Main Race Feats

Human

  Undead Sense: When around an Undead, The hair on the back of your neck may stand up or you may get chills {Wisdom} {Skill Point Cost: 1}   Group Thought: When a bunch of humans are in a group they can roll Advantage 4X on Intelligence {Skill Point Cost: 1}   Master Chef: Cook's Proficiency, Cook Special Food {Skill Point Cost: 1}   Recovering Stamina: You can regain some Stamina even when your running {Skill Point Cost: 1}   Linguist: You can learn new Languages easier then most/You can make your Own Languages {Skill Point Cost: 1}   Wise Sage: Roll Advantage on Wisdom Checks {Skill Point Cost: 2}   Lucky Boy: Roll advantage on Luck Check {Skill Point Cost: 1}   Class Master: Unlock a Powerful Ability/Passive from your Class {Skill Point Cost: 3}   Tough: The Damage you receive is reduced by 5% {+5% Per Level} {Skill Point Cost: 4}   Paladin's Might: Your attacks deal extra Damage to Undeads [+2D20] {Skill Point Cost: 4}   Martyr: When you die, Everyone around you becomes Inspired to complete the task you gave your life for {Skill Point Cost: 1}   Enslaver: You are very proficient at Enslaving other Creatures {Skill Point Cost: 4}   Eldritch Follower: Those with this Feat gain more favor with The Eldritch {Skill Point Cost: 1}   Legendary Resilience: Once per long rest, when you drop to 0 HP, you can instead drop to 1 HP {Skill Point Cost: 4}   Alert: Others roll disadvantage on Stealth Checks {Skill Point Cost: 2}   Resilient: Roll a saving throw to half the following Damage Sources. [Slash, Blunt, Fall] {Skill Point Cost: 4}   Clinging onto Life: Roll Advantage on Death Saving Throws {Skill Point Cost: 1}   Mana Sense: You can Sense Mana {Skill Point Cost: 1}   Disease Resistance: You roll advantage against Diseases [3X] {Skill Point Cost: 1}   Anti-Telekinesis {Skill Point Cost: 2}   Mimic Resistance: Other Creatures cannot mimic you {Skill Point Cost: 4}   Paralysis Immunity: You are immune to Paralysis {Skill Point Cost: 4}  

Elf

  Anti-Wind Effect: You do not suffer from the Wind Effect {Skill Point Cost: 1}   Enhanced Reflexes: Your Reflexes are better than most {Skill Point Cost: 1}   Animal Tongue {Skill Point Cost: 1}   Eleven Archery: Roll advantage with Aim Checks {When using a Bow} {Skill Point Cost: 1}   Elven Teleportation {Skill Point Cost: 2}   Weak Telekinesis {Skill Point Cost: 2}   Slower Aging: 3X Your Max-Age {Skill Point Cost: 2}   Mana Magic {Skill Point Cost: 3}   Magical Elemental Resistance: You can pick one type of Elemental Damage to gain a HUGE resistance to {When its from a Spell} {Skill Point Cost: 3}   Animal Shapeshifting {Skill Point Cost: 4}   Commune with Silvanus {Skill Point Cost: 4}  

Orc

  Rage {Skill Point Cost: 4}   Increased Regeneration {Skill Point Cost: 4}   Mad Axer: You deal +1D20 Damage with an Axe {Skill Point Cost: 1}   Iron Fists: You can make your fists as hard as steel [You can block with them and stuff] {Skill Point Cost: 2}   Orcish Smith: You can create tools out of Orcish Metal {Skill Point Cost: 2}   Tough Orc: +10 AP {Skill Point Cost: 1}   Orc Ferocity: Fierceness in battle runs through your blood, and you refuse to fall from your injuries no matter how terrible they may be. [CON CHECK per damage taken] {Skill Point Cost: 2}   Bloody Blows: Your lethal unarmed attacks leave bloody gouges or cause severe internal bleeding {Skill Point Cost: 3}   Victorious Vigor: Your victories in battle fill you with pride and imbue you with the energy to fight a bit longer [+10 Stamina Per Kill] {Skill Point Cost: 2}   Orc Superstition: You defend yourself against magic by relying on techniques derived from orc cultural superstitions. [Roll to Resist Magic] {Skill Point Cost: 2}   Pervasive Superstition: You steep yourself in superstition and practice ancient orc mental exercises for shrugging off the effects of magic. [Requires: Orc Superstition] [Roll advantage to Resist Magic] [2X] [CON CHECK] {Skill Point Cost: 2}   Spell Devourer: You don’t just resist magic; you devour it. [Requires: Pervasive Superstition] [Roll advantage to Resist Magic] [4X] [CON CHECK] {Skill Point Cost: 2}   Defy Death {Skill Point Cost: 4}   Battle Cry {Skill Point Cost: 2}   Tanker: You roll advantage on Armor Checks {Skill Point Cost: 2}   Unbreakable Poise: Gain +100 Poise {Skill Point Cost: 1}  

Dwarf

  Darkvision {Skill Point Cost: 2}   Artificer {Skill Point Cost: 4}   Tool Proficiency {Skill Point Cost: 2}   Dwarven Fortitude {Skill Point Cost: 2}   Brewmaster: You can remove -2 points on a dice when rolling on Alchemy/Brewer checks {Skill Point Cost: 1}   Ledge Walker: You can move at full speed while using Acrobatics to balance on narrow surfaces {Skill Point Cost: 1}   Toxic Recovery: Whenever you succeed at a saving throw against poison, you heal +10 points of HP [Only up to the Damage that was Delt by a that Poison] {Skill Point Cost: 1}   Dwarven Reinforcement {Skill Point Cost: 3}   Stonewall {Skill Point Cost: 3}   Blast Resistance: Take 60% less Explosive Damage [If you pass a CON Check then make this 80%] {Skill Point Cost: 2}

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