Taking Bookings Now! Scheduling for new player/character building free!
Taking Bookings Now! Scheduling for new player/character building free!
+1 to any ability score of your choice, to a maximum of 20.
As a bonus action you consume a silver coin by flipping it into the air and activating this feat. Doing so causes the coin to change into chains which bind a creature within 20' of you to the ground. The target can be no more than one size category larger than you and must succeed a STR saving throw of DC 8 + the ability you chose for this feat + your proficiency modifier or be considered grappled. Flying creatures make this save with advantage. You may use this feature a number of times equal to your proficiency bonus and this feature recharges on a long rest.
You may choose to sacrifice a spell slot to roll on a random table determined by the DM and take its result.
You have advantage on randomly rolled tables due to environmental effects of the chaos and chaos blight.
When a construct you face is slain within 60' you can take a resistance they have. This effect lasts until you replace it with another.
You can grant a weapon you are wielding sentience. The weapon shares your alignment and if you have a driving purposes shares in that purpose. Roll 4d6 3 times dropping the lowest roll from each. The weapons Int, Wis, and Cha are determined by these rolls in that order. Your weapon has hearing and darkvision out to 60' and communicate with you telepathically up to one mile. You can call your weapon from up to a mile away with a bonus action. You can switch what weapon you wield has sentience at the end of a long rest but the rolled scores remain the same.
Increase your Strength or Wisdom by 1, to a maximum of 20.
Size differences between yourself and creatures are ignored, unless strictly beneficial to yourself.
Once per day you may uproot a 10' X 10' square of earth or rock and hurl it up to 30' as an action. This hurled earth deals damage equal to your character level + prof mod and forces the creature to roll a str saving throw equal to 8 + STR or WIS + proficiency modifier or be knocked prone.
You extend the weapon choices for your Sentient Brand weapon to all martial weapons.
Increase your Wisdom, Intelligence or Charisma by 1, to a maximum of 20.
As a reaction you can grant a creature within 60 feet a 1d4 on a saving throw or attack a number of times equal to your proficiency modifier.
You treat dim light as bright light.
If you strike a killing blow against a creature, you may as a bonus action teleport within 5' of another creature within 30' of you once per day.
You may give yourself vulnerability to all damage as a free action at the beginning of your turn, this lasts for 1 round. Your body has some physical change that you can choose during this time such as translucent skin or a dark marking. If you choose to do so, choose one creature within 5' all attacks you make that hit against that creature this round are critical hits. You may use this feature a number of times equal to your proficiency modifier. *effects that grant resistance to damage do not overcome this vulnerability. By choosing this effect you are channeling Carzughaz's power and accepting death.*
When you restore hit points to a creature, you can roll twice and take the higher result.
As an action, you can sacrifice a spell slot to heal a creature for 1d4 per level of the spell slot + prof at a range of touch.
Alternatively, you can offer a limited class ability as an offering to Luirim for this effect. If the offered ability is sufficient enough, you may use this ability. If the offering is insufficient, you lose the ability, and nothing happens. You may roll a religion check prior to offering and determine if it will work and how effective it will be.
You can produce a cracker that will provide enough sustenance to feed you and one other for a day once per day.
If you are in combat and have not harmed (dealt damage, or caused a condition other than grapple, restrained, or prone) you can as an action produce a bright light that hovers over your head and provides bright light out to 30' for one minute. You and the person you shared the cracker with that day, within this light can use the hide action as if they were not being observed. Enemies attempting to spot those hidden this way have disadvantage on perception checks.
+1 to ability score of your choice, to a maximum of 20.
You have advantage on Intelligence checks regarding places, creatures, or events relating to the ocean.
As an action you create 10' radius sphere of water within 30' of you that you can see. Creatures in the sphere can choose to automatically move to any position outside the sphere of water. This sphere lasts for concentration up to 10 minutes.
You can choose to augment your sentient brand weapon with one of the following marks once per round.
Undeath - Your Sentient Brand Weapon deals bonus necrotic damage equal to your proficiency modifier.
Perpetuity - Your Sentient Brand Weapon can now attack targets out to 10'.
Soldier - Your Sentient Brand Weapon can replace its attack with an enhanced shove action which knocks the opponent back 10' and prone.
+1 to any one ability score, to a maximum of 20.
You can double the speed of traversal in a group when moving overland.
You gain proficiency in animal handling or expertise if you already have it.
You are particularly adept at riding creatures native to Talerand and may learn riding techniques for exotic mounts if given an hour with a trainer.
Once per long rest you may coat a metal object in transmuted adamantine. This effect lasts for 1 minute and requires concentration.
Weapons transmuted overcome damage resistance of any kind.
Armor transmuted allow you to reduce the damage of an attack by 1d8+prof mod.
You learn the cantrip spare the dying
When you stabilize a creature, you may target any creature responsible for felling that creature and you surround them in a snowstorm in a 5' area. The creature you stabilized has their spirit leave their body temporarily to make 1 attack or cantrip in a spectral form. This ability can be used only if the creature is stabilized but still unconscious.
You may use this feature a number of times equal to your proficiency modifier
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