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Kibbles Feats

This section introduces new feat options for characters, including Active Martial Feats that grant 1/short rest abilities, Weapon/Expert Feats for passive bonuses, and Mystic/Transformation Feats allowing supernatural powers without spellcasting. It provides examples of Athletic, Body Guard, and Brute feats.

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0% found this document useful (0 votes)
74 views14 pages

Kibbles Feats

This section introduces new feat options for characters, including Active Martial Feats that grant 1/short rest abilities, Weapon/Expert Feats for passive bonuses, and Mystic/Transformation Feats allowing supernatural powers without spellcasting. It provides examples of Athletic, Body Guard, and Brute feats.

Uploaded by

federicoingsis
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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158

Feats Active Martial Feats


This section contains a wide array of new feats to Active Martial Feats are a group of feats that have the
expand your character options. The feats are grouped unique aspect to them of granting the character that
by ‘type’. While all can be used interchangeably, the takes them a new way to act. This ability is usually a
ways in which they extend your characters 1/short rest ability that allows to go above and
capabilities varies. beyond. They can be seen as similar to a physical,
scaling, spell.
• Active Martial Feats grant your character new These are good options for characters that want to
tactical options in combat by providing a small a more active tactical options, and are particularly
passive bonus, and a powerful 1/short rest ability well suited to martial characters.
that does something unique and powerful. Any time an active martial feat requires a saving
• Weapon and Expert Feats provide larger more throw, the DC is 8 + your Strength or Dexterity
passive bonuses for characters that want to modifier (your choice) + your proficiency bonus.
specialize in a way of fighting and receive larger
passive bonuses for it.
• Mystic Path and Transformation Art Feats are
Athlete
ways to introduce supernatural or magical powers Prerequisite: 4th level and proficiency in Athletics
to a character without needing them to be a
spellcaster or dedicate a full subclass to it, and You can accomplish mythical feats of athletic
have more varied effects. prowess.

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)

You can perform an outrageous athletic feat. You can


do any of the following during your turn:
• Jump a distance equal to your movement speed.
• Lift twice your normal lifting capacity until the end
of your turn.
• Move at normal speed while carrying or dragging
another creature until the end of your turn.
• Make a free Strength or Dexterity saving throw or
ability check against an ongoing effect or spell
effecting you that would normally take an action or
only occur at the end of your turn
• Take the dash action as a bonus action.

Once you use this feature, you cannot use it again


until you complete a short or long rest. You can use
the feature again before completing a rest by taking a
level of exhaustion.
159
Body Guard Merciless Break
Active Ability (Attack)
Prerequisite: 4th level and fighting style that uses
your reaction to defend an allied creature
When you take the Attack action on your turn, you
can replace one of your attacks with inflicting a
Your reflexes and techniques safeguard your allies.
debilitating injury on a creature you are grappling.
The creature takes 2d6 + your Strength modifier
• Ability Score Increase. Increase Strength,
bludgeoning damage and suffers an injury for 1
Dexterity, or Constitution by 1, to a maximum of
minute. The number of d6 increases by one when
20.
your proficiency bonus increases (with the total
• Leaping Saves. You can move up to 5 feet before
number of d6 equaling your proficiency bonus). While
using your reaction to protect an ally with a
suffering from this injury, the creature subtracts d6
Fighting Style. Alternatively, when you use a
from attacks and ability checks, and must pass a DC
reaction on a Fighting Style to defend an allied
10 Constitution saving throw to successfully cast a
creature while you are already adjacent to them,
spell.
you can swap positions with that ally after the
The target creature makes a Constitution saving
attack completes as long as your movement speed
throw at the end of each of their turns, ending the
isn’t zero. This movement does not provoke
effect of the injury on a success. A creature can spend
attacks of opportunity.
their action treating their injury to automatically pass
the saving throw.
Heroic Intervention Once you use this feature, you cannot use it again
Active Ability (Reaction) until you complete a short or long rest.

