Kibbles Feats
Kibbles Feats
While these feats are designed and intended to • Ability Score Increase. Increase your Strength,
work with the core rules of 5e, an optional extension Dexterity, or Constitution by 1, to a maximum of
to those rules presented in this book called Variant 20.
Martial Progression allows certain characters more • Athletic Movement. Gain your choice of a
opportunities to leverage feats, and is generally climbing speed or swimming speed equal to your
recommended for use with them, though not movement speed.
required.
Athletic Feat
Active Ability (Special)
Illusion Steps
Water Affinity
Active Ability (Bonus Action, Supernatural)
You are granted a special affinity with water, allowing
you to borrow and harness its power. You create a number of identical illusionary copies of
You learn the water bulletK and manipulate waterK you equal to half your proficiency bonus (rounded
cantrip, and learn the become waterK spell. You can down). You can keep them in your space, or move
cast it innately without and without expending a spell them independently. You can move them up 30 feet in
a number of times equal to your proficiency bonus, any direction on your turn (no action required), but if
regaining all expended uses when you complete a they move in a way you cannot, their illusory nature is
long rest. revealed to anyone that sees it.
If they are in different spaces, an enemy can attack
Water Weaver them like a creature. A duplicate’s AC equals 10 +
You have mastered a special connection to water and your Dexterity modifier. If an attack hits a duplicate,
can beckon it to your call. the duplicate is destroyed. A duplicate can be
destroyed only by an attack that hits it. It ignores all
• Ability Score Bonus. Increase your Strength, other damage and effects.
Dexterity, or Wisdom ability score by 1, to a While they are in your space, if a creature attacks
maximum of 20. you, roll d20 to determine which creature is attacked.
• Water Walker. You can walk on top of surfaces If you have three or more duplicates, you must roll a
made of water as if they are solid ground. 6 or higher to change the attack’s target to a
duplicate. With two duplicates, you must roll an 8 or
higher. With one duplicate, rolling an 11 or higher
Water Whip targets a duplicate. These duplicates stack with any
Active Ability (Attack, Supernatural) other illusory duplicates might have (such as from
mirror image), but are always consumed first when a
When you take the Attack action on your turn, you duplicate would be hit.
can replace one of your attacks with creating and At the start of your next turn, you can take the place
using a whip of water. You can slam this into a of any illusory duplicate that remains and is not
169
sharing your space, but when you do so that illusion damage beyond what would reduce to 1 hit point
vanishes as if hit. Creatures that do not rely on sight being taken by the object you swap places with.
or can see through illusions are unaffected and do You can do this even if you have no use remaining,
not target illusory duplicates. but once you use it this way you cannot use it this
Once you use this feature, you cannot use it again way again until you complete a long rest. You can
until you complete a long rest. only target objects when using it this way.
After intense study and sudden enlightenment you’ve As a bonus action, you change places with a Small to
mastered the true essence of cutting through space Large creature or object that is not being worn or
itself. You gain the following benefits: carried you can see within 15 feet of you. If the target
is an unwilling creature, it makes a Charisma saving
• Part Magic. When you succeed a Dexterity saving throw against your Mystic Path DC. On a successful
throw against a spell or similar magical effect and save, the ability fails and neither creature is
you would take half damage, you can use your teleported. The maximum distance increases by 5
reaction to cut the effect from existence around feet when your proficiency bonus increases (always
you, taking no damage instead. equaling 5 times your proficiency bonus).
• Ability Score Bonus. Increase your Strength or • Ability Score Bonus. Increase your Strength,
Constitution ability score by 1, to a maximum of Constitution, or Charisma ability score by 1, to a
20. maximum of 20.
171
• Mystic Language. You learn draconic. If you
already know draconic, you learn one additional • Ability Score Bonus. Increase your Constitution,
language of your choice. or Charisma ability score by 1, to a maximum of
20.
Dragon Aspect
Active Ability (Bonus Action, Supernatural) Dragon Breath
Active Ability (Attack, Supernatural)
As a bonus action, you can physical transform your
body, choose number up to your Proficiency bonus of As an attack as part of the attack action, you can
the following draconic features: unleash a cone of elemental devastation. Creatures in
a 15 foot cone or 5 by 30 foot line (your choice) must
• Fangs. Gain dragon-like fangs, gaining a natural make a Dexterity (for acid, fire or lightning) or
weapon that deals 1d8 piercing damage. Constitution (for cold or poison) saving throw. On
• Claws. Transform one or both hands into dragon- failure, they take 3d6 acid, cold, fire, lightning, or
like claws, gaining natural weapons that deal 1d6 poison damage (select when you take this feat), or
slashing damage and have the Light property. half as much on a successful one. The number of d6
• Scales. Gain dragon-like scales. When you aren’t increases when your proficiency bonus increases (to
wearing armor, your base AC is 13 + Dexterity 4d6 at 5th level, 5d6 at 9th level, 6d6 at 13th level,
modifier. You can use your natural armor to and 7d6 at 17th level).
determine your AC if the armor you wear would If you are transformed by the Dragon Aspect of the
leave you with a lower AC. A shield’s benefits apply Dragon Form feat, the area of effect is doubled (to a
as normal while you use your natural armor. You 30 foot cone or 60 foot line).
gain resistance to acid, cold, fire, lightning or Once you use this feature, you cannot use it again
poison damage. (selected when you take the feat). until you complete a short or long rest.
• Wings (Requires 9th level). If you are not wearing
armor, dragon-like wings sprout from your back.
Until the transformation ends, you have a 30 foot
flying speed.
• Eyes. You gain a darkvision of 60 feet. If you
already have a darkvision, you gain a blindsight of
15 feet.
• Empower. A weapon you are holding or natural
weapon of your choice is wreathed in elemental
power. Its damage is increased by 1d6 acid, cold,
fire, lighting, or poison damage (selected when you
take the feat).