pushed prone, you can use your reaction to instead move 5 meters without provoking an Opportunity Attack or be knocked prone.
  • You can make a running long jump or a running high jump after moving 5 meter less than normal.

Tumbler

→ Tumbler

  • As a bonus action, you can use the Tumble Combat Action.
  • When you take the Dodge action and you are subjected to an effect that allows you to make a Reflex contested check to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
  • Whenever you succeed on a Reflex contested check or avoid an attack, you may move 3 meters away from the source. This feature may only be used once per initiative turn.

Magical Infusions

→ Magical Infusions

You have discovered new ways to modify the alchemical brewing process, infusing your potions and alchemical inventions with your own magic.

When you finish a short or long rest and have an empty vial on your person, you may choose to infuse a spell into it by casting it. When you cast the spell in this way, the spell does not take effect immediately, but is infused into the potion.

If the spell grants an effect or restores health, the effect of the spell is gained when the potion is consumed. A vial infused with a spell that has damaging effect or an area of effect, releases the effect when the vial is broken, with the effect centered on where the vial breaks.

A spell lasts its normal duration, unless if the spell requires concentration, then its duration is shortened to a number of rounds equal to your alchemy proficiency bonus, but does not require concentration to maintain.

An infused vial or potion loses its potency if it is not used by the end of your next long rest.


Mounted Mastery

→ Mounted Mastery

Your mastery as a rider becomes apparent.

  • You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you're not incapacitated.
  • Mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.
  • Your mount's speed increases by 1/3rd of its base speed while you are mounted upon it. Your mount also has advantage on Strength (Athletics) checks when jumping or running.

Mounted Training

→ Mounted Training

You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits:

  • You add double your proficiency bonus to Animal Handling checks involving your steed and similar tamed creatures.
  • You can force an attack targeted at your mount to target you instead.
  • If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Arcane Initiate

→ Arcane Initiate
Prerequisite: Intelligence 13 or highter


You uncover magical abilities, and gain the following benefits:


Mobile

→ Mobile

You are exceptionally speedy and agile. You gain the following benefits:

  • Your base speed increases by 10 feet.
  • As a bonus action, you can make difficult terrain not cost you any extra movement on that turn.

Parkour Artist

→ Parkour Artist
Prerequisite: Acrobatics proficiency


  • When you take the Dash action, if you are wearing light or no armor, you can run on vertical surfaces, along the edges of thin barriers, or hop from one outcropping to another as if you were travelling along normal terrain. If you stop moving while running across a wall, you begin to fall.
  • When determining fall damage that would be dealt to you, treat any fall as if it were from 20 feet less than the actual height, to a minimum of 0 feet.
  • Urban difficult terrain costs you no extra movement.

Remarkable Athlete

→ Remarkable Athlete

You have undergone extensive physical training to gain the following benefits:

  • You can add your Athletics skill proficiency bonus to your Reflex contested checks.
  • You gain a base climbing and swimming speed equal to half your base walking speed (up from 1/4th).
  • In addition, you gain proficiency in Athletics twice.

The Prince

→ The Prince

You have studied the principles of cunning and strategy, and know how to manipulate people and situations to your advantage.

  • You gain proficiency in the Insight and Deception skills.
  • You know the principles of negotiation and political maneuvering, and can use them to your advantage in social situations. When you make a Coercion check against a creature, you may treat a roll of 7 or lower as an 8.

Whack Thy Wench

→ Whack Thy Wench

  • You gain +4 on a Coercion check, if you slap the target. On a fail, the outcome become as if you had rolled with a -4 modifier instead.
  • When you perform an unarmed attack with a free hand, you may do a slap instead, adding your Coercion to the roll. The creature must succeed with a Will save against your unarmed attack, or suffer your unarmed damage and become frightened of you for 1 minute.
    • This feature may only be used once per creature every turn, and the creature may only suffer frightened once during a single combat encounter due to this feature.

