Feats
Added 2023-06-10 05:59:01 +0000 UTCFeats are a kind of catchall term for abilities that are neither class features nor skills nor spells. We got a pretty good crop of them to pick from.
Dreamspace: You gain a pocket plane that you can only access while sleeping. You are unaware of the world outside while in Dreamspace, but you may store items there and use your night however you wish, waking up fully rested as if you had slept normally for the same period of time. Can be upgraded with additional feats.
Great Fortitude: you gain a +2 to fortitude saves, making yourself substantially more resistant to poison, disease, exhaustion, and other effects which target the body. Sorcerers are, by default, weak in this area but it is an entirely passive ability.
Sudden Bouncing Spell: 1 time per day you may prime a spell to redirect itself to another target of your choice, should they successfully avoid its effects by whatever means.
Curses: 2 times per day you may curse a target, causing them to take a -2 to most rolls for 4 rounds (24 seconds), including attacks, skills, and resisting spells. They may resist this curse with a Will saving throw. At higher levels (5+) more powerful curses become available with no additional investment.
Sudden Persistent Spell: 1/day you may prime a spell to be unusually persistent. A target that success resists the spell will shrug it off for one round, at which point they will need to roll to resist it again once. If they fail the second roll, the spell proceeds with its full effect.
Merciful Spell: You may choose for your damaging spells to deal nonlethal damage. Nonlethal damage heals more easily, causes less lasting harm, and is extremely unlikely to kill someone. Some creatures, such as constructs and undead, are immune to the effects of nonlethal damage.
Drow Nobility: Gain detect magic as a bonus cantrip (retraining it for another cantrip), and gain the spells Levitate and Feather Fall as 1/day abilities (not costing a spell slot). The first in a long chain of drow only feats for additional natural spells.
Comments
Drow nobility requires additional feats, but those might be in the form of mission rewards. Itβs not passive, but racial feats have a slightly higher chance of showing up again because they are they have their own entry on the chart and are somewhat limited in number (Iβm also throwing some feats related to demonology/summoning in there because of Blasphemous covenant). Second drow nobility feat includes making a sphere of darkness (that drow can see through fine, generally speaking), floating lights, and making a person glow (which makes stealth hard, even if invisible). Also all of the drow nobility spells become 2/day. Two additional feats makes them all into at-will abilities, essentially very beefy cantrips. Spell resistance (an extra roll to just make spells used against you have no effect) is also in this feat chain, along with a few less impressive imo feats available as side upgrades.
Jerky
2023-06-10 13:32:00 +0000 UTCOnly 1 Feat for now, yes? Mhh... 'Dreamspace' sounds nice, but we've got 'Keep Watch' and the Item Storage is kinda clunky. What further Boons will 'Drow Nobility' grant and would we need to use additional Feats on those or do we passively get more as with 'Curses'? Otherwise I like 'Curses' and 'Great Fortitude' (just because being TOO squishy sucks^^).
Cyrus
2023-06-10 06:24:45 +0000 UTC