As a reaction, when an allied creature within range of


your movement speed would take damage, you can Brute
move to them and into their space. If the damage Prerequisite: 4th level and proficiency in Intimidation
came from an attack, you become the target of the
attack. Your attacks leave your enemies devastated and
cowering in fear.
They move to an unoccupied space of their choice
within 5 feet, or the closest unoccupied space if there • Ability Score Increase. Increase your Strength or
are no unoccupied spaces within 5 feet (potentially Constitution by 1, to a maximum of 20.
moving them out of an area of effect, but moving • Brutal Effort. When you roll damage for a melee
yourself into it). weapon attack, you can reroll the weapon’s
You and the target creature have resistance to all damage dice and use either total.
damage until the start of your next turn.
Once you use this feature, you cannot use it again Brutal Threat
until you complete a short or long rest. Active Ability (Attack)

Breaker When you take the Attack action on your turn, in


place of taking an attack, you can summon your
Prerequisite: 4th level
killing intent to issue a dire threat to a creature that
can see or hear you within 60 feet. The target must
You master the breaking of any creature within your
make a Wisdom saving throw.
grasp.
On failure, they become frightened for 1 minute. If
it fails by 5 or more, it becomes frozen in terror,
• Ability Score Increase. Increase your Strength or
suffering the paralyzed condition while it is
Constitution by 1, to a maximum of 20.
frightened. A frightened creature can repeat its saving
• Punishing Blows. You have advantage on attack
throw at the end of each of its turns, ending the effect
rolls against a creature you are grappling.
on success (if it fails by less than 5 it can end the
paralyze effect, but cannot become paralyzed after
the initial save).
If you kill a target while it is frightened in this way,
you can repeat this action as a reaction targeting
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another creature within 30 feet that can see or hear what was required to bring the target to zero) to
you bypassing the usual usage restriction of the another creature within 5 feet of the target, if the
feature. attack roll would also hit that target.
Once you use this feature, you cannot use it again
until you complete a short or long rest. Whirlwind Slash
Active Ability (Attack)
Charger
Prerequisite: 4th level When you take the Attack action on your turn, you
can replace one of your attacks with spinning your
You master the reckless rush of smashing into the weapon in a massive arc with great force. All
enemy line. creatures of your choice within 5 feet of you must
make a Dexterity saving throw. On failure, they take
• Ability Score Increase. Increase your Strength or 2d6 + your Strength modifier damage, or half as
Constitution by 1, to a maximum of 20. much on a successful save. The number of d6
• Heavy Momentum. After moving at least 20 feet increases by one when your proficiency bonus
in a direction, your next melee weapon attack increases (with the total number of d6 equaling your
deals an additional 1d8 damage. proficiency bonus)
Once you use this feature, you cannot use it again
until you complete a short or long rest.
Wild Charge
Active Ability (Attack)
Durable
When you take the Attack action on your turn, you Prerequisite: 4th level
can replace one of your attacks with making a charge.
You or a mount you are controlling can move up to 30 You possess an implausible resilience and are
feet in a straight line, flinging your enemies out of capable of amazing feats of endurance. You gain the
your path. following the following benefits:
This movement does not provoke attacks of
opportunity. Large or smaller creatures in your path • Ability Score Increase. Increase your Strength or
must make a Strength saving throw, or be knocked Constitution modifier by 1, to a maximum of 20.
out of your way and prone. If a creature has no where • Rapid Recovery. When you roll a Hit Die to regain
they can move, they are knocked prone but not hit points, the minimum number of hit points you
moved, and you pass over them. A creature takes 2d6 regain from the roll equals twice your Constitution
+ your Strength modifier bludgeoning damage on a modifier (minimum of 2).
failed save. The number of d6 increases by one when
your proficiency bonus increases (with the total Unyielding Endurance
number of d6 equaling your proficiency bonus). Your Active Ability (Reaction)
charge ends early if a creature passes their save.
Creatures with a CR equal to less than half of your As a reaction to taking damage, you can brace
character level automatically fail their save. yourself to weather the blow and any additional
Once you use this feature, you cannot use it again blows. Until the start of your next turn, you can
until you complete a short or long rest. reduce all damage taken (including from the damage
that triggered this reaction) by your Proficiency bonus
Destroyer and gain advantage on Strength and Constitution
Prerequisite: 4th level saving throws. Additionally for the duration, if an
attack would reduce you to 0, you can make a
You bring ruin to the battlefield, cleaving through Constitution saving throw with a DC to the amount of
hordes. damage taken. On success, you are reduced to 1
instead. If you are not incapacitated at the start of
• Ability Score Increase. Increase your Strength or your next turn after using this feature, you can
Constitution by 1, to a maximum of 20. expend a number of hit dice up to your Proficiency
• Cleaving Blows. When you reduce a creature to 0 bonus, rolling them as normal.