Actor

→ Actor

Skilled at mimicry and dramatics, you gain the following benefits:

  • You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
  • You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute.
    A successful Wisdom (Insight) check contested by your Charisma (Deception) or Charisma (Performance) check allows a listener to determine that the effect is faked.

Economist

→ Economist

You have a deep understanding of economics and finance, and can use this knowledge to your advantage.

  • You know how to make wise investments and turn a profit. You have advantage on any ability check made to appraise the value of goods, including negotiating the sale price of an item.
  • You are skilled at reading the financial markets and can use this knowledge to make profitable trades. You have advantage on any ability check made to identify investment opportunities.

You have a deep understanding of market trends and the value of goods, and can use this knowledge to your advantage. When you make an Intelligence (Investigation) check related to commerce or trade, you may treat a roll of 7 or lower as an 8. You can easily assess the value of a item, and can determine if it's overpriced or undervalued. You can haggle with merchants to buy or sell items at a more favorable price. When making a Wisdom (Insight) check to determine the price of an item, you may treat a roll of 7 or lower as an 8.

You have a natural talent for commerce and trade, and are able to secure profitable deals with ease.

Increase your Charisma score by 1, to a maximum of 20. You gain proficiency in the Insight and Persuasion skills. If you are already proficient in these skills, your proficiency bonus is doubled for any ability check you make that uses either of these proficiencies. You have a keen eye for valuable goods, and can assess the worth of an item with a glance. When making an Intelligence (Investigation) check to determine the value of an item, you may treat a roll of 7 or lower as an 8. You have a knack for negotiating and haggling with merchants, and can secure better prices for the goods you acquire. When making a Charisma (Persuasion) check to negotiate the price of an item, you may treat a roll of 7 or lower as an 8.


Toymaker

→ Toymaker

Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options:

Clockwork Toy This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
Fire Starter The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
Music Box When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed.
Alarm This device senses when a creature moves to within 15 feet of it without speaking aloud a password chosen when you create it. One round after a creature moves into range, the alarm makes a shrill ringing that lasts for 1 minute and can be heard from up to 300 feet away.
Calculator This device makes doing sums easy.
Lifter This device can be used as a block and tackle, allowing its user to hoist five times the weight the user can normally lift.
Timekeeper This pocket watch keeps accurate time.
Weather Sensor When used as an action, this device predicts weather conditions in a 1-mile radius over the next 4 hours, showing one symbol (clouds, sun/moon, rain, or snow) for each hour.

Cartographer

→ Cartographer

You have studied in the methods and techniques of mapmaking. You gain the following benefits:

  • You gain proficiency in the Geography skill (and in Cartographer's Tools).
  • You can easily and accurately understand maps, even those written in a language you can't read.
  • Even when you are drawing a map while traveling, you remain alert to danger.
  • Maps that you draw can be easily understood by any creature that shares a language with you, and a creature possessing such a map cannot become lost within the area the map displays if it can understand it. You must have cartographer's tools to use this benefit.
  • You cannot become lost except by magical means, and always know which way is north.

Navigator Expert

→ Navigator Expert

You have developed the skills necessary to assist navigation at land and sea. You gain the following benefits:

  • You gain proficiency in the Geography skill (and in Navigator's Tools).
  • You can add a bonus equal to your Wisdom modifier to any checks made while using Navigator's Tools.
  • If you can see the stars or sun, you know which way is north.
  • You can tell which way the weather, including wind and temperature, is going to turn in the next 24 hours.

Hollockmessher

→ Hollockmessher

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 have advantage on Intelligence (Investigation) checks made to detect the presence of secrets.
  • You have a +5 bonus to your passive Intelligence (Investigation) score.

Healer

→ Healer

You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:


Survivor

→ Survivor

You are well-versed in surviving in hostile environments, even thriving where others are sure to perish. You gain the following benefits:

  • You require only half of the food and water normally required for a creature of your size.
  • You can withstand extreme temperatures indefinitely, and you automatically pass saving throws made against extreme heat and cold equal to your Constitution or Wisdom modifier, whichever is lower. After this time, you must make saving throws as normal until you long rest in a comfortable temperature.

