Arcane Perception
For: Val, Rune
As part of your reaction, you can make an Intelligence (Arcana) check to discern the
identity of a spell you see being cast. The DC for the check = 10 + the spell’s level. If
the check succeeds, you or one ally of your choosing have advantage on the saving
throw against that casting of the spell. After identifying the spell, you can move up to
10 feet or half your speed, whichever is less.
You can use this feature a number of times equal to your Intelligence modifier
(minimum of 1). You regain expended uses after you finish a short or long rest.
Circlecaster
For: Val, Rune, Ikifar
You have learned to create a circular flow of magic between yourself and an allied
spellcaster to bolster your spells. You gain the following benefits.
Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
You can spend 2 hours (including during a long rest) creating a mystical bond with
another spellcaster. Both of you must spend this time in meditation, and you must
remain within 10 feet of each other. Once the bond is formed, you can work together
to bolster one another’s magic.
When one of you casts a spell that requires concentration, the other can use their
reaction to help maintain the spell. If the caster must make a Constitution saving
throw to maintain concentration on the spell, both of you make the saving throw. If
either of you succeeds, concentration is unbroken. If both saving throws fail, you
both lose concentration on any spells you are currently maintaining and you both
take 2d6 psychic damage from the strain. You can maintain this bond with only one
spellcaster at a time. If you create a new bond, the previous bond breaks. Otherwise,
it lasts until the end of your next long rest
Prescient Warrior
For: Ikifar, Prasinia
You have a mystical connection to the ebb and flow of combat and can anticipate and
even influence the actions of nearby combatants.
You learn one 1st-level spell of your choice from the divination school of magic. The
spell must have a casting time of 1 reaction or 1 bonus action. Choose Intelligence,
Wisdom, or Charisma to be your spellcasting ability for this spell. You can cast the
spell a number of times equal to your spellcasting ability modifier (minimum of 1).
You regain expended castings after finishing a long rest.
This feat can be taken more than once.
Choose a different spell each time the feat is taken.
Close Combat Caster
For: Val, Rune
You have learned to focus your spells so you can target creatures within reach. When
you cast a spell that normally has an area of effect, you can instead make a melee
spell attack against a target within your reach. On a hit, the target is affected by the
spell and receives no saving throw.
Additionally, you no longer have disadvantage on a ranged spell attack roll if you are
within 5 feet of a hostile creature that can see you and isn’t incapacitated.
Cooperative Caster
For: Val, Rune, Ikifar
You learn how to pool your magical might with allied casters, permitting you to
augment spells beyond your normal limits. You gain the following benefits:
Increase your Intelligence or Charisma score by 1, to a maximum of 20.
You can spend 2 hours, including during a long rest, creating a mystical mental bond
with a number of other spellcasters equal to your proficiency bonus minus 1. You and
the other involved spellcasters must spend this time in meditation, and you must
remain within 10 feet of each other. Once the mental bond is formed, you may move
beyond 10 feet from each other and work together to bolster each other’s magic.
When one of you casts a spell that benefits from being cast at a higher level, you may
use any bonded spellcaster’s level to determine the benefits (up to twice your level),
or if the spell would benefit from being cast at a higher slot, any of the other bonded
spellcasters may use their reaction to sacrifice spell slots of any level to create the
final effect. The sum of these sacrificed slots may not exceed 9th level for spells of
4th level or less and may not exceed twice the level for spells of 5th to 9th level. This
bond may be dispelled and is treated as having a level equal to half your level minus
1 (minimum 1); if it is dispelled, each bonded member suffers 4d6 psychic damage
from the strain. If a bonded member dies, each other member suffers 2d6 psychic
damage. You may only have one active bonding at a time; if you create a new
bonding, the previous bond breaks. Otherwise, it lasts until the end of your next long
rest.
Selfless Healing
For: Val, Ikifar
You’ve learned to cannibalize the power of your spells to reinvigorate your allies. As a
bonus action, you can expend a spell slot of 1st level or higher to heal yourself or an
ally within 30 feet. The number of hit points healed equals the level of the expended
slot. In addition, the target gains temporary hit points equal to your spellcasting
ability modifier.
You must finish a long rest before you can use this again.
