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rpg:arcydea:feats

Arcydea-Specific Feats

Acrobat

Prerequisite: Acrobatics proficiency

  • Increase your Dexterity by 1, to a maximum of 20.
  • As a reaction when you fall 10 feet or more, you can make a DC 10 Dexterity (Acrobatics) check. On a success, you can subtract the check's total from the distance you fell when calculating falling damage.
  • As a bonus action, you can attempt to run across a sheer surface by making a DC 15 Dexterity (Acrobatics) check. On a success, you gain a climbing speed equal to your walking speed until the end of your next turn, and can move across vertical surfaces while leaving your hands free.

Adept Poisoner

You specialize in developing poisons, granting you proficiency with poisoner's kits and the following benefits:

  • When you create a poison, you can specify a creature type that poison is specifically made for. That poison ignores resistance and immunity to poison damage for that creature.
  • You can apply poison to a weapon or piece of ammunition as a bonus action, instead of an action.
  • During a long rest, you can perform one hour of work using a poisoner's kit to create a number of doses of potent poison equal to your proficiency bonus, which last until you apply them to a weapon or finish your next long rest. Once applied to a weapon or piece of ammunition, the poison retains its potency for one minute or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, that creature must succeed on a Constitution saving throw (DC equal to 8 + twice your proficiency bonus) or take 1d8 poison damage and become poisoned until the end of your next turn. On a success, they take half as much damage and aren't poisoned.
  • When you use this feature to create poison, you can expend 15 gp per dose of poison to create a more deadly poison. When you do so, creatures that fail their Constitution saving throw against it take an extra 1d8 poison damage.

Animal Handler

Prerequisite: Animal Handling proficiency.

  • Increase your Wisdom by 1, to a maximum of 20.
  • As an action on your turn, you can attempt to soothe a Beast within 60 feet that can hear you. Make a Wisdom (Animal Handling) check contested by the target's Wisdom (Insight) check. On a success, you end one effect on the target causing it to be charmed or frightened.
  • As a bonus action, you can command a willing Beast within 60 feet of you. Make a Wisdom (Animal Handling) check contested by the target's Wisdom (Insight) check. On a success the target can use its reaction to move up to its speed or make an attack against a creature within its reach (your choice).

Arcanist

Prerequisite: Arcana proficiency

You've attained mastery of Arcana, granting you the following benefits.

  • Increase your Intelligence by 1, to a maximum of 20.
  • You can attempt to cast a Wizard cantrip you don't know by making a DC 15 Intelligence (Arcana) check. On a success, you cast the spell using the spell's normal casting time. Intelligence is your spellcasting ability for this spell. You may use this feature once per long rest.
  • As an action on your turn, you can attempt to use a magic item that you don't meet the prerequisites to use or attune to. Make an Intelligence (Arcana) check against a DC of 10 + 5 for each level of the item's rarity above common. On a success, you can activate one property of the item that requires an action to use.

Athlete

Prerequisite: Athletics proficiency

  • Increase your Strength by 1, to a maximum of 20.
  • As a bonus action, you can use a free hand to silence a creature you are grappling. Make a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (their choice). On a success, the target can't speak, say the command words of magic items, or cast spells with verbal components until the spell ends.
  • Once per turn when you jump as part of your movement, you can make a DC 15 Strength (Athletics) check. On a success you can extend your jump by a number of feet equal to 5 times your proficiency bonus without spending additional movement. If you moved at least ten feet before jumping, you have advantage on this check.

Beam Weapon Familiarity

Prerequisite: None.

  • Increase your Intelligence or Dexterity by 1, to a maximum of 20.
  • You gain proficiency with beam weaponry.

Cantrip Focus

Prerequisites: The ability to cast cantrips.

You have become a master of the lesser arcane arts and can cast cantrips much more quickly and effectively.

  • When you prepare your cantrips, you can select one to cast as a bonus action, one time after a short or long rest.
  • You no longer require any verbal components for your cantrips.
  • You can exchange one prepared cantrip for another known cantrip during a short rest if you take at least 30 minutes to do so.
  • All of your cantrips that have a range greater than touch, have their range doubled.
  • All of your cantrips that have a duration greater than instantaneous, have their durations doubled.

