Feats (Sekiro Supplement)
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The Master & Wolf[edit]
Prerequisite: A Master/Lord
Choose another player character, or an NPC, once designated that creature will be your Master. You can only pick one Master period, if either member of the partners dies, both will lose access to the benefits this feat provides pertaining to their partner. You cannot choose another Master when a partnership is formed and if a partner who had previously died is revived, both creatures regain access to their lost features.
The Wolf will gain the following benefits:
- The Wolf gains an +1 additional use of their Shadiwd Die Twice Feature.
- You learn 1 additional Tree Arts and Prosthetic Tool Upgrade of your choice that does not count against your Arts and Upgrade Tool known.
- Whenever your Master is targeted by an attack or spell effect and you're within 30 feet of them, you can spend a reaction to either use a Tree Art, Prosthetic Tool or a Deflect to protect them from harm's way.
The Master will gain the following benefits:
- While your Wolf is within 30 feet of you, every time you Wolf drops a creature to 0 hit points you gain Temporarily Hit Points equal to half their level rounded up. In addition, if your Wolf out right kills a creature the amount doubles.
- As a full turn action, you can for go your turn and have your Wolf take your turn for you. Once you do so, your Wolf is now under the effect of the Haste spell until the beginning of their next turn. You can only use this feature twice per long rest.
- As a bonus action, you can make your Wolf take this attack action or use a Prosthetic Tool that uses an action on your turn.
- As a reaction, you can have your Wolf either take the movement or help action on your turn.
Prosthetic Proficiency[edit]
Prerequisite: Intelligence 15
- Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
- While having this feat, the Grappling Hook Prosthetic is always counts as being loaded. In addition, it now takes a free action instead of a bonus action to reload it.
- The number of total Prosthetic Tools increases by +2.
- The number of total Prosthetic Upgrades increases by +2.
You can take this feat a number of times up to a max of 3.
Prosthetic Prodigy[edit]
Prerequisite: Intelligence 18, Prosthetic Proficiency feat
- Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
- You can increase the damage die by 1 for any Prosthetic Tool at the cost of 1 Spirit emblem up to the max equal to half your intelligence modifier.
- You reduce the cost for all Prosthetic Tools by 1 (min 1).
- The number of total Prosthetic Tools you can load at a time increases by +1.
Monk Teachings[edit]
Your practice of temple arts gives you mastery of unarmed combat.
Prerequisite: Wisdom 15, Temple Style
- Increase your Dexterity or Wisdom score by 1, to a maximum of 20.
- You gain the following benefits while you are unarmed or wielding a weapon you're proficient with that doesn't have the two-handed or heavy property and not wielding a shield.
- You can use Dexterity or Wisdom instead of Strength for the attack and damage rolls of your unarmed strikes and weapons.
When you use the Attack action with an unarmed strike or a weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a longsword, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.
Oath of the Ashina WIP[edit]
Oath of the Shinobi WIP[edit]
Oath of the Shura[edit]
the embers of hatred show you visions of early shinobi warfare. Throughout the unending bloodshed, Shinobi did their best to uphold their vows and the virtues they swore to embody when they took the blade. But few were successful, and in their broken state, these wounded warriors swore a new vow, unchained by authority and nobility, one of carnage and vengeance....
Prerequisite: 12th level, 18 Charisma, proficiency in intimidation
- You gain a bonus to your Passive Perception and Insight equal to your proficiency bonus. Additionally, you gain a bonus to Intimidation, Deception, and Insight checks equal to your proficiency bonus, and cannot make these checks at disadvantage.
- Whenever you would defeat an enemy, you gain temporary hit points equal to half their level and a +20 bonus to movement speed for the next minute. If you instead kill an enemy, double the hit points and movement gained.
- Your weapon that you're currently wielding gains the Mortal property. Weapons with the Mortal property ignore any effects (other than Phase Transitions) that would prevent a creature from dying when it reaches 0 hit points or suffer an effect that would cause instantaneous death. Additionally, damage dealt by a weapon with the Mortal property cannot be healed in any way until the end of the creature's next turn.
- With every needless slaughter comes a consequence. You gain a Resource called Hatred stacks, Everytime you drop a creature to 0 hit points gives you 1 stack of Hatred. If you would out right kill a creature you gain an additional stack of Hatred. Once you've reached a max stack of 20 you become the Demon Shura and for 20 turns you'll attack every creature regardless of friend or foe. In addition, for each stack of Hatred you gain a +1 to your damage rolls. You lose half of your Hatred stacks on a short rest and on a long rest it goes down to 0.
(Note: While at full Hatred stacks you have no signs of emotions nor empathy towards anything or anyone. Spells like Calm Emotions have no effect on you. But if you have a Master from the Master & Wolf feat they can roll a Persuasion check vs your Intimidation Check. On a successful check versus you reduce your Hatred stacks by 5. On a failed save you immediately attack your Master for that turn.)