Feats (Forgotten Lands Supplement)

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Feats

Dragontouched

Your nature has been changed from years of exposure to a dragon's power, granting you the following benefits:

  • You gain proficiency in the Perception skill. If you are already proficient, your proficiency bonus is double with it.
  • You learn how to speak, read, and write draconic.
  • Choose acid, cold, lightning, or poison. You gain resistance to that damage type.

Occult Vision

Prerequisites: Darkvision or Superior Darkvision
Your eyes can see beyond the scope of what mortal ken can perceive. You gain the following:

  • Increase your Wisdom by 1, to a maximum of 20.
  • The range of your Darkvision or Superior Darkvision increases by 60ft.
  • You can see normally magical darkness as though it were non-magical darkness.

All Seeing

Prerequisites: 13 Wisdom
You have trained to sense creatures that are nearby, and to see through illusions.

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  • You can no longer be surprised as a result of not seeing creatures.
  • You know where other creatures are so long as they are within 15 ft of you and not hidden from you.
  • You have advantage on ability checks and saving throws made against spells from the illusion school of magic.

Keen Eye

Your years of observation have taught you what to notice and when to notice them. You're one of the best at knowing what you're looking for. You gain the following benefits:

  • Increase your Intelligence or Wisdom score by 1, up to a maximum of 20.
  • You gain proficiency in either the Investigation or Perception skill. If you are already proficient in the chosen skill, you add double your proficiency bonus to checks you make with that skill.

Racial Feats

Draconic Heritage

Prerequisites: Dragon, Dragonborn, or Draconic Bloodline (sorcerous origin), other Draconic Heritage
As one born of the immortal dragon blood your heritage usually has its roots in magic, but it also has its roots in a strong constitution, fierce defense, and brutal strength, in this case, you have tapped into one part of that mystical heritage. Tapping into the power that lies waiting inside you, you gain the following abilities.

  • Your scales harden and your skin becomes rough. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
  • Gain resistance to the damage type associated with your draconic ancestry. If you already have resistance to that damage type, you gain immunity.

Dracochampion

Prerequisites: Dragonborn Race, 5th level or higher
Increase your Strength, Constitution, or Charisma by 1, up to maximum of 20.

You can use your fearsome draconic ancestry to dominate the battlefield, either by using ancestral damage to destroy opponents or just simply causing them to run in fear from your draconic power.

  • The first ability is to use a bonus action to add a damage die to your attack's damage. The damage type is the same as your ancestry. (E.G. Black is Acid, Red is Fire, etc.). Alternatively, you may spend a use of your breath weapon to add its damage to the attack rather than the die roll. The die used is scaled with level: 1d4 at 1st, and 1d6 at 11th.
  • The second ability is to use Frightening Presence after you kill or make an enemy fall unconscious. This ability is used as a free action. Up to three enemies within 60 feet that can see or hear you must make a Wisdom Save (DC = 8 + your proficiency bonus + Strength or Charisma, your choice) or be frightened. They may make an additional save to end the effect at the end of their turn, and if they succeed, they are no longer frightened, and they are immune to this ability for 24 hours.

Ancient Dragonborn

Prerequisites: Dragonborn
* +1 Charisma

  • Through rigorous training, you have unlocked traits from your Ancestors long ago. You cannot be charmed, and magic can’t put you to sleep.

Draconic Heir

Prerequisites: Dragonborn or dragon type, Constitution 13 or higher
Ancient blood runs through your veins, no matter how diluted by time or numb by inexperience, it is impossible to hide its power. You gain a new resource pool called Draconic Power. You have 5 draconic points, and you regain your draconic power points when you finish a long rest. Once in each of your turns, as a bonus action, you can use your draconic power points to activate the following effects:

  • Dragon claw (1 point). Until the end of your turn, you grow retractable claws from the tips of your fingers. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike. This damage is considered magical for the purposes of ignoring magical resistance. If you already have claws, you add 1d4 to the damage of your attacks with them when you use this draconic power.
  • Blinding speed (2 points). Briefly, your body is able to utilize part of its great stored power. Until the beginning of your next turn, you move extremely fast, being able to take the Dash action as a bonus action.
  • Wingspan (3 points). Draconic wings sprout from your back. You gain a flight speed of 30 feet until the beginning of your next turn. If you already are able to fly, you increase your movement speed by 30 feet.
  • Draconic Horror (4 points). The ancestral essence of your blood overflows causing terror in all creatures around you. Each creature that is within 30 feet of you and aware of it must succeed on a Wisdom saving throw with a DC 8 + your proficiency bonus + your Charisma modifier or become frightened until the beginning of your next turn.
  • Dragon Force (5 points). For a brief moment, you can feel the true ancestral force your body hides. Until the end of your turn, when you hit a melee weapon attack, you deal maximum damage on the roll. In addition, all creatures have disadvantage on saving throws to resist your breath weapon and have vulnerability against its damage type. A resistant or immune creature is not affected by this. After the end of your turn you get 1 level of exhaustion and attack rolls against you have an advantage until the start of your next turn.

Draconic Lungs

Prerequisites: You must be a dragonborn.
You've developed lung capacity and breath efficiency akin to a dragon.

  • The amount of time you can hold your breath is doubled.
  • You can now use your Breath Weapon twice before you need to finish a short or long rest to use it again.
  • Your Breath Weapon's area of effect is doubled (15ft. cone → 30ft. cone & 5 ft. × 30 ft. line → 5 ft. × 60ft. line).

Durable Scales

Prerequisites: Dragonborn
After several bouts of combat, your scales have adapted to be extra durable and protective when it comes to taking hits. As a Dragonborn, your scales fully harden like your dragon relatives and the skin beneath becomes thicker. Due to this, you gain the following benefits:

  • Your Constitution score increases by 1, to a maximum of 20.
  • When unarmored, bludgeoning, slashing, and piercing damage you take from non-magical weapons is reduced by 3.
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