Cantrip Scholar

Prerequisites: 12 Intelligence or higher for arcane cantrips; or 12 Wisdom or higher for divine cantrips.

You are a scholar in the lesser arcane or divine arts. Through hard work and study, you have developed the ability to prepare and cast cantrips.

If you have no spell casting ability, choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn four cantrips of your choice from that class’s spell list. They will function as if you are 1st level.

If you already have spell casting ability, this feat will give you 4 additional cantrips appropriate to your class. This feat can be taken more than once, though you need not choose the same class spell list each time.

Deceiver

Prerequisite: Deception proficiency

  • Increase your Charisma by 1, to a maximum of 20.
  • As an action on your turn you can attempt to distract a creature within five feet who can see and hear you. Make a Charisma (Deception) check contested by the target's Wisdom (Perception) check. On a success, the target treats creatures other than you as heavily obscured until the start of your next turn, or until a creature other than you targets it with a harmful effect.
  • As a bonus action, you can attempt to fake out a creature within five feet that can see and hear you. Make a Charisma (Deception) check contested by the target's Wisdom (Insight) check. On a success, you have advantage on attack rolls against the target until the start of your next turn.

Exotic Weaponmaster

Prerequisite: None.

  • When you choose this feat, increase your Strength, Dexterity, or Constitution score by 1.
  • Choose a number of exotic weapons equal to your proficiency bonus; you are now proficient in those weapons, and learn 1 technique of your choice from each weapon’s options.
  • Every time your proficiency bonus increases, choose an additional exotic weapon to gain proficiency with.

Expert Alchemist

Prerequisite: Proficiency with alchemist's supplies

Your long practice of alchemy has granted you the following benefits:

  • Your Intelligence or Wisdom ability score increases by 1, to a maximum of 20.
  • When you make an Alchemy crafting check, you can take 10 as the result of the d20 (instead of rolling) without spending additional time.
  • During a long rest, you can produce one Potion of Healing without material components. This is a temporary potion that loses its potency after 24 hours.

Expert Blacksmith

Prerequisite: Proficiency with smith's tools

Your long practice of blacksmithing has granted you the following benefits:

  • Your Strength ability score increases by 1, to a maximum of 20.
  • When you make a Blacksmithing crafting check, you can take 10 as the result of the d20 (instead of rolling) without spending additional time.
  • The Maintenance and Modification options of Blacksmithing can be completed without any gold piece cost.

Expert Cook

Prerequisite: Proficiency with cook's utensils

Your long experience with cooking has granted you the following benefits:

  • Your Wisdom ability score increases by 1, to a maximum of 20.
  • When you make a Cooking crafting check, you can take 10 as the result of the d20 (instead of rolling) without spending additional time.
  • When you cook an uncommon or rarer cooking option, you can make a single uncommon snack on the side without additional ingredients or time. This snack lasts 24 hours before expiring if unconsumed.

Expert Tinkerer

Prerequisite: Proficiency with tinker's tools

Your long experience with tinkering has granted you the following benefits:

  • Your Intelligence ability score increases by 1, to a maximum of 20.
  • When you make a Cooking crafting check, you can take 10 as the result of the d20 (instead of rolling) without spending additional time.
  • During a long rest, you can produce two pieces of Advanced Ammunition worth less than a total of 50 gp without material components beyond pieces of ammunition. This piece of ammunition is of temporary construction, and becomes a normal piece of ammunition after 24 hours.

Grappler (Revised)

  • You have advantage on attack rolls against a creature you are grappling.
  • You can grapple creatures up to 2 size categories larger than yourself.
  • When you successfully start a grapple, you can deal bludgeoning damage equal to your Strength modifier.
  • At the start of your turn, you can deal bludgeoning damage equal to your Strength modifier to a creature grappled by you.