hit points with an attack, you can apply any Once you use this feature you cannot use it again
overflow damage (damage dealt by the attack over until you complete a short or long rest.
161
Grappler Dirty Strike
Active Ability (Special)
Prerequisite: 4th level
When you make a melee weapon attack, you can
You master grappling and leverage to pin and fling
follow up with a dirty trick (a knee to the gut, handful
your foes.
of sand to eyes, etc). The creature must make a
Constitution saving throw. On failure, they become
• Ability Score Increase. Increase your Strength or
your choice of blinded or dazed (your choice) for 1
Constitution by 1, to a maximum of 20.
minute. A dazed creature moves at half speed, it can
• Quick Grabs. When you take the Attack action on
use either an action or a bonus action, but not both,
your turn, you can make one unarmed strike or
and regardless of the creature’s abilities, it can’t make
attempt to grapple as a bonus action.
more than one attack during its turn.
The target can repeat its saving throw at the end of
Martial Toss each of their turns. A creature can spend their action
Active Ability (Attack) treating their condition to automatically pass the
saving throw. Once you use this against a target once,
When you take the Attack action on your turn, you they are ready for subsequent attempts and
can replace one of your attacks with attempting to automatically pass saving throws against it.
hurl a creature your size or smaller. The target must Once you use this feature to successfully blind or
make a Strength saving throw. An object or creature daze a creature, you cannot use it again until you
you are grappling automatically fails. If you complete a short or long rest.
successfully lift them, you can throw them 20 feet.
The range is increased by 10 feet for each size
smaller than you the target is. Striker
The creature’s movement ends early if it collides Prerequisite: 4th level
with another creature or obstacle. The thrown
creature and anything it collides with takes 2d6 + You move like the wind, striking faster than your foes
your Strength modifier, and the thrown target falls can see.
prone. The number of d6 increases by one when your • Ability Score Increase. Increase your Strength,
proficiency bonus increases (with the total number of Dexterity or Constitution modifier by 1, to a
d6 equaling your proficiency bonus). maximum of 20.
A creature can choose to fail their save against this • Battlefield Dancer. Each time you hit a creature,
ability. You can throw a willing creature more your movement speed increases by 5 feet until the
carefully, dealing no damage to them unless they end of your turn. If you attack and hit a creature
collide with something during their flight. with a melee weapon attack, you can pass through
Once you use this feature to successfully throw a it space treating it as difficult terrain.
creature or object, you cannot use it again until you
complete a short or long rest. Slashing Dash
Active Ability (Attack)
Ruffian
When you take the attack action on your turn, you
Prerequisite: 4th level
can replace one of your attacks with a rapid burst of
movement, moving up to 30 feet along any surface in
You have turned kicking people that are down into an
a straight line.
art form. You gain the following benefits:
You can move on vertical or horizontal surfaces
with this movement, can pass through creatures, and
• Ability Score Increase. Increase your Strength,
do not provoke attacks of opportunity, but cannot
Dexterity, or Constitution by 1, to a maximum of
pass through objects or terrain. If you are carrying a
20.
weapon you are proficient with when you take this
• Painful Critical. When you score a critical hit
action, each time you pass through a creature, it must
with a melee weapon attack against a creature, it
make a Dexterity saving throw. A creature takes 2d6
must make a Constitution saving throw or become
+ your Strength or Dexterity modifier (your choice)
stunned until the start of your next turn. This does
damage of your weapon type on a failed save, or half
not affect undead, constructs, or other creatures
as much on a successful save. The number of d6
that can feel no pain.
162
increases by one when your proficiency bonus
increases (with the total number of d6 equaling your
proficiency bonus).
Weapon Feats
Once you use this feature you cannot use it again Weapon feats are way for characters to gain special
until you complete a short or long rest. powers from the type of weapon they wield, gaining
always effective benefits while wielding that weapon.
They represent more consistent and passive bonuses
Weapon Thrower than Active Martial Feats for player characters that
Prerequisite: 4th level prefer consistent mastery over bursts of strength.
They are good options for characters that want to
You excel at hurling objects, with a remarkably lack of make a weapon party of their identity or have more
concern for aerodynamics. flexible ways to attack on their turn consistently.
These are meant compliment and work in
• Ability Score Increase. Increase your Strength or conjunction with core 5e feats of a similar vein, and
Constitution by 1, to a maximum of 20. are balanced around a similar consideration to the
• Reckless Aerodynamics. All melee weapons gain strength of feats that specialize in polearms, heavy
the thrown 20/60 property for you, unless they weapons, and other weapons.
already had the thrown property with a greater
range.
Axe Expert
You wild an axe like a force of nature, maximizing
Thunderbolt Throw
and embodying its relentless and unstoppable power.
Active Ability (Attack) You gain the following benefits:
When you take the Attack action on your turn, you • Ability Score Bonus. Increase your Strength or
