Taking Bookings Now! Scheduling for new player/character building free!
Taking Bookings Now! Scheduling for new player/character building free!
Your studies of the teachings of Glimmerhaven make your particularly adept at protecting yourself and others.
When taking this feat choose either martial or magic variant
This is a city-state associated feat. You may only choose one feat associated with a city-state.
Magic
When you cast a protective spell that grants AC you may imbue it to grant +1 additional AC.
When you cast a protective spell that grants bonuses to saving throws you may grant +1 to those saving throws.
When you cast a protective spell that targets yourself, you may also cast the spell on a target within 10' of yourself.
Martial
You gain a pool of damage mitigation that you can expend to reduce damage you receive called Barrier. This pool is equal to 10 times your proficiency modifier. When you take damage you may reduce the amount of damage taken by up to 5 times your proficiency by expending these points. Using these points does not use your reaction and may be done so as long as you have points remaining. These points return on a short rest.
As a reaction to an ally taking damage within 30', you may expend some of your barrier pool to mitigate the damage they receive. When you use barrier in this fashion it grants the protected creature resistance to that single damage source as long as you use at least 5 points.
While you have Barrier points available creatures cannot flank you, while you have no barrier you gain additional temporary hit points equal to your proficiency bonus when applied to you.
Your history, whether right or wrong, with the experiments of Alzidor has granted you new abilities.
When taking this feat choose either martial or magic variant
This is a city-state associated feat. You may only choose one feat associated with a city-state.
Magic
You have advantage on saving throws against charm or fear effects.
Targets affected by your charm effects do not know they were affected by your charms unless they succeed a Wisdom save of your spell save.
When a target is affected by your mind affecting spells, you can cause a save you fail to instead affect that creature instead as a reaction. Once you do so, that creature is free of your influence.
Once per day when a creature succeeds against a charm or fear effect you cause, you may force that creature to re-roll the save and take a new result.
You innately gain a 20% discount with vendors.
Martial
You have advantage on saving throws against charm or fear effects
When you fail a deception, intimidation, performance, or persuasion you may re-roll it and take the new result
When you share the same language as a creature you encounter within 30', you may roll a social check to change their disposition of you and your allies. The creature rolls an insight check to contest, and for every 5 lower than your roll its disposition improves by one step. If a creature is then friendly to the party it will ally itself as long as it doesn't stray too far from either it's intended goal or home. You may only have one creature allied at a time. Creatures with Legendary Resistance are immune to this effect.
You innately gain a 20% discount with vendors
A hermit living near the river has taught you some ways of manipulating the senses.
When taking this feat choose either martial or magic variant
This is a city-state associated feat. You may only choose one feat associated with a city-state.
Magic
As a bonus action once per day you can create an illusionary either obstacle or structure that does not deal damage in a 15' cube up to 60' away that can be interacted with physically. This structure lasts for 1 minute and then disappears. This ability recharges on a long rest.
You gain advantage on seeing through illusions
As an action, you can create an illusory duplicate of an object you have seen that is no larger than a single-handed item. If you duplicate items that can be read such as spell scrolls, roll a level check (D20 + your character level) against a DC 10+spell level of the scroll on a success you can use the scroll to cast the spell as normal on failure you are unable to replicate it well enough to cast from. You may use this feature a number of times equal to your proficiency modifier. You can only create and maintain a number of illusory duplicates equal to your proficiency modifier. You regain all charges on a long rest but still cannot maintain more than what your proficiency would allow.
Martial
You can shape an illusion on a weapon as a free action for 1 minute. While this illusion is in effect your attacks have advantage on any creature that has sight. A creature may roll an investigation as an action to see through the illusion DC check of 10 + your level. You may use this feature once and it recharges on a short rest.
You gain advantage on seeing through illusions.
As an action, you can create an illusory duplicate of an object you have seen that is no larger than a single-handed item. If you duplicate items that can be read such as spell scrolls, roll a level check (D20 + your character level) against a DC 10+spell level of the scroll on a success you can use the scroll to cast the spell as normal on failure you are unable to replicate it well enough to cast from. You may use this feature a number of times equal to your proficiency modifier. You can only create and maintain a number of illusory duplicates equal to your proficiency modifier. You regain all charges on a long rest but still cannot maintain more than what your proficiency would allow.
A life of comfort was left behind but you do bring some particular skills from understanding those comforts.
+1 to any ability score, up to a maximum of 20.
While taking a long or short rest, you can enhance the resting area to become unusually comfortable. For 8 hours after a long rest or 1 hour after a short rest your party gains the ability to spend a number of short rest dice up to your proficiency bonus, as an action to heal themselves.
You have advantage on tracking down specialty shops when looking for specific components.
Once per month you can dismantle a magical item and apply its effects to another item. You cannot have more than 2 magical effects on a single item and "+" bonuses do not stack. This cannot be done to legendary items or higher. Items that can be combined must have effects that could reasonably be applied to them.
This is a city-state associated feat. You may only choose one feat associated with a city-state.
Working with the city-state of Lorenrock has taught you well.
When taking this feat choose either martial or magic variant
This is a city-state associated feat. You may only choose one feat associated with a city-state.
Magic
When you use your move action, 10' of your movement is considered teleportation.
Conjuration spells you are concentrating on can be moved up to the spell range as an action
You gain proficiency in Mason's Tools.