Historian

Prerequisite: History proficiency

  • Increase your Intelligence by 1, to a maximum of 20.
  • As part of a short or long rest, you can recall battle plans to aid you in combat. Make a DC 15 Intelligence (History) check. On a success, you have advantage on the next initiative roll you make in the next hour, provided you are not surprised.
  • As an action, you can attempt to decipher a language you don't know by making a DC 15 Intelligence (History) check to compare it to a dead language you've studied. On a success, you can deduce the meaning of a written text, or communicate simple ideas with a creature speaking that language.

Insightful

Prerequisite: Insight proficiency

  • Increase your Wisdom by 1, to a maximum of 20.
  • As a reaction when a creature you can see produces an effect that forces you to make a saving throw on the same turn, you can use your Wisdom (Insight) modifier instead of your normal modifier for the saving throw, provided you have seen a creature produce the triggering effect before.
  • As a bonus action you can attempt to discern the behavior patterns of a creature you can see within 10 feet of you. Make a Wisdom (Insight) check contested by the target's Charisma (Deception) check. On a success, you can read the target's surface-level thoughts until the start of your next turn.

Intimidating

Prerequisite: Intimidation proficiency

  • Increase your Strength or Charisma by 1, to a maximum of 20.
  • As a bonus action you can attempt to demoralize a creature who can see or hear you within 30 feet. Make a Strength or Charisma (Intimidation) check contested by the target's Wisdom (Insight) check. On a success the target is frightened of you until the end of its next turn.
  • As part of a short or long rest, you can attempt to rally a number of creatures up to your proficiency bonus who can understand you, and who remain within 60 feet of you for the entire rest. Make a DC 15 Strength or Charisma (Intimidation) check. On a success, each target has advantage on saving throws or ability checks they make to avoid or end the frightened condition on themselves for the next hour.

Investigator

Prerequisite: Investigation proficiency

  • Increase your Intelligence by 1, to a maximum of 20.
  • By spending 10 minutes handling a magic item you can make a DC 15 Intelligence (Investigation) check. On a success you learn the item's properties, command words, and how many charges or other uses it has remaining.
  • As an action, you can attempt to locate a creature or object you have seen by making a DC 15 Intelligence (Investigation) check. On a success, you can deduce the target's general location, provided it is within a number of feet equal to 50 times your proficiency bonus. If the target is hidden, the check is contested by either the Dexterity (Stealth) check used to hide the target, or the DC required to find any secret door the target is hiding behind (use whichever is higher.)

Medic

Prerequisite: Medicine proficiency

  • Increase your Intelligence or Wisdom by 1, to a maximum of 20.
  • As an action on your turn, you can attempt to treat a creature within 5 feet who is afflicted by some malady. Make a DC 15 Intelligence or Wisdom (Medicine) check. On a success you can either end a disease on the target, or one of the following conditions: blinded, deafened, paralyzed, poisoned. This action has no effect on constructs or undead.
  • As an action on your turn you can attempt to treat an injured creature within 5 feet by making a DC 15 Intelligence or Wisdom (Medicine) check. On a success, the target can expend a number of Hit Dice up to your proficiency bonus and roll them. For each hit die spent this way, the target regains a number of hit points equal to the amount rolled plus their Constitution modifier. This action has no effect on constructs or undead.

Magic Initiate

Prerequisite: None.

Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class’s spell list.

In addition, choose one 1st-level spell to learn from that same list. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again. You can also cast these spells using spell slots you have of the appropriate level.

Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.

Magic Novice

Prerequisite: Magic Initiate feat, ability to cast 2nd level spells.

Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn one cantrip of your choice from that class’s spell list.

Choose two 1st-level spells and one 2nd-level spell to learn from that same list. Using this feat, you can cast every learned spell once at its lowest level, and you must finish a long rest before you can cast its in this way again. You can also cast these spells using spell slots you have of the appropriate level.

Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.

Magic Apprentice

Prerequisite: Magic Novice feat, ability to cast 3rd level spells.

Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn one cantrip of your choice from that class’s spell list.

Choose two 2nd-level spells and one 3rd-level spell to learn from that same list. Using this feat, you can cast every learned spell once at its lowest level, and you must finish a long rest before you can cast its in this way again. You can also cast these spells using spell slots you have of the appropriate level.

Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.

Magic Scholar

Prerequisite: Magic Apprentice feat, ability to cast 4th level spells.

Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. Choose one 3rd-level spells and one 4th-level spell to learn from that same list. Using this feat, you can cast every learned spell once at its lowest level, and you must finish a long rest before you can cast its in this way again. You can also cast these spells using spell slots you have of the appropriate level.

Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.

Magic Wise

Prerequisite: Magic Scholar feat, ability to cast 5th level spells.

Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. Choose one 4th-level spells and one 5th-level spell to learn from that same list. Using this feat, you can cast every learned spell once at its lowest level, and you must finish a long rest before you can cast its in this way again. You can also cast these spells using spell slots you have of the appropriate level.

Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.

Known Spells Progression

Feat lvl Cantrips 1st lvl 2nd lvl 3rd lvl 4th lvl 5th lvl
Initiate +2 (2) +1 (1) - - - -
Novice +1(3) +2 (3) +1 (1) - - -
Apprentice +1(4) +0 (3) +2 (3) +1 (1) - -
Scholar +0(4) +0 (3) +0 (3) +1 (2) +1 (1) -
Wise +0(4) +0 (3) +0 (3) +0 (2) +1 (2) +1 (1)

Magical Researcher

Prerequisite: Proficiency in the Arcana skill You delve the secrets of magic. You can make scrolls of spells you don't know, but each crafting check takes 8 hours (this can be completed incrementally). When you craft a scroll or make a magic item that reproduces a spell that deals damage, you can change the damage type of the spell it reproduces. Doing so raises the difficulty of crafting it by +2. Additionally, you can cast a spell from a scroll even if it is not on your spell list. If it is higher level than you can normally cast, you have advantage on the spell casting check to cast it.

Naturalist

Prerequisite: Nature proficiency

  • Increase your Intelligence or Wisdom by 1, to a maximum of 20.
  • While you are located within natural terrain, you can spend 1 minute discerning what might be found in the area by making a DC 15 Intelligence or Wisdom (Nature) check. On a success, you learn which creatures, plants, and natural hazards, if any, can be found within a number of miles equal to half your proficiency bonus.
  • You can attempt to cast a Druid cantrip you don't know by making a DC 15 Intelligence or Wisdom (Nature) check. On a success, you cast the spell using the spell's normal casting time. Wisdom is your spellcasting ability for this spell. This is usable once per long rest.

Old Hand

You have mastered the way of your craft in a way the young whippersnappers can only dream of. You can leverage your vast knowledge of the craft to use your Intelligence or Wisdom modifier in place of Strength or Dexterity in a branch of crafting you have proficiency in the related tool of.

Perceptive

Prerequisite: Perception proficiency

  • Increase your Wisdom by 1, to a maximum of 20.
  • As a bonus action, you can close your eyes and attempt to perceive the world around you with your other senses. Make a DC 15 Wisdom (Perception) check. Until the start of your next turn you have the blinded condition, and on a success you also have blindsight out to a number of feet equal to 5 times your proficiency bonus.
  • As an action, you can attempt to sense the presence of magic in the area, by making a DC 15 Wisdom (Perception) check. On a success, you learn the location of any spell, magic item, or other magical effect within a number of feet equal to five times your proficiency bonus. If the magic is associated with a particular school, you learn which schools of magic it is associated with.

Performer

Prerequisite: Performance proficiency

  • Increase your Charisma by 1, to a maximum of 20.
  • You can attempt to cast a Bard cantrip you don't know by making a DC 15 Charisma (Performance) check. On a success, you cast the spell using the spell's normal casting time. Charisma is your spellcasting ability for this spell. This is usable once per long rest.
  • As a bonus action, you can attempt to attract the ire of a creature who can hear you within 60 feet. Make a Charisma (Performance) check contested by the target's Wisdom (Insight) check. On a success, the target has disadvantage on attack rolls against creatures other than you until the end of your next turn.

Persuasive

Prerequisite: Persuasion proficiency.