can replace one of your attacks with hurling a small Constitution ability score by 1, to a maximum of
or smaller object (including weapons for medium 20.
sized creatures) at a target. Make an attack treating • Axe Rush. While wielding a handaxe, battleaxe, or
the object as a simple melee weapon with the thrown greataxe, you can use a bonus action to move up
60/180 property unless it already has a longer thrown to 5 feet and add 1d6 to your next attack and
range. On hit, the creature takes 2d6 + your Strength damage roll with an axe.
modifier bludgeoning damage (replaced by the
weapons damage type when throwing a weapon) and
must make a Constitution saving throw or be Bow Expert
knocked prone and stunned until the start of its next Your relentless practice with a bow grants you the
turn. If it fails the save by 5 or more, it also becomes following benefits while using one:
stunned until the end of your next turn. The number
of d6 increases by one when your proficiency bonus • Ranging Shots. When you miss a ranged weapon
increases (with the total number of d6 equaling your attack with a bow, your next ranged weapon attack
proficiency bonus). roll with a bow has advantage.
Once you use this feature, you cannot use it again • Overwatch. As a bonus action, you can ready a
until you complete a short or long rest. shot until the start of your next turn. If a creature
moves 5 feet or more while within 30 feet of you
while you have a shot readied, you can use your
reaction to make a ranged weapon attack against
that creature with a -5 to the attack roll.
163
Dagger Expert Impact Expert
You wield daggers with perfection and poise, able to You have mastered heavy blows with bludgeoning
use them fluidly in any situation. weapons. When you hit a creature with a maul or
greatclub, you gain a charge of momentum until the
• Dagger Tricks. You can draw or stow any number end of your current turn. You can expend your
of daggers during your turn. You have advantage momentum charges as a bonus action on one of the
on any ability check to conceal your daggers. following abilities.
• Improved Critical. Your attacks with daggers
score a critical hit on a roll of 19 or 20. • Knock Back (Requires 1 or more charges of
• Swift Stabbing. When you use two-weapon momentum): You push the creature within reach
fighting using a dagger in both hands, you can take of you 5 feet per charge of momentum directly
both attacks as part of the Attack action on your away from you. The distance they are pushed
turn (without expending your bonus action). You decreases by 5 feet for every size larger than you
can only make this attack once per turn. they are (for example, if you are Medium pushing
a Large creature, you need to push them 10 feet to
move them 5 feet).
Flail Expert • Take Down (Requires 2 charges of momentum):
Your mastery with a flail allows you to use the You force a creature within reach of you to make a
challenging weapon with deadly skill. You gain the Strength saving throw or be knocked prone.
following benefits while wielding a flail: • Bonk! (Requires 1 or more charges of
momentum): You expend the momentum
• Dangerous Swings. When you miss a melee slamming into a creature within 5 feet of you,
weapon attack made with a flail, you can make a dealing 1d4 bludgeoning damage per charge of
new attack roll against another creature you of momentum.
your choice within the weapon’s range. You cannot
attack the same creature twice this way.
• Wind Up. As a bonus action, you can whirl the Lance Master
flail building momentum. The next attack you You use maximize the effectiveness of a lance,
make with it before the end of your turns an gaining the following benefits:
additional 1d8 damage on hit.
• Impaled Movement. While you are mounted, if
you strike a creature smaller than your mount
Harpoon Expert with a lance, you can push that creature until the
You are resourceful and skilled when it comes the use end of your turn, you make another attack, or you
of harpoons, gaining the following benefits: move in something other than a straight line. This
movement counts as if you are grappling the
• Ability Score Increase. Increase your Strength or creature for the duration of the movement.
Constitution ability score by 1, to a maximum of • Impaling Rush. When you hit an attack with a
20. lance after traveling at least 10 feet, you can make
• Throwing Arm. The normal range of your thrown an additional attack at another creature behind
weapons is doubled. the target hit with disadvantage, as long as they
• Harpoon. As an action, you can use 30 feet of are in reach of your weapon (you can move
rope to turn any javelin, spear, or trident into a between attacks, but only in a straight line) with
harpoon. When you throw that harpoon at a target disadvantage. You can continue to repeat this until
30 feet or less from you, you can pull it back to you miss, run out of movement, or run out of
your hand as a bonus action. If the attack hit the creatures in a line to hit.
target, when you pull the harpoon back to you, you • Expert Handling. A lance no longer requires
can force the target to make a Strength saving two-hands when you aren’t mounted.
throw against a DC of 8 + your Strength modifier
+ your proficiency bonus. On failure, you drag the
target up to 20 feet toward you.
164
Morning Star Expert dice, rolling them and reducing the damage taken
by the amount rolled. If the amount rolled exceeds
You have mastered the use of a morning star, and are the damage taken, the attacker takes damage
able to leverage greater effectiveness from it. You gain equal to the difference.
the following features: • Sword Finisher. As a bonus action when you hit a
