Feats from my Campaign Giuide

Archade

Azer Paladin
Puttering at converting my house Campaign Guide from Pathfinder to 5e ... here are some of my feats. Constructive feedback, witty quips, or snide remarks are always welcome.

ACADAMAE SUMMONER
Prerequisite: The ability to cast at least one conjuration spell.
You have passed the grueling Test of Summoning and graduated from the Acadamae in Goethe. You gain the following benefits:

• Conjuration spells that have a duration of greater than instantaneous have their duration doubled.
• Concentration checks to maintain a conjuration spell have Advantage
• Summoned creatures are granted temporary hit points equal to your character level.
 

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BLACK ICE SURVIVOR
You have thrived in the land of the Black Ice of Kozehk, and the cold does not impede you at all. You gain the following benefits:

• Increase your Consitution score vby 1, to a maximum of 20.
• You gain advantage on Constitution checks and saving throws against cold.
• You have advantage on all Nature and Survival checks in the region of the Black Ice of Kozehk.
 

FEYBLOODED
Your fey heritage is stronger that one might suspect. Whether you are a member of the descendant races of the Elven Court (elf, gnome, etc) or another mortal race, you gain the following benefits:

• Your type becomes fey, rather than humanoid.
• You gain Darkvision up to 60 feet.
• You know a cantrip from the Druid spell list. Charisma is your spellcasting ability for it.
 

HAZARD MAGIC
Prerequisite: The ability to cast at least one spell.
Following the traditions of Hazard Magic, practiced by the Archmages of Galivesh, your spells can go beyond several normal limitations. You gain the following benefits.
Whenever you cast a spell, you may choose to augment it with metamagic as per the Sorcerer class ability. When you do this, you gain a level of exhaustion.
Once used, you cannot use Hazard Magic again until you take a short or long rest.
 

FORTUNE OF THE VADANI
Prerequisite: Human (Vadani)
Whether by wit, luck or charm the Vadani people always seem to make the best of a bad situation. You gain the following benefits:

• Increase your Charisma score by 1, to a maximum of 20.
• You may add your Charisma modifier to any d20 roll. You may choose to add it after you roll, but before the DM declares the roll to be a success or failure. Once used, you cannot invoke this ability until you take a short or long rest.
 

MALACISTI HERETIC
Prerequisite: Human (Malacisti)
You have thrown off the religion of your people, and hold divine magic in contempt. You either believe some heretical philosophy, or you fail to believe in the power of the gods themselves.
You gain advantage on saving throws against divine magic of all sorts. You cannot be considered a voluntary target of any divine spell if conscious.
 

SILVER WARIOR ADEPT
Prerequisite: Monk class
You have studied the ways of the silver warriors of the gith, and have learned the rudimentary secrets of the silver sword. You gain the following benefits:

• You gain proficiency in greatswords, and it is considered a monk weapon for you.
• If you strike an opponent you may expend 3 ki points to affect the target with a dispel magic effect as a bonus action.

SILVER WARIOR MASTER
Prerequisite: Monk class
It is rumored that a master swordsman of the silver warriors of the gith can sever the soul from the body, or sunder the energy of a spell. Having studied their ways, you are able to perform the following actions:

• Your melee weapon strikes with a greatsword are considered magical for overcoming resistance to damage.
• If you strike an opponent, you may expend 2 ki points to affect the target with a hold person effect as a bonus action.
• If you strike an opponent, you may expend 4 ki points to affect the target with a banishment effect as a bonus action. You must be 7th level to use this effect.
 

THELDANE RUNEMARK
Prerequisite: Human (Theldane)
As a member of the Theldane, you are closely and mystically tied to your clan’s sacred runemarks, which are scarred upon your body. Depending on your clan, you gain the following benefit:

• If you are of the Ekiri-Mar (Hawk Clan), you gain Advantage on Perception checks involving sight. You may also gain Advantage on an Initiative check, but it expends all the magic of your runemark and it gives no further benefit until you have a long rest.
• If you are of the Kozek-Mar (Sun Clan), you gain Advantage on Acrobatics checks. You may also gain Advantage on a Dexterity saving throw, but it expends all the magic of your runemark and it gives no further benefit until you have a long rest.
• If you are of the Loruk-Mar (Moon Clan), you gain advantage on Perception checks at night. You may also gain Advantage on a Wisdom saving throw, but it expends all the magic of your runemark and it gives no further benefit until you have a long rest.
• If you are of the Marak-Mar (Skull Clan), you gain advantage on Medicine checks. You may also gain Advantage on a Death saving throw, but it expends all the magic of your runemark and it gives no further benefit until you have a long rest.
• If you are of the Shadar-Mar (Spire Clan), you gain advantage on Athletics checks. You may also gain Advantage on a Constitution saving throw, but it expends all the magic of your runemark and it gives no further benefit until you have a long rest.
• If you are of the Shoad-Mar (Sword Clan), you gain advantage on all Intimidate checks. You may also gain advantage on one melee weapon attack, but it expends all the magic of your runemark and it gives no further benefit until you have a long rest.
 

VASHNI MEDITATION
In the ancient eastern traditions, you have practiced the meditation of focusing your ki. While you are not able to manifest your spirit in the focused manner of a monk, you are able to perform rudimentary actions:

• You gain 1 ki point. If you have other ki points, it is added to your total.
• You can use a ki point to medidate and gain the effects of a short rest after only 1 minute.
• You may use a ki point as a reaction to end any Charmed, Frightened, or Stunned effect on you.
 

ORSINI SWORD SCHOLAR
Prerequisite: Proficient with a rapier
You are a student or admirer of Vencarlo Orsini, and have studied his style of rapier combat, either directly from him, or someone who has practiced at his school in Goethe. Your defensive swordplay is to be admired.
While wielding a rapier in one hand and no other weapons, you gain a +1 bonus to AC.
 

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