When you are struck by an attack you may blip out of existence for 1 round returning to the same square at the beginning of your turn. You may use this feature once per day.
Martial
When you use your move action, you can teleport an additional 10' as part of the same move action.
As a bonus action when you strike a creature, you may bind them preventing them from teleporting for 1 hour. The target creature makes a Wisdom saving throw DC 12 + your proficiency. This ability recharges on a short rest.
You gain proficiency in Mason's Tools.
When you are struck by an attack you may blip out of existence for 1 round returning to the same square at the beginning of your turn. You may use this feature once per day.
Your training with the Norolkin wizards has granted you understanding of the cosmos.
When taking this feat choose either martial or magic variant
This is a city-state associated feat. You may only choose one feat associated with a city-state.
Magic
+1 to any ability score, up to a maximum of 20.
You gain proficiency in a skill of your choice.
You only require 4 hours of sleep to long rest.
You may once per week ask one question regarding your current objective and receive a helpful response from the cosmos (DM's discretion).
You may cast Dispel Magic a number of times equal to your proficiency modifier per long rest
Martial
+1 to any ability score, up to a maximum of 20
You gain proficiency in a skill of your choice.
You only require 4 hours of sleep to long rest.
You may once per week ask one question regarding your current objective and receive a helpful response from the cosmos (DM's discretion).
At the end of a long rest, you may choose to connect with the stars and temporarily view the skills of a warrior from the past. Doing so allows you to either select a martial technique or fighting style that lasts until you change it again at the end of a long rest. The type of technique is limited to the skill level you currently possess (DM will inform you what rarity you may choose)
The cold utilitarian order of Sanctum has shaped your abilities.
When taking this feat choose either martial or magic variant
This is a city-state associated feat. You may only choose one feat associated with a city-state.
Magic
Undead you create gain a bonus to their hit points equal to your casting modifier per HD.
If a creature is killed by your attack, as a reaction you can raise it for 1 minute utilizing the statistics of a zombie once per day.
Your eyes are either milky white or black as onyx and you can see a faint red outline of undead within 60'. This vision can see through objects but is blocked by 1" of lead.
If you die you return the next round as an undead with full hit points the next round for 1 minute, if you manage to consume the flesh of a recently killed sentient humanoid being as an action in this time your return to life with 2 levels of exhaustion and 1 hit point. This effect can only be used once every 30 days.
Martial
You become an undead. This grants your resistance to necrotic damage, immunity to poison damage, you don't need to sleep, eat, or breathe. Healing spells instead deal double damage to you and you are vulnerable to radiant damage. Necromancy spells that heal you still function normally.
You can heal by spending 1 minute consuming freshly slain flesh, doing so heals you for 3 * (character level + constitution modifier)
A number of time per day equal to your proficiency you can consume blood, flesh, or organs of a willing creature or a creature that has died within 1 hour as an action to heal yourself 2d4+2 hit points. At 11th level this amount increases to 4d4+4
Your eyes are either milky white or black as onyx and you can see a faint red outline of undead within 60'. This vision can see through objects but is blocked by 1" of lead.
When you drop to 0 hit points you do not go unconscious and can continue acting normally. You still make death saving throws on each turn and taking damage causes a failed save as normal. During this time, when you fail a death saving throw as a reaction you can spend a short rest die to negate the failed save.
If you die you return the next round as an undead with full hit points the next round for 1 minute, if you manage to consume the flesh of a recently killed sentient humanoid as an action in this time your return to life with 2 levels of exhaustion and 1 hit point. This effect can only be used once every 30 days.
Your life dealing with the criminals of Saruben has hardened you with the powers of destruction.
When taking this feat choose either martial or magic variant
This is a city-state associated feat. You may only choose one feat associated with a city-state.
Magic
Choose one elemental damage type, you have resistance to this damage type
Spells you cast of the chosen energy type deal an extra die of damage.
As a bonus action you can erupt into an energy of the choice you chose causing attackers within 120' to take damage equal to 2d6 of the energy type chosen as bolts fly out at your attackers whenever they successfully hit you. This effect lasts for 1 minute and recharges on a long rest.
Martial
Choose one elemental damage type, you have resistance to this damage type
Weapons you wield deal additional elemental damage of the type chosen for resistance. This bonus damage is equal to your proficiency bonus.
As a bonus action you can engulf yourself in the element chosen by this feature for 1 minute. Doing so causes you to become immune to the damage type chosen and taking damage of the type chosen heals you for 1/2 the damage dealt. This feature recharges on a short rest.
Life within the transmuted city has given discipline and training.
When taking this feat choose either martial or magic variant
This is a city-state associated feat. You may only choose one feat associated with a city-state.
Magic
+1 to any ability score, to a maximum of 20
You gain proficiency in a weapon of your choice
You may choose 1 transmutation spell of 1st level and cast it once per day without expending a spell slot or maintaining concentration
When you cast a transmutation spell with your action you may use a bonus action to grant yourself a fly speed, swim speed, or climb speed equal to your walking speed until the end of your turn.
Martial
+1 to any ability score, to a maximum of 20
You gain proficiency in a weapon of your choice
You may choose 1 transmutation spell of 1st level and cast it once per day without expending a spell slot or maintaining concentration
As a part of a weapon attack action, you unleash a torrent of transmutation energy towards a targeted creature. This creature has vulnerability to one damage type for the attack made against it. This ability may be used a number of time equal to your proficiency modifier.
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