creature with a melee weapon attack, you can
• Ability Score Increase. Increase your Strength or expend your Swordplay dice, rolling them and
Constitution ability score by 1, to a maximum of dealing additional damage equal to the roll.
20.
• Improved Critical. Your attacks with morning
stars score a critical hit on a roll of 19 or 20. Natural Weapon Master
• Rend. Your critical strikes wound the target. The Prerequisite: Have one or more natural weapons
target loses 1d10 hit points at the end of each of
their turns until the wound is healed. The target or You master the use of your natural weapons, granting
any creature within 5 feet of it can make a DC 10 you the following benefits:
Wisdom (Medicine) check as an action to heal the
wound. • Ferocity. As a bonus action, you can make an
additional weapon attack with your natural
Stinger weapon.
• Natural Perfection. Your natural weapon damage
You specialize in the quiet and agonizing kill with die becomes a d6 (if not already higher). At 6th
subtle weapons. You gain the following benefits level, the damage die becomes a d8 (if not already
related to blowguns and darts: higher) and your natural weapons are considered
magical for overcoming resistance to nonmagical
• Ability Score Increase. Increase your Dexterity, damage. At 12th level the damage die becomes a
Wisdom, or Constitution ability score by 1, to a d10 (if not already higher).
maximum of 20.
• Efficient Poisons. When you apply a poison
blowgun needle or dart, you can apply it to twice Pike Master
as many pieces of ammunition. You master the effective use of a pike, making the
• Hidden Death. If you attack while hidden from a most of its extreme range.
target with a blowgun or dart, you can make
Dexterity (Stealth) ability check with a -5 for each • Extended Reach. Your reach with a pike
time you’ve hit the target this turn against their increases by 5 feet on your turn.
passive Perception (no action required). On a • Set for Charge. If you haven’t yet moved this turn,
success, you remain hidden from that target, you can use your bonus action to set for charge,
though the target will know which general reducing your movement speed to 0 and gaining a
direction you are in. second reaction that can only be used to make
attacks of opportunity until the start of your next
Swordmaster turn.
• Zone Control. While wielding a pike, creatures
Your swordplay leverages every advantage to build provoke an attack of opportunity when they enter
momentum, allowing you to strike or defend in new the reach of the pike.
ways. When wielding a sword, you gain a special
Swordplay d6 die each time you successfully attack a
creature with it. You can have a maximum number of Warhammer Expert
Swordplay dice equal to your proficiency bonus. You Your mastery over a warhammer ensures that your
lose all accumulated dice if you stop wielding a sword blows never fail to wear down the enemy, becoming
or end your turn without making an attack with a an inexorable threat to any foe. You gain the following
sword. benefits:
You can spend your Swordplay dice on the
following abilities: • Ability Score Increase. Increase your Strength or
Constitution ability score by 1, to a maximum of
• Sword Parry. As a reaction to being hit by a melee 20.
weapon attack, you can expend your Swordplay • Battering Blows. When you miss a melee weapon
165
attack with the warhammer, the target takes half Additionally, you can use a whip to extend your reach
the weapon damage the attack would have dealt. for certain object interactions, such as opening and
This does not count as a hit for things that require closing doors, picking up objects, or similar simple
you to hit the target (such as spells, Divine Smite, interactions.
or similar features), but does include modifiers to
the attack damage roll.
Style Feats
War Pick Expert
You have mastered the use of a war pick, and are able
Versatile Weapon Master
to tear down the most formidable foes. You are an expert on the fluid use of versatile
weapons, changing stances to fit any situation. When
• Ability Score Increase. Increase your Strength or you draw a versatile weapon you are proficient with,
Constitution ability score by 1, to a maximum of or start your turn while wielding one, you can enter a
20. special stance as long as you aren’t wielding other
• Siege Pick. Attacks you make with the war pick weapons or a shield.
against objects deal double damage. This lasts until the start of your next turn, drop or
• Sunder. When you hit a target that is wearing sheath your weapon, or equip a shield. Each stance
armor or benefiting from natural armor, you can provides modifiers to your melee weapon attacks
use your bonus action to sunder the target, made with the versatile weapon while in that stance:
temporarily leaving them vulnerable. The next
attack roll against that creature has advantage. • Neutral Stance: You add +1 to your attack rolls,
damage rolls, and armor class.
• Power Stance: You don’t add your Proficiency
Whip Expert bonus to attack rolls, but add twice your
You master using a whip, gaining the following Proficiency bonus to your damage rolls.
benefits: • Accuracy Stance: You add twice your Proficiency
bonus to attack rolls, but don’t add your Strength
• Ability Score Bonus. Increase your Strength, modifier to damage rolls.
Dexterity or Constitution ability score by 1, to a • Defensive Stance: You don’t add your Proficiency
maximum of 20. bonus to attack rolls, but if you hit at least one
• Precise Blows. When you wield a whip, increase attack against a hostile creature, you can add your
the damage die size of whips by one size (for proficiency bonus to your AC until the start of your
example, from a d4 to a d6). next turn.