  • Increase your Charisma by 1, to a maximum of 20.
  • As a bonus action you can attempt to remind a creature who can hear you within 60 feet of a lifetime of regrettable decisions. Make a Charisma (Persuasion) check contested by the target's Wisdom (Insight) check. On a success, the target must drop anything they are holding, and fall prone if they are not currently flying.
  • As part of a long rest, you can attempt to inspire a number of creatures up to your proficiency bonus who can understand you, and who remain within 60 feet of you for the entire rest. Make a DC 15 Charisma (Persuasion) check. On a success, each target gains Inspiration if they do not already have it.

Polyglot

Prerequisite: You know 3 languages or more

You know multiple languages and you know all their subtleties, granting you the following benefits:

  • Increase your Intelligence or Wisdom by 1, to a maximum of 20.
  • You learn two languages.
  • You can add your Intelligence or Wisdom modifier to the Deception, Insight, and Persuasion rolls you make using a language you know.

Religious

Prerequisite: Religion proficiency

  • Increase your Intelligence or Wisdom by 1, to a maximum of 20.
  • As an action, you can attempt to exorcise a creature within 60 feet that is possessing another creature or object. Make an Intelligence or Wisdom (Religion) check against a DC of 8 + the target's proficiency bonus + their Charisma modifier. On a success, the possession ends, and the possessing creature is shunted into the nearest unoccupied space.
  • You can attempt to cast a Cleric cantrip you don't know by making a DC 15 Intelligence or Wisdom (Religion) check. On a success, you cast the spell using the spell's normal casting time. Wisdom is your spellcasting ability for this spell. This is usable once per long rest.

Resourceful

You've mastered every play that'll give you an edge when it comes to using common items, and gain the following benefits:

  • You are proficient with improvised weapons.
  • You can add your proficiency bonus to the saving throw DC for common items used by you.
  • When taking time to recover reusable items such as ball bearings or caltrops, no roll is required.
  • Additionally, whenever you deal damage with alchemical acid, alchemical fire, caltrops, holy water or oil, that damage increases by 1d4 at 5th level, and again at 11th and 17th levels.

School Specialist

Prerequisite: The ability to cast at least one spell

When you gain this feat, choose one of the following schools of magic: Abjuration, Divination, Conjuration, Enchantment, Evocation, Illusion, Necromancy, or Transmutation.

You learn a spell from the selected school. It must either come from the spell list of a class you have the spell casting feature of, or be a 1st or 2nd level spell. You can only select a spell of a level which you can cast. You can change your selected spell when you gain a level, selecting a new spell that fits the criteria.

Additionally, you can cast cantrips of the selected school as a bonus action. When you cast them as a bonus action, the cantrip is cast as if you were a 1st level caster. You can do this a number of times equal to your proficiency bonus, regaining all uses on a long rest.

Handsy

Prerequisite: Sleight of Hand proficiency.

  • Increase your Dexterity by 1, to a maximum of 20.
  • As a bonus action, you can attempt to obscure the vision of a creature within 5 feet. Make a Dexterity (Sleight of Hand) check contested by the target's Wisdom (Perception) check. On a success, the target can't take reactions until the start of your next turn. A creature immune to the blinded condition is immune to this bonus action.
  • As part of a short or long rest you can spend some time padding the shoes of a number of willing creatures equal to your proficiency bonus who remain within 5 feet of you for the entire rest. Make a DC 15 Dexterity (Sleight of Hand) check. On a success, each target has advantage on Dexterity (Stealth) checks for the next hour.

Soul Investor

You have the special gift to invest your soul into magic items. This becomes a new way to enchant permanent magic items for you, allowing you to replace an essence in a crafting check with part of your soul. When you do so, you can replace one essence of a varying rarity (depending on your level, as per the table below) with your soul, and gain advantage on crafting checks to make the item; the item becomes attunement if it was not already and becomes attuned to you on completion. If you end your attunement to the item, the item becomes mundane, losing all magical properties. This item doesn't count against your maximum number of attuned items.

You can have one item infused this way at a time. You can replace two essences of a tier of quality lower than the maximum.

