Feats (Chainsaw Man Supplement)
Contents
Feats[edit]
The following feats are available for characters with levels in the ... classes. In addition, you may pick any standard dnd feat that's not magical or that your GM allows.
Background Feats[edit]
Prerequisite: Must be a Devil. Your connection to human roots has made you appear more humanoid, allowing you to seamlessly blend in with society. You gain the following features: Totally Human Your appearance lacks many features of a devil, thus making you appear as a normal human. You have advantage on Deception checks to pass yourself as a human, and humans have disadvantage on Insight checks to identify you as a devil.Due to your scent still resembling a devils fiends and devils make this insight check normally. A creature with 18 or higher Intelligence will lose the disadvantage. Higher Order Your intelligence far exceeds that of any other devil. Your Intelligence score does not decrease by 3.
Prerequisite: Must be a Devil, Fiend or Hybrid You or the devil you made a contract with are naturally born scarier than other devils, allowing you to become more feared faster. Anytime you gain a Fear Level, the amount you gain is doubled.
Prerequisites: Must be Human, Fiend (False Hybrid) or Hybrid} You have a supremely powerful body for any number of reasons, such as being nurtured for fighting devils, training for years as a fighter, for a greater purpose, this trait has reinforced to withstand very powerful attacks from all sources. You'll gain 2 additional hit points towards your hit point maximum whenever you gain a level in your class. You also can pick one physical ability score to increase its maximum to 22 and that score increases by 1 every level. Additionally your Strength, Dexterity, and Constitution scores all increase by 1 up to their maximums. You also gain proficiency in Constitution saves
Prerequisites: Must be Human, Fiend (False Hybrid) or Hybrid} You have a supremely powerful mind for any number of reasons, such as being nurtured for mentally daunting tasks, training for years as to sharpen your sense for a greater purpose. You can pick one mental ability score to increase its maximum to 22 and that score increases by 1 every level. Additionally your Intelligence, Wisdom, and Charisma scores all increase by 1 up to their maximums. You also gain proficiency in Wisdom saves, and you may gain proficiency in 2 Wisdom, Intelligence, or Charisma skills of your choice. If you already have proficiency in these skills you instead gain expertise in said skills. If you already had expertise, you add half of your proficiency bonus to checks made with said skill.
Prerequisites: Fiend , Devil or Hybrid} The fear of your concept has allowed you to gain more usage with your abilities! Your gain additional usages equal to your proficiency bonus added twice |
Body Feats[edit]
Prerequisites: 15+ Dexterity You've trained your dexterity further than most creatures. You gain the following:
Prerequisites: 15 Constitution Your body is unrelenting even against the most destructive blows, This allows you to gain the following:
Prerequisites: 17 Constitution, Unrelenting Body Your body has gone from being unrelenting to now being unbreakable in the standards of your race, This makes you one of the most resilient of your kind. You gain the following:
Prerequisites: Must be level 10 or higher, Hybrid You’ve passed through the body of a superhuman, and have reached godlike power. You gain a +2. that you may put in either your Strength, Dexterity or Constitution. Additionally, you may gain one of the following peaks:
The DC to activate your hybrid form is reduced from 10 to 5.
Prerequisites: At least 7th level. You can choose one additional saving throw to gain the benefits of the Resistant feature. You may take this feat multiple times.
Prerequisites: Hybrid, Fiend or Devil, A 16 Constitution Your insatiable hunger may be ravenous but it seems to aid you in certain times of need. As a bonus action you or one of your allies may reduce a number of their hp equal to their constitution modifier x 5. This grants an amount of hp and blood points equal to the amount of hp they lost. Alternatively you can be granted a Blood Pack with 0 limit on the amount of blood that can be granted |
Mental Feats[edit]
Prerequisites: Level 10+ You’ve faced many trials as a result of an opponent passing through your defences and tactics, as such you’ve adapted to use other methods. You gain the following benefits:
Prerequisites: 18+ Wisdom You've lived through a lot, gaining life experience along the way. You gain the following:
Prerequisites: Must have scored at least 3 critical hits in melee or ranged attack rolls in a single battle. After becoming a master at hitting foes, you’ve learnt how and where to hit to ensure a solid strike. Whenever you have Advantage on a weapon attack roll, you may roll 3 dice rather than 2, and take the highest of the result. You may do this a number of times equal to your proficiency bonus per long rest.
Prerequisites: Human, Wisdom or Intelligence 14 or higher, 15 Charisma You’ve realized that devils are quite easy for you to swoon into making contracts with them, Either via the way you look or talk this allows you to gain multiple contracts with multiple or the same devil. You gain the following benefits:
Prerequisites: Intelligence or Wisdom 16, 17 Charisma, Human, Must have Silver Tongue feat. You now have advanced to becoming an experienced contractor! Convincing Devils into making contracts is child’s play to you, You may even make contracts where you gain more benefits than the Devil itself! You gain the following benefits:
Prerequisites: Hybrid, Fiend or Devil, A 16 Charisma. Your power is far greater than your average devil, Allowing you to have increased stamina and usage of your features. You gain a number of additional uses equal to half of your proficiency bonus
Prerequisites: Hybrid, Fiend or Devil, A 18 Charisma, Immense Devil Power feat. Your devil power has further evolved, Becoming greater most devils in the world and being deemed as unstable to humans. You now gain a number of additional uses equal to your proficiency bonus+half your charisma mod
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Combative Feats[edit]
Prerequisites: 14 Constitution score or above,Bastion class You have experienced many battles and are exceptional at learning from them. You gain 2 Superhuman boons that you meet the requirements of from the Bastion class, and one more at 13th and 17th levels. You gain a number of endurance points equal to twice your Constitution modifier. An endurance point is expended when you use it. You regain all expended spectacle dice when you finish a short or long rest.
Prerequisites: 14 Dexterity score or above,Duelist class You have experienced many battles and are exceptional at learning from them. You gain 2 Spectacles that you meet the requirements of from the Duelist class, and one more at 13th and 17th levels. You gain a number of spectacle dice equal to your Dexterity modifier, once which are d6s. A spectacle dice is expended when you use it. You regain all expended spectacle dice when you finish a short or long rest. At 5th level, the dice becomes a d8. At 11th level, the dice becomes a d10. At 17th level, the dice becomes a d12.
Prerequisites: 200 Fear Levels or higher, 18 Charisma or more, and must be a Devil. During your downtime you enjoy casting immense fear upon the humans in extremely populated areas. During a long rest you may gain your Charisma modifier + 1 in Fear Levels, Additionally any and all ways of gaining fear increases by your Charisma modifier + 1 however this does not affect the long rest feature
Prerequisites: 18 Dexterity score or above. After attacking and becoming faster, you’ve learnt how to push your speed to improve your attacking power.
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Contract Feats[edit]
Prerequisites: Can only be obtained by making a contract with a Devil. Must not be a Devil or a Fiend. After making a contract with a devil, you received a part of their body which allowed you to gain a part of their powers. You gain the following benefits:
You can only gain this feat once, and can only rever the devil transformation by making another contract. |
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