Whip Tricks Lightning Striker


You master the manipulation of a whip to allow a You have mastered wielding weapons with lightning
level of extreme control over its use. speed, granting the following benefits:
When you make an attack with a whip and hit, you
can replace the damage roll of the attack with one of • Quick Draw. Whenever you make an attack, you
the of the following effects: can draw a light melee weapon as part of taking
the attack.
• Sudden Yank. You wrap the whip around a • Twin Strike. When you make an attack while
Medium or smaller target, and yank them 5 feet wielding more than one light melee weapon and
towards you. make an attack with one of them, you can subtract
• Tangle Weapon. You tangle one weapon the target the damage dice of another light melee weapon
is wielding, giving them disadvantage on attacks you are carrying from the attack roll to add twice
with that weapon until the start of your next turn, its damage dice to the damage roll of that attack
or until they miss an attack. You cannot make on hit.
attacks with the whip used to make the attack
until they free the weapon.
• Whip Trip. You tangle a Large or smaller
creature’s feet, causing them to fall prone.
166
You learn the manipulate windK cantrip and the
Mystic Path Feats become windK spell. You can cast it innately and
without expending a spell slot a number of times
equal to your proficiency bonus, regaining all
You can choose your Mystic Path modifier when you expended uses when you complete a long rest.
have one or more Mystic Path feats. Your Mystic Path
Modifier can be any ability score modifier besides
Constitution. Your Mystic Path DC is calculated as 8 Wind Slash
+ your Mystic Path Modifier + your proficiency bonus. The wind conveys the will of your attacks, granting
you the following benefits:
One With Wind • Ability Score Bonus. Increase your Strength,
Prerequisite: 4th level Dexterity or Wisdom ability score by 1, to a
maximum of 20.
You have mastered the supernatural ability striking • Cloudbreaker. You can cut dust, fog, or clouds. As
like the wind, gaining the following benefits: an attack as part of the attack action, you can clear
a 30 foot cone of dust, fog, or cloud. Depending on
• Ability Score Bonus. Increase your Strength, the source of the obscuring effect, the area may
Dexterity, or Wisdom ability score by 1, to a become obscured again after 1d4 rounds.
maximum of 20. • Wind Slash. You gain the ability to cast crescent
• Wind Walker. You are not affected by difficult wind slashK. You can cast this spell once without
terrain or additional movement costs when the expending a spell slot, casting it at a level equal to
difficult terrain or movement cost comes from your proficiency bonus. After using the free use,
strong winds (such as the gust of wind spell). you can cast it again by expending a spell slot as
normal. If you have Ki Points or Psi Points, you
Wind Strike can expend 2 or more those to cast this spell,
Active Ability (Attack, Supernatural) casting the spell at a level equal to the number of
points spent. You regain the free use of this spell
When you take the Attack action on your turn, you when you complete a long rest.
can replace one of your attacks with a special attack
that lets you vanish into the wind before striking a Fire Dancer
number of nearby creatures with a weapon you are
carrying in a flurry of blows, before reform from the Prerequisite: 4th level
wind within 5 feet of one of the creatures attacked.
You can attack a number of creatures in this way You’ve danced among the flames so long and with
equal to your proficiency bonus, but can only strike such skill that now the flames dance along with you.
each creature once. You can strike creatures within a You gain the following benefits:
range of 5 × your proficiency bonus feet (for example
when you proficiency bonus is +2, you can strike • Ability Score Bonus. Increase your Strength,
creatures within 10 feet). Dexterity, or Charisma ability score by 1, to a
Each time you strike a creature, make a melee maximum of 20.
weapon attack, dealing 1d6 + your Mystic Path • Through The Flames. You have advantage on
modifier damage on a hit. The damage increases by Dexterity saving throws where failing them would
1d6 each time your proficiency bonus increases. result in taking fire damage.
Once you use this feature, you cannot use it again
until you complete a short or long rest. Cinder Sweep
Active Ability (Attack, Supernatural)
Wind Affinity When you take the Attack action on your turn, you
You are touched by the winds, either from a blessing can replace one of your attacks with moving up to 5
of a powerful entity or through focused mastery and feet without provoking attacks of opportunity and
study of their essence, allowing you to borrow and then cause an explosion of fire around you. All
harness their power. creatures within 10 feet of you must make a Dexterity
saving throw. On failure, a creature takes 2d6 fire
damage and becomes ignited. Creatures that are
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ignited take 1d6 fire damage at the end of each of cantrip.
their turns until a creature within 5 feet of the ignited
target spends their action to douse the flames. On Earthen Wave
success, creatures take half as much damage and are Active Ability (Attack, Supernatural)
