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General Feats

Abyssal-Touched

Prerequisite: Plane Runner (Abyss) feat or Abyssal Screamer, Level 4

 

 You call upon the powers of the Abyss to protect yourself from toxins and improve your attacks.  You gain the following benefits:

  • Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.

  • You gain advantage on saving throws to avoid or end the poisoned condition on yourself.

  • Your unarmed strikes and natural weapons deal double damage to objects and structures.

  • When you hit a creature with a weapon attack, you can change all of the attack’s damage to necrotic.  You can use this feature a number of times equal to your proficiency bonus and regain all expended uses at the end of a long rest.

Arcadian-Touched

Prerequisite: Plane Runner (Arcadian) feat or Arcadian Screamer, Level 4

 

 You call upon the powers of the plane of Arcadia to slow your age and inspire others around you.

  • Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.

  • If you age, you age half as fast as others of your species.

  • When you, or a creature within 10 feet of you, makes a saving throw to avoid or end the frightened condition you can use your reaction to grant yourself or them advantage on the saving throw.  You can use this feature a number of times equal to your proficiency bonus and regain all expended uses at the end of a long rest.

Bare Knuckle Brawler

Prerequisite: Level 4, Strength 15 or higher

 

Your mastery over varying wrestling maneuvers has gifted you with superior advantages when attempting to strike a target or grapple larger foes. You gain the following benefits:

  • Increase your Strength or Constitution by 1, to a maximum of 20.

  • Before you make a melee attack with an unarmed strike using Strength, and you are wielding no other weapons or a shield, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.


Child of the Sea

Your time growing up at sea, either under the waves or above them, has taught you the secrets of the waves and movements of the water.  Whether you grew up in a colony of merfolk on the ocean floor or your community lived along the shores, you have learned these various abilities.  You gain the following benefits:

  • You gain proficiency with the netclub, trident, and Navigator's Tools.

  • You have a swimming speed equal to your walking speed.

  • You have advantage on Dexterity saving throws to avoid falling prone.

Elysian-Touched

Prerequisite: Plane Runner (Elysium) feat or Elysian Screamer, Level 4

 

The fields and levels of Elysium are as peaceful as they are gorgeous.  It is a plane of pure happiness and unsullied by malevolence and corruption.  As someone touched with the energy of this plane, you gain the following benefits:

  • Increase an ability score by 1, to a maximum of 20.

  • You gain proficiency with the Nature.  If you are proficient with this skill already, you may gain proficiency with another skill instead.

  • As an action you can utter the name of place you are familiar with and have an object from.  You immediately learn what direction the location is in (relative to you) and how far away you are from that location at the time you use this action.  If you name a destination on another plane of existence, a destination that moves (such as a mobile fortress), or a destination that isn’t specific (such as “a green dragon’s lair”), the spell fails.


Fortune Reader

Your ability to decipher what portents cards hold for others is unparalleled.  To you, the future is only a simple session or shuffle away.  You gain the following benefits:

  • You learn the guidance cantrip or another divination cantrip of your choice.

  • You learn the augury and can replace the material component of the spell with a deck of tarot cards.  Additionally, you can cast this spell on behalf of another creature.  When you do, the creature's course of activity can occur over the course of the next 24 hours, rather than the next 30 minutes, but the casting time increases to 1 hour which can be completed over the course of a short rest.  Once you cast this spell in this way, you cannot do so again until you finish a long rest.  You can also cast this spell using spell slots you have of the appropriate level, but cannot do so on behalf of another creature. 

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells.


Hades-Touched

Prerequisite: Plane Runner (Hades) feat or Hades Screamer, Level 4

 

You can call upon the power of the plane of Hades to protect yourself from attacks or create an aura of gloom around you.  You gain the following benefits:

  • Increase any ability score by 1, to a maximum of 20.

  • As an action you can silently emit an aura of invisible gloom.  For the next 10 minutes, all creatures within 30 feet of you (including yourself) have disadvantage on Charisma checks.

