My campaign features a few new or modified feats. Tell me what you think.
Arcane Talent [General]
Your very blood sethes with arcane energies, and even though you have chosen another path, some of that power answers the call of your will.
Prerequisite: Charisma 11+.
Benefit: You may choose three 0-level arcane spells which you may cast once per day each. You are treated as a sorceror of your arcane spellcaster level (minimum 1st level) for determining the spells effects.
Special: You may only take this feat as a 1st-level character. You may choose only from the list in the PHB. You may not choose Arcane Mark or Read Magic.
Call Familiar [General]
Some small portion of the power in your blood has manifested in the ability to call a familiar creature in a similar manner ot wizards and sorcerors.
Prerequisite: Charisma 11+.
Benefit: You may call a familiar as per a Sorceror. You are treated as a sorceror of half your character level with respect to abilities gained by the familiar.
Special: You may only take this feat as a 1st-level character.
Militia [General]
You served in a local militia, training with weapons suitable for use on the battlefield.
Benefit: You get Martial Weapon Proficiency (warhammer) and both Martial Weapon Proficiency and Shield Proficiency (light shield).
Seaborn [General]
Born by the seaside, you took to it at an early age and never looked back.
Benefit: You gain a +2 bonus on all Profession (sailor) checks and Swim checks.
Temple Training [General]
You were raised in a major temple as a foundling, and while you have chosen not to devote your lifes work to serving the gods, your time spent in the cloisters was not wasted.
Prerequisite: Wisdom 11+.
Benefit: You may cast the 0-level divine spells cure minor wounds, guidance, and purify food and drink once per day each. You are treated as a cleric of your divine spellcaster level (minimum 1st level) for determining the spells effects.
Special: You may only take this feat as a 1st-level character.
Arcane Talent [General]
Your very blood sethes with arcane energies, and even though you have chosen another path, some of that power answers the call of your will.
Prerequisite: Charisma 11+.
Benefit: You may choose three 0-level arcane spells which you may cast once per day each. You are treated as a sorceror of your arcane spellcaster level (minimum 1st level) for determining the spells effects.
Special: You may only take this feat as a 1st-level character. You may choose only from the list in the PHB. You may not choose Arcane Mark or Read Magic.
Call Familiar [General]
Some small portion of the power in your blood has manifested in the ability to call a familiar creature in a similar manner ot wizards and sorcerors.
Prerequisite: Charisma 11+.
Benefit: You may call a familiar as per a Sorceror. You are treated as a sorceror of half your character level with respect to abilities gained by the familiar.
Special: You may only take this feat as a 1st-level character.
Militia [General]
You served in a local militia, training with weapons suitable for use on the battlefield.
Benefit: You get Martial Weapon Proficiency (warhammer) and both Martial Weapon Proficiency and Shield Proficiency (light shield).
Seaborn [General]
Born by the seaside, you took to it at an early age and never looked back.
Benefit: You gain a +2 bonus on all Profession (sailor) checks and Swim checks.
Temple Training [General]
You were raised in a major temple as a foundling, and while you have chosen not to devote your lifes work to serving the gods, your time spent in the cloisters was not wasted.
Prerequisite: Wisdom 11+.
Benefit: You may cast the 0-level divine spells cure minor wounds, guidance, and purify food and drink once per day each. You are treated as a cleric of your divine spellcaster level (minimum 1st level) for determining the spells effects.
Special: You may only take this feat as a 1st-level character.
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