not ignited. The initial fire damage increases by 1d6
when your proficiency bonus increases. When you take the Attack action on your turn, you
Once you use this feature, you cannot use it again can replace one of your attacks with causing the
until you complete a short or long rest. ground beneath a target creature within 30 feet to
surge and warp. The target must make a Dexterity
Ignition Art saving throw against your Mystic Path DC. On failure,
Prerequisite: 4th level you can cause one of the following effects of your
choice:
You gain mastery over a mystic art of fire, giving you
the following benefits: • The target takes 2d6 + your Mystic Path modifier
piercing damage.
• Ignite. As an action, you can create small sparks • The target is grasped by the earth and their
of flame, lightning flammable objects such as movement speed becomes 0 until the start of your
kindling or lighting a torch. next turn.
• The target takes 1d6 + your Mystic Path modifier
bludgeoning damage and is knocked 5 feet in a
Flametongue Touch direction of your choice.
Active Ability (Bonus Action, Supernatural)
On success, they take no damage and suffer no
As a bonus action, you can cause a weapon you are additional effects. The damage the target takes is
holding to ignite into flames for 1 minute. While increased by 1d6 when your proficiency bonus
ignited, the weapon sheds 15 feet of a bright light, increases.
and an additional 15 feet of dim light, and deals an Once you use this ability, you cannot use it again
additional 1d6 fire damage on hit. The damage until you complete a short or long rest.
increases every other time your proficiency bonus
does, remaining equal to half your proficiency bonus
(rounded down), and the bright and dim light radius Earth Binder
increase by 5 feet when the damage increases. Prerequisite: Earth Caller.
Once you use this feature, you cannot use it again
until you complete a short or long rest. Your mastery of the earthly powers allows you to call
upon its power to entrap foes. You gain the following
the benefits:
Fire Affinity
You are granted a special affinity with fire, allowing • Ability Score Bonus. Increase your Strength,
you to borrow and harness its power. Constitution, or Wisdom modifier by one.
You learn the firebolt and manipulate fireK cantrip, • Grasping Earth. Once per turn, when you hit a
and learn the become fireK spell. You can cast it Large or smaller flying creature with a melee
innately without and without expending a spell a weapon attack, it must make a strength saving or
number of times equal to your proficiency bonus, fall prone.
regaining all expended uses when you complete a
long rest.
Stone Cage
Active Ability (Action, Supernatural)
Earth Shaper
You have mastered a special connection to the earth As an action, you cause a 15 foot high, 1 foot thick
and can call upon the stones buried in to heed your dome of stone pillars to erupt from the ground
calls. around you, enclosing you and the target within range
within a ring of stone that lasts a number of turns
• Ability Score Bonus. Increase your Strength, equal to your proficiency bonus. Creatures can see
Constitution, or Wisdom modifier by one. through the cage of stone pillars, but creatures have
• Stone Forming. You learn the stone formingK three quarters cover against creatures on the other
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side. The range of the ability is 10 feet, and increases creature within 30 feet of you, forcing it to make a
by 5 feet each time your proficiency bonus increases. Strength saving throw. On a failed save, the target
The ring is always formed into the smallest circle that takes a number of d8 damage equal to your
encompasses both you and the target, with a proficiency bonus, and is knocked 10 feet in a
minimum radius of 10 feet, centered on the point direction of your choice (including straight up, if you
closest to the center between you and the target. so choose). On a successful save, the target takes half
Other creatures can be caught inside the ring if they as much damage and isn’t moved.
fall inside its radius.
The ring can be destroyed, and has an AC of 16 and
a number of hit points equal to 5 x your character
level (the entire ring sharing the same hit points,
Esoteric Arts
crumbling to dust when reduced to zero). The cage Illusion Art
immediately crumbles if you fall unconscious.
Prerequisite: 4th level
Once you use this ability, you cannot use it again
until you complete a long rest.
You master the arts of illusion, mastering a special
art to create them through a unique method. You gain
Stone Affinity the following benefits:
You are granted a special affinity with stone, allowing
you to borrow and harness its power. • Mind Tricks. You learn the minor illusion cantrip
You learn the impactK and manipulate earthK and cast it without a material component, using a
cantrip, and learn the become stoneK spell. You can spellcasting ability modifier of your choice. When
cast it innately without and without expending a spell you form a weapon with minor illusion, you can
a number of times equal to your proficiency bonus, use it as if it were a real weapon for the duration.
regaining all expended uses when you complete a On hit, it does psychic damage instead of its
long rest. normal damage type.

