Feats (Chainsaw Man Supplement)
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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 Human.
Born from an unholy union between Man & Devil, you have emerged as an oddity. Existing in both worlds and neither. You gain the following features: Demonic Warrior. As a hybrid you have a number of levels in either Devourer or Fear Master equal to your own level. Any features you gain from your Devil class you may only use while transformed, excluding Health Increases, Ability Score Increases, Extra Attack, Blood Points, and Regeneration features. Fear of Humanity. Choose a Devil type from the Devil Race, while transformed you gain all the subrace traits of that devil type excluding speed, size, and abilities unlocked by fear levels. You can unlock fear levels by meeting their requirements, you gain 75 fear levels every level and you can gain fear points by putting creatures under the frightened condition (Akin to the Fear Empowerment system). Whenever you make a creature stop being frightened of you, do actions that make humanoid creatures appreciate you, you will lose 1 fear level. When using your Devil Powers, you have a number of usages equal to your level times 2 + your Charisma modifier. Strongest Human. You gain a +4. You may distribute this +4 in your physical scores. For example, you can put 2 in Strength and 2 in Dexterity. Additionally, you gain a Body Feat of your choice that you meet the prerequisites of and your Hit Die increases by 1 tier (1d6 -> 1d8 -> 1d10…). Inhuman Cell Growth. With a Devil’s blood running through your veins, your internal structure has become more durable. As a bonus action, you may spend a number of blood points up to your Constitution + proficiency bonus, regaining a number of hit points equal to your Constitution x the amount spent. You gain blood points by hitting a creature with a melee attack while transformed or using a bonus action to eat a part of a creature, gaining a number of blood points equal to the creature’s Constitution modifier. You may have a maximum amount of blood points equal to your level times your Charisma modifier. Demonic Transformation. To transform into your Hybrid form you must use an action to make a DC 10 skill check. The skill used for your activation must correlate with your activation trigger. For example, if it involves pulling something, the check should use athletics or sleight of hand. If you fail the check, you don’t transform, on success you transform and gain a second action until the end of your turn. You can stay transformed for a number of minutes equal to your level, you may use an action while transformed to use 1 blood point to reset the duration. You can leave your Hybrid form as a free action. Whenever you have a number of blood points above half your maximum, you regain a number of hitpoints equal to you your Charisma modifier times your proficiency bonus everytime you transform or reset the duration for your hybrid form. |
Body Feats[edit]
Prerequisites: 15+ Dexterity You've trained your dexterity further than most creatures. You gain the following:
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. |
Mental Feats[edit]
Prerequisites: 18+ Wisdom You've lived through a lot, gaining life experience along the way. You gain the following:
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Combative Feats[edit]
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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