Pact Magic

→ Pact Magic
Prerequisite: Intelligence 13 or higher; or Charisma 13 or higher


You uncover occult powers, and gain the following benefits:


Witch Hunter

→ Witch Hunter
Prerequisite: Mage Slayer


You have honed your skills against occult spellcasters. You gain the following benefits:

  • Whenever a hostile creature targets you with a spell that forces an Intelligence, Wisdom or Charisma contested check, the creature must make a concentration check or lose the spell.
  • You can instantly identify a creature that has cast a spell within the last 24 hours.
  • You have advantage on contested checks against being cursed.
  • Whenever you try to identify a curse, jinx or charm over a creature, object or locations, you can add double your proficiency bonus to the check.

Acolyte

→ Acolyte

Religious experiences uncover your divine abilities, and gain the following benefits:


Fast Loader

→ Fast Loader

Thanks to extensive practice with the crossbow, you gain the following benefits:

  • You halve the loading quality of weapons with which you are proficient.

Pickpocketer

→ Pickpocketer

With quick thinking and unethical practice, you achieve expertise in taken what's not yours.

  • You gain advantage on Sleight of Hand checks when acting upon or gathering information on a pickpocketing target.
  • Other creatures have disadvantage on Perception, Intelligence and Wisdom checks to notice an object you palmed in your hands.
  • If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn if the creature has a purse, wallet, pouch, or other similar object that contains at least 1 gp worth of valuables.

Stealthy

→ Stealthy

You are at home in the shadows. You gain the following benefits:

  • While you are in a lightly or heavily obscured area, you have advantage on your Hide action checks.
  • You no long suffer disadvantage on Perception checks when you are in a lightly obscured area.
  • While you are hidden, after you make a ranged attack, as a bonus action you can make a Hide action check with disadvantage to remain hidden.
  • When you are hidden from a creature and miss it with a ranged attack, making the attack doesn't reveal your position.

Beast Slayer

→ Beast Slayer

You've been trained to fight against all manner of dangerous beasts and survive.

  • You gain a +1 to attacks made against beasts and a +1 bonus to AL against their attacks.
  • You gain a bonus equal to your proficiency bonus on all Survival checks to track beasts.
  • Your critical threat range against beasts increases by +1.

Demon Slayer

→ Demon Slayer

You've been trained to fight creatures of the lower planes and survive.

  • You gain a +1 bonus to attacks made against demons or devils and a +1 bonus to your AL against their attacks.
  • You may reroll a failed save against a devilish or demonic creature’s special ability. You may only use this ability once per short rest.
  • Your critical threat range against demons and devils increases by +1.

Dragon Slayer

→ Dragon Slayer

You've been trained to fight dragonkind and survive.

  • You gain a +1 to attacks made against dragons and a +1 bonus to AL against their attacks.
  • You add a bonus equal to your proficiency bonus on all contested checks against dragons.
  • Your critical threat range against dragons increases by 1.

Giant Slayer

→ Giant Slayer

You've been trained to fight creatures much larger than yourself and survive.

  • You gain advantage on all attacks made against creatures at least two size categories larger than you.
  • You gain a +2 bonus to AL when fighting creatures at least two sizes larger than you. If the creature is only one size larger, you only gain a +1 bonus to AL.
  • Your critical threat range against giants increases by +1.

Mage Slayer

→ Mage Slayer

You have mastered techniques useful in combat against spellcasters, gaining the following benefits:

  • When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee attack against that creature.
  • When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
  • You have advantage on contested checks against spells cast by creatures that you can sense.

Undead Slayer

→ Undead Slayer

You've been trained to fight the living dead and survive.

  • You gain a +1 bonus to attacks made against undead and a +1 bonus to your AL against their attacks.
  • You may reroll a failed save against an undead creatureäs ability. You may only use this ability once per short rest.
  • Your critical threat range against undead increases by +1.