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.

Void Art Nether Swap


Prerequisite: 4th level Active Ability (Bonus Action, Supernatural)

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).

Once you use this feature, you cannot use it again


Void Strike until you complete a short or long rest.
Active Ability (Action, Supernatural)

As an action, you special attack that strikes the


dimensional boundaries around a creature,
Transformation Arts
disrupting them and potentially briefly pulling the Transformation arts all about feats that turn you into
creature into the ethereal plane. The target makes a cool things, or give you the powers of cool things, that
Charisma saving throw. On failure, they take 2d6 + are usually enhanced while you’re a cool thing. While
your Mystic Path modifier and are banished to the turning into a dragon or titan is great fodder for
ethereal plane until the start of your next turn. On subclasses and spells, these feats are about dipping
success, they take half as much and are not banished into those themes in something that can bolted onto
to the ethereal plane. The creature cannot move any class or subclass in a way that makes sense for
while on the ethereal plane, but can otherwise take characters that want those themes or powers as part
any action they can normally take, they just cannot of their character, but don’t want to commit their
interact with things on the material plane unless they whole subclass it.
normally could. You can choose to do no damage with Or to add on top of a whole subclass committed to
this ability, and the target can choose to fail their it for those that want to double down on a theme.
save.
Once you use this feature, you cannot use it again
until you complete a short or long rest.
Titanic Form
Prerequisite: 4th level

Vanishing Trick You awaken or learn a mystical ability drawing on the


Prerequisite: 8th level ancient power of the titans. You gain the following
benefits:
You master an esoteric art of vanishing and leaving
something (or someone) behind in your space, • Ability Score Bonus. Increase your Strength,
swapping positions with them. You gain the following Constitution, or Wisdom ability score by 1, to a
abilities: maximum of 20.
• Mystic Language. You learn giant. If you already
• Decoy Death. If you would be reduced to 0 hit know giant, you learn one additional language of
points as a result of taking damage, you can use your choice.
Nether Swap as a reaction. When you do so, you
instead fall to 1 hit point, with any additional
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Titanic Aspect
Active Ability (Action, Supernatural) Quaking Smash
Active Ability (Attack, Supernatural)
As an action, you come under the Enlarge effect of
the enlarge/reduce spell. As an attack as part of the attack action, you slam the
In addition to the normal effect, your flesh takes on ground causing an eruption of thunder to erupt
rough stone-like appearance, causing your unarmed outward in a 15 foot cone. Creatures in the area must
strikes to deal an additional 1d4 damage and make a Constitution save. On failure they take 2d6
reducing all damage from bludgeoning, piercing, and thunder damage and are knocked prone. On success,
slashing damage by your proficiency bonus if you they take half as much damage and aren’t knocked
don’t already have a damage reduction. If you already prone. The number of d6 damage dealt increase
have a source of damage reduction, only the highest when your proficiency bonus increases. If you are
source is used, and is increased by 1 during this Large or Larger when you take this action, the size of
effect. the cone doubles and the d6s become d8s.
The effect lasts 10 minutes. You can end this effect Once you use this feature, you cannot use it again
early as an action, returning to normal size. It ends until you complete a short or long rest.
early if you fall unconscious. Once you use this
feature, you cannot use it again until you complete a
short or long rest. Dragon Form
Prerequisite: 4th level
Thunderer You have learned to invoke the powers of a dragon.
Prerequisite: 4th level You gain the following features:

• 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.
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• 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).

The transformation lasts 1 minute or until you end


it early as a bonus action. If they don’t otherwise have
a bonus to attack and damage rolls, natural weapons
granted by this transformation gain a bonus to attack
and damage rolls equal to half your proficiency bonus
(rounded down). Once you use this feature, you
cannot use it again until you complete a short or long
rest.

Dragon Breath Art


Prerequisite: 4th level

You master the art of gathering elemental power


within yourself to unleash in blasts akin to a dragon’s
breath. You gain the following benefits:

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