  • When you end your turn in an area of dim light or darkness, you can use your reaction to become resistant to bludgeoning, piercing, and slashing damage until the end of your next turn.  You can use this feature a number of times equal to your proficiency bonus and regain all expended uses at the end of a long rest.

Hells-Touched

Prerequisite: Plane Runner (Many Hells) feat or Many Hells Screamer, Level 4

 

You can call upon the power of the Many Hells to rebuke attackers and harness the flames of Asmodeus.  You gain the following benefits:

  • Increase any ability score by 1, to a maximum of 20.

  • You learn the hellish rebuke spell. You can cast this spell without expending a spell slot. Once you cast this spell in this way, you can’t do so again until you finish a long rest. You can also cast this spell using spell slots you have. The spell’s spellcasting ability is the one chosen from your Plane Runner feat.

  • When you hit a creature with a weapon attack, you can change all of the attack’s damage to fire.  You can use this feature a number of times equal to your proficiency bonus and regain all expended uses at the end of a long rest.

Inner Giant

Prerequisite: Must be a Small or smaller creature

 

You have never accepted your stature in life, and refuse to let something as insignificant as fate stop you from being the size you were always meant to be.  You gain the following benefits:

  • Increase your Strength or Constitution score by 1.

  • You can cast the enlarge/reduce spell on yourself without requiring a material component.  When you do, you can expend two hit dice to become Large, if casting this spell would not make you at least that size.   Once you cast this spell with this feature you cannot do so again until you have completed a short or long rest.  You can also cast this spell using spell slots you have of the appropriate level.

Limbo-Touched

Prerequisite: Plane Runner (Limbo) feat or Limbo Screamer, Level 4

 

You can call upon the power of the plane of Limbo to create chaotic bursts around you when struck.  You gain the following benefits:

  • Increase any ability score by 1 to a maximum of 20.

  • You learn the thaumaturgy cantrip, and can cast this spell as a bonus action instead of an action.  The spellcasting ability for this spell is the one selected from your Plane Runner feat.

  • When a creature scores a critical hit against you, you can cause the chaotic magic of limbo to burst forth from you, after you have taken the attack’s damage and effects.  Roll a d6 to determine what effect occurs:

    • 1–2: Melting Reality. For the next minute, the ground within 20 feet of you melts into a mud-like texture, becoming difficult terrain to all creatures other than yourself.

    • 3–4: Miracle Protection. You gain temporary hit points equal to half the damage dealt, or twice your proficiency bonus, whichever is less.

    • 5–6: Gravity Bend. Each creature within 20 feet of you must succeed on a DC Constitution saving throw or levitate 10 feet in the air, and remain magically suspended until the end of your next turn. While suspended in this way, a creature has the grappled condition.

You can use this feature a number of times equal to your proficiency bonus and regain all expended uses at the end of a long rest.

Olympus-Touched

Prerequisite: Plane Runner (Olympus) feat or Olympus Screamer, Level 4

 

You can call upon the power of the plane of Olympus to imbue those around you with divine healing.  You gain the following benefits:

  • Increase any ability score by 1, to a maximum of 20.

  • You learn the cure wounds spell. You can cast this spell without expending a spell slot. Once you cast this spell in this way, you can’t do so again until you finish a long rest. You can also cast this spell using spell slots you have. The spell’s spellcasting ability is the one chosen from your Plane Runner feat.

  • When you are reduced to 0 hit points, a magical orb of light appears above your body for 1 minute, or until you are no longer dying.  Any allied creature that enters the space for the first time on a turn, or starts its turn there, gains hit points equal to 1d6 + your proficiency bonus.  Once this feature has activated, you cannot use it again until you have finished a short or long rest.

Pandemonium-Touched

Prerequisite: Plane Runner (Pandemonium) feat or Pandemonium Screamer, Level 4

 

You call upon the powers of Pandemonium to hinder flying enemies and frighten foes.  You gain the following benefits:

  • Increase your Constitution or Wisdom score by 1, to a maximum of 20.

  • Hostile creatures have their flying speed halved while within 15 feet of you.

