Campaign Class & Racial Feats

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Racial Feats

Black Powder Mastery

Prerequisite: Gnome Only Gnomes have mastered the art and control of an explosive sand known as “black powder”. You can use your action to fire a custom made hollow metal rod, using either your dexterity or intelligence modifier for this attack. Your black powder mastery type determines the number, size, and shape of the attack. After you use your Black Powder Mastery ability, you can’t use it again until you complete a short or long rest. Choose one of the following every short/long rest:

Pistols Range: 30/60ft Damage: 1d8 + (DEX or INT mod). The damage increases to 2d8 + (DEX or INT mod) at 12th level You can smith and maintain a 2nd Black Powder Pistol Quickdraw: You can use your pistol as a bonus action.

Rifle Range: 90/120 ft Damage: 1d10+(DEX or INT mod). The damage increases to 2d10 + (DEX or INT mod) at 12th level Breath: By using your bonus action to time your breath and exhale as you squeeze the trigger, you gain advantage on your next shot with your Black Powder Rifle. Your shot pierces through all creatures in a line (out to a maximum distance of 120’); compare the attack roll result to the AC of all creatures in the area to determine if they are hit.

Boomstick Range: 15 ft cone Damage: 3d6. The damage increases to 5d6 at 12th level Each creature in range must make a Constitution saving throw DC equal to 8 + Intelligence modifier + proficiency bonus or be knocked back 10 ft, or knocked prone if they cannot be moved. Half damage on a successful save, and they are not knocked backed.

Wanderlust

Prerequisite: Elf; Achieved three Boons. +1 to the Ability Score of your Choice, to a maximum of 20. You are a true Elven Adventurer. Gifted by your Gods with Elven Wanderlust, your soul’s connection to your island is strengthened through the Rite of the Three Boons. It is drawn back to your home island upon death, where you are automatically resurrected at the next full moon. While you will pass back into the spirit of your tree when old age calls to you, you are functionally a true immortal. Wanderlust may be stripped from you if you betray your kind, become exiled, or abuse your gift.

Elven Majesty

Prerequisite: Elf Your immortal nature, aloof perspective and long life radiate from your person. You gain advantage on intimidate checks against non-fey creatures, and you may cast Enthrall once per long rest, using your Charisma score as your casting modifier.

Fey Friend

Prerequisite: Elf, or Half-Elf; RP Connection with a Sprite. You gain the ability to cast Find Familiar once per long rest, summoning only a Sprite to be your familiar.

A Winning Personality

Prerequisite: Half-Orc Being such an intricate member of society, you know how to get the best deals in town. All you have to do is flash that winning smile and and say the right words, and you’re on your way to getting what you want for the prices you want. Once per long rest, you can get advantage on persuasion checks when dealing with buying or selling items.

Hearty Nature

Prerequisite: Half-Orc Living in the depths of nature, out from the comforts of the city or the natural draw to the sea, you have learned to adapt to what you need to survive. Once per long rest, you get advantage on either survival, medicine, or nature checks.

Background Feats

Stone Speaker

Prerequisites: Noble Background; RP Bond to an Island. You are bonded to an Island, ruling over it by Divine Rite, giving you insight and power among the Spirits of the Thousand Stones. You may use a short rest to commune with any island you stand on. The island will reveal to you the identity of its current bond holder so that you would know them on sight, as well as whether or not that being is present on the island. It also reveals via yes or no question whether that bond holder holds a Good or Evil alignment. Finally, you may cast Thaumaturgy at will. The nature of your Thaumaturgy unequivocally demonstrate that you are a Stone Speaker.

Eyes of The Shadow

Prerequisite: Rank 2 Operative of The Shadow Using your feather rank insignia, you gain the ability to cast the darkvision on your self or one other person as an action, no components required. You may have up to two castings operating at one time.

Blessing of The Shadow

Prerequisite: Rank 3 Operative of The Shadow Using your feather rank insignia, you gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the bless spell (no concentration required). Once used, you are unable to use this ability for 1 week.

Salt Seller on the High Seas

Prerequisite: Rank 2 in The Black Croc Ale Company You have developed the ability to turn enemies into friends and make deals in the toughest situations. You gain the following benefits: +1 to Wisdom or Charisma, to a maximum of 20 You gain advantage on Deception, Persuasion, and Insight checks when attempting to make a deal.

Unlikely Allies

Prerequisite: Rank 3 in The Black Croc Ale Company You master the arts of diplomacy, gaining the following benefits: +1 to Charisma, to a maximum of 20 You gain proficiency in the Persuasion skill. If you are already proficient in this skill, you add double your proficiency bonus to checks you make with it. If you spend 1 minute talking to someone who can understand what you say, you can make a Charisma (Persuasion) check contested by the creature’s Wisdom (Insight) check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as per the charm person spell, but with a duration of 1 minute, and only as long as the creature remains within 60 feet of you. This effect requires your concentration as if concentrating on a spell. Once you have used this ability, you cannot benefit from it again until after a short or long rest.