Feats (Chainsaw Man Supplement)
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Feats[edit]
The following feats are available for characters with levels in the Devil Hunter, Fiend or Pure Devil classes. In addition, you may pick any standard dnd feat that's not magical or that your GM allows.
Body Feats[edit]
Prerequisites: Must have at least 15 Strength or more. You have become unnaturally strong, capable of destroying walls with just sheer brute force with your punches and kicks. You will gain the following benefits:
Prerequisites: Must have at least 15 Dexterity or more You have an innate speed advantage over others of your kind or have trained intensely on your agility. You will gain the following benefits:
Prerequisites: Must have at least 15 Constitution or more Your body's immune system has naturally been superior to your peers or exposure to dangerous foreign elements has dramatically improved it. You will gain the following benefits:
Prerequisite: Must have 14 Constitution or more. You have proven yourself to be very durable, making taking you down a very hard task. You will gain the following benefits:
Prerequisites: You must have 18 Constitution or more, Strong Body Your endurance is from out of this world, no matter what you're not going down in the battlefield. You will gain the following benefits:
Prerequisites: You must have at least 15 on your Constitution score. Your resilience is no joke, enabling you to survive much more than normal sorcerers during long periods of fighting. All of your Hit Dice increase in size by one step, and as a result, your hit points increase by an amount equal to your level + 1. Whenever you gain Hit Die and hit points after you have acquired this feat, your newly gained Hit Die is treated as though it was one size larger. You can take this feat any number of times, but you cannot increase a Hit Die above d12.
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. |
Devil Hunter Feats[edit]
Hybrid Feats[edit]
Fiends Feats[edit]
Pure Devil Feats[edit]
Prerequisistes: Pure Devil Class, 600 Fear Level The terror that formed your very existence is true and unfiltered by human evolution. Whenever you finish a long rest, you gain a number of fear points equal to half of your Pure Devil level. Additionally the Feared Around a Nation feature allows you to gain 2 fear points at the beginning of your turn as opposed to only 1.
Prerequisites: Pure Devil class, Must have at least 13 Charisma or more. Though you may be a normal devil manifested from modern fear of humans, you're still terrifying enough to thaw extreme fear through the hearts of creatures, you gain following:
Prerequisites: Pure Devil class, 4th Level, Must Have Formed Atleast 3 Different Contracts. Through a mixture of trial and error, you have learnt to best utilize the contracts you form in maximizing the advantages they bring even if they are with the likes of Humans. You will gain the following benefits:
Prerequisistes: Devil race, must have 17 on your Charisma score. You have learned that eating your fellow devils makes you stronger, and you have made that one of your main methods of gaining power. As an action, you can eat the body part of a devil that has been separated from it's body. After you ate it, you will gain benefits depending on the size of the body part. The benefits are described bellow:
If you eat more than one part of a single devil, you only gain the benefits of the largest part eaten, and only once. |
Pure Devil Types Feats[edit]
Prerequisites: Pure Devil Class, Blood Devil Type, 300 Fear Level As you become more and more feared from your devilish exploits, you have greater control over your Devilish powers. As a Blood Devil, you have become much more flexible in manipulating the blood you produce beyond weaponry. You gain access to the Blood Spikes, Bloody Knuckles and Crystallized Shield features Blood Spikes. As an action for 8 Fear Points and 8 Hit points, you can release a large pool of blood around yourself within a 20ft radius and then make it explode upwards with razor-sharp spikes. All creatures of your choice must make a Dexterity save. On a failure, they take 8d10 piercing damage and suffer the bleeding status 1. On a success, they take half as much damage and do not gain the bleeding condition. Bloody Knuckles. As a bonus action for 4 Fear Points and 4 Hitpoints, you can infuse your hands with bloody small spikes. Whenever you successfully manage to hit a creature, they have to do a Constitution save. On a failure, they're under bleeding status 2. On a success, they're under stage 1. Crystallized Shield. As a reaction for 1 Fear Point and 1 Hitpoint, you create a crystalized blood shield from your veins. This shield has a maximum amount of Hitpoints equal to the amount spent times your Charisma modifier added thrice and while you're holding onto this shield, you are under the full cover effect. |
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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