  • When a creature fails a saving throw against a spell you cast, wails and shrieks erupt from the creature.  Creatures within 10 feet of the target must succeed a Wisdom saving throw or be frightened of you until the start of your next turn.  You can use this feature a number of times equal to your proficiency bonus and regain all expended uses at the end of a long rest.

Plane Runner

Your past is connected in some way to one of the various planes of existence.  Whether you originated from this plane, were sent there as punishment, or banished there by magic, your life has been forever changed by these planar magics.  

Choose a specific plane listed in the Planar Connection table. Your choice gives you resistance to a damage type and the ability to cast a cantrip, as specified in the table. You can cast this cantrip without material components, and your spellcasting ability for it is Intelligence, Wisdom, or Charisma (choose when you select this feat). 

PLANAR CONNECTION

DAMAGE RESISTANCE

CANTRIP

The Abyss

Necrotic

Arcadia

Nonmagical bludgeoning, piercing or slashing damage from attacks

Battlelands

Nonmagical bludgeoning, piercing or slashing damage from attacks

Clockwork

Lightning

Elysium

Radiant

Hades

Cold

Limbo

Force

The Many Hells

Fire

Olympus

Thunder

Fire Bolt (damage type changed to thunder)

Pandemonium

Acid

Sheol

Necrotic

Tartarus

Cold

The Twinned Plane

Force

The Untamed Plane

Nonmagical bludgeoning, piercing or slashing damage from attacks

Valhalla

Nonmagical bludgeoning, piercing or slashing damage from attacks

The Void

Cold, Necrotic, or Psychic

The Wildlands

Psychic

Strong Armed

Prerequisite: Strength 15 or higher

 

You have strengthened your upper body and arms to wield powerful weapons with ease.  You gain the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.

  • When you wield a weapon with the versatile property in one hand and wield no other weapons, you may deal the weapon's two-handed damage die instead of its one-handed damage die.

  • Once per turn, when you hit a creature with a weapon that has the versatile or heavy property with two hands, you can deal an additional 1d6 damage of the weapon's type.


Third Eye Shuffler

Your master of the cards allows you to briefly see the outcomes of different universes, pulling them into your own when needed.  You gain the following benefits:

  • You learn the true strike cantrip.  When you cast this spell, you may do so as an action or bonus action.

  • When you finish a long rest, roll a d20 and record the number rolled. You can replace any attack roll, saving throw, or ability check made by you or a hostile creature that you can see with this roll. You must choose to do so before the roll is made.

Three-Queen Dealer

Prerequisite: Level 4


You are a talented street artist and masterful con artist.  Whatever city or town you find yourself in, you can always afford a room with a quick trick.  You gain the following benefits:

  • Increase your Dexterity or Charisma score by 1, to a maximum of 20.

  • You gain proficiency with the Playing Card Set.  If you are already proficient with this gaming set, you gain expertise with them.

  • You can use a deck of cards as a distraction.  As a bonus action, you can grant a creature you can see within 30 feet of you, not including yourself, one of the following benefits:

    • The creature has advantage on Dexterity (Sleight of Hand) checks until the start of their next turn.

    • The creature has disadvantage on Wisdom (Perception) or Wisdom (Insight) checks until the start of their next turn.

  • Once per day while in a populated area you can earn enough money to purchase food and lodging up to a modest standard. Each day you use this feature in the same 1 mile radius, there is a cumulative 10% chance you provoke the ire of a local in that area, potentially causing a conflict.

Twinned-Touched

Prerequisite: Plane Runner (Twinned) feat or Twinned Screamer, Level 4

 

The Twinned Planed is one of symmetry, yet subtle changes.  Being touched by this energy, you gain the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

  • When you cast a spell that targets only one creature and doesn’t have a range of self, you can target a second creature in range with the same spell.  To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level and 3rd-level or lower.  You can use this feature a number of times equal to your proficiency bonus and regain all expended uses at the end of a long rest.

  • You can cast levitate once with this trait and regain the ability to do so at the end of a long rest.  You can also cast this spell with any spell slots you have of the appropriate level.  The spellcasting ability for this spell is the one increased by this feat.

General Feats
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