Inspired Healing
For: Val, Ikifar
Your healing magic is augmented by the fortifying magic of solidarity. If you target
one or more allies with a spell that allows them to regain hit points, those allies are
immune to being frightened for a number of rounds = the level of the healing spell. In
addition, one ally who healed hit points (your choice) gains a d8 “bardic” inspiration.
You must complete a short or long rest before you can use this feat again.
*BAMF*
For: Any
Prerequisite: The ability to cast Misty Step (or similar teleportation spell).
You have learned to maximize the strategic impact of your misty step. You appear in
a flash and, while your foe is disoriented, attack with deadly precision. You gain the
following benefits:
Increase your Strength or Dexterity score by 1, to a maximum of 20.
When you use your Shadow Traveler trait or cast misty step, you have advantage on
the next attack you make before the end of your turn.
Way With Words
For: Val
You have honed the knack of the deal and counter-deal, perhaps by crossing words
with creatures used to getting the upper hand in negotiations. You gain the following
benefits:
Increase your Charisma score by 1, to a maximum of 20.
When you attempt to convince a creature to engage in a course of action or to
change its attitude with a Charisma (Persuasion) check and fail, you can retry the
check on your next turn with disadvantage.
When you trade for a good or service, you can attempt an opposed Charisma
(Persuasion) check versus the merchant’s Wisdom (Insight). If you win the contest,
you secure a discount on the transaction. Once you use this feature on a given
individual, you can’t use it on them again for one week.
Part of the Pack*
For: Prasinia
(The original feat is for wolves, but this can be reflavored to any similar creature with
wolf stats).
The wolves never seem to be far from your side and consider you to be a packmate.
As an action, you can howl to summon a wolf to assist you. The wolf appears in 1d4
rounds and remains within 50 feet of you until 1 hour elapses or until it dies,
whichever occurs first. You cannot control the wolf, though it will not attack you or
your companions and will attack any creature you are engaging in melee combat. If
you are level 4 or higher when you summon a wolf, there is a 50% chance you will
summon a dire wolf instead. At the GM’s discretion, you may not be able to summon
a wolf if you are indoors or in a region that wolves are not native to.
Once you have summoned a wolf with this feat, you must finish a long rest before
you can summon another wolf.
Resolute Caster
For: Any
Your magic takes on a life of its own when it matters most. Your spells with a
duration of concentration remain in effect after you lose concentration until the start
of your next turn. This is true whether you lost concentration from taking damage,
from being knocked unconscious, or even from being killed. (In the case of your
death, the spell ends at the point when your next turn would have begun, if you were
alive to take it.)
Survivor
For: Ikifar
You are well-versed in surviving in hostile environments, even thriving where others
are sure to perish. You gain the following benefits:
Increase your Constitution or Wisdom score by 1, to a maximum of 20.
You require only half of the food and water normally required for a creature of your
size.
You can withstand extreme temperatures indefinitely, and you automatically pass
saving throws made against extreme heat and cold for a number of days equal to
your Constitution or Wisdom modifier, whichever is lower. After this time, you must
make saving throws as normal until you spend 24 hours in a comfortable
temperature.
Void Channeler
For: Rune (as long as he has the Splinter Shard).
As an action, you can speak aloud a word or short phrase in void speech. One
creature of your choice within 10 feet that can hear you must succeed on a Wisdom
saving throw against this magic (DC 8 + your proficiency bonus + your Charisma
modifier) or be frightened of you for 1 minute. A frightened creature can repeat the
saving throw at the end of its turn, ending the effect on itself on a success.
Other creatures who can hear you suffer minor reactions to the void speech such as
spontaneous nosebleeds, headaches, bits of hair falling out, and other unsettling
effects. The first time you use this ability, you suffer no adverse effect. If you use it
again before completing a short or long rest, you take 1d4 necrotic damage. Each
additional time you use it before finishing a rest, the necrotic damage increases by
1d4.
Unthreatening
For: Anyone because I just like this one.
You’re adept at making yourself seem to be less of a threat than you actually are. You
gain the following benefits.
Increase your Charisma score by 1, to a maximum of 20.
When a creature two or more size categories larger than you targets you with a
melee weapon attack, you can use your reaction to make yourself seem pathetic and
unthreatening. The creature must redirect its attack against a different target; if no
alternative target is within the attacker’s reach or range, it can still attack you. Until
the end of your next turn, your next melee or ranged attack against that creature is
made with advantage. You must complete a short or long rest before using this ability
again