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}
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}
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}
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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