Character Level Essence Rarity
1-4 Common
5-9 Uncommon
10-14 Rare
15-19 Very Rare
20+ Legendary

Stealthy

  • Increase your Dexterity by 1, to a maximum of 20.
  • While you are hidden, you can make a DC 20 Dexterity (Stealth) check as part of casting a spell with a verbal component. On a success, performing the verbal component does not reveal your location.
  • As a bonus action you can attempt to vanish into the blind spot of a creature who can see you within 30 feet. Make a Dexterity (Stealth) check contested by the target's Wisdom (Perception) check. On a success, you become hidden from the target until the start of your next turn.

Survivor

Prerequisite: Survival proficiency.

  • Increase your Wisdom by 1, to a maximum of 20.
  • You are an expert at harvesting raw materials. By making a DC 15 Wisdom (Survival) check, you may double the normal amount of materials you harvest.
  • As a bonus action on your turn you can attempt to discern the weaknesses of a creature you can see within 60 feet. Make a DC 15 Wisdom (Survival) check. On a success, you learn any resistances, immunities, vulnerabilities, and senses the target has, as well as its Armor Class and weakest saving throw.

Tap Rack Bang

You have honed your skills at firearm service drills, and can return firearms to serviceable condition quickly.

  • Increase Dexterity by 1, to a maximum of 20.
  • You can repair a jammed/damaged weapon to service with a bonus action, rather than an action.
  • You can ignore the loading property of firearms.

Tool Expert

You have honed your proficiency with particular tools, granting you the following benefits:

  • Increase an ability score of your choice by 1, to a maximum of 20.
  • You gain proficiency with one tool of your choice.
  • Choose one tool in which you have proficiency. You gain expertise with that tool, which means your proficiency bonus is doubled for any ability check you make with it.

Ultimate Improviser

You find new ways to do anything. When you craft an item, you gain the following benefits:

  • Increase one ability score of your choice by 1, to a maximum of 20.
  • You can improvise a replacement for any material that costs a number of gold pieces less than or equal to your character level. This ability doesn't create matter out of nothing, it simply assumes you can create the item with materials at hand or adapt simple components to your needs. If no materials at all are available, the item can't be created. A consumable item created with an improvised ingredient lasts only 24 hours before breaking.
  • You can apply half your proficiency bonus (rounded up) to any check you make with tools.

Wand Slinger

  • If you have a spell save DC higher than a wand you are attuned to, you can use your spell save DC instead.
  • If you expend the last charge of a wand, you do not need to make a roll to see if it is destroyed.
  • When you cast a spell with an item, you can make a single weapon attack with a weapon held in your other hand as a bonus action.

Wanderball Champion

Prerequisite: Magic Initiate.

You have mastered the perilous sport of wanderball, granting you the following benefits.

Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.

Wanderball Focus. You can use a wanderball as a spellcasting focus for your spells.

Know Your Ball. You can always tell how irritated a wanderball is at a glance, how quickly it fades, and what its berserk threshold is. (Wanderballs gain irritation in various ways, which increases the damage they inflict on impact, usually equal to the damage they inflict or suffer; irritation fades at the rate of 2 when striking a target or 5 when caught. The default threshold for wanderball berserk is 20 points, at which point the ball attacks randomly and autonomously within 60 feet until caught.)

Ballin'. You can wield a wanderball as if it were a simple ranged weapon with which you are proficient. It has thrown property, a normal range of 20 feet, and a long range of 60 feet. You can add the modifier of the ability score you increased with this feat to attack and damage rolls you make with it instead of Dexterity, if you prefer. The wanderball inflicts d4 damage.. Whether you hit or miss the wanderball immediately returns to your possession.

Catch Me Pondering. When a creature deals damage to you with a ranged spell attack, you can use your reaction to reduce that damage by 1d10 + your level. If you reduce that damage to zero, you can immediately expend a spell slot to make an attack with a wanderball that you're holding.

Tech Armor Training

Prerequisite: light armor familiarity.

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with tech armor.
rpg/arcydea/feats.txt · Last modified: 2023/12/23 13:58 by wizardofaus_doku

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