Basic Feats
Basic character feats are additional abilities or powerups that your character can obtain to better match their playstyle. When building a character, players should pick two from the list.
Players may suggest feats, but keep in mind that because these feats are basic feats, players should expect npcs and enemies alike to obtain them every so often. If you wish to create a feat more unique to your character, please refer to Signature Feats. Players may also suggest buffs to certain feats.
Expect to encounter these feats in npcs and enemies alike. For context, some of these feats would be available to a basic soldier.
Increase maximum stamina by 12
Once per long rest, you can reduce a single action's stamina usage in half
Increase DEX by 1
Advantage in DEX saves and in Acrobatics
Can sense creatures from 80 feet away
Can approximate the number of creatures and their approximate location
Cannot be ambushed
Increase STR by 1
Advantage in STR saves and in Athletics
Add 10 feet of range to any ranged attack or skill
Increase roll to hit by +1 for targets that are 35+ feet
Increase damage roll by +4 for targets that are 35+ feet
Advantage in Death saves
Death saves crit at 18 and above (successful crits bring you back to 1 HP)
Once per long rest, when you reach 0 HP, you remain conscious with 1 HP remaining
Once activated, lose 5 stamina
Expertise in 2 skills
Add +2 for a chosen ability check (can’t be a skill with expertise)
Gain 2 resistances from any damage type
Resistance halves damage taken if the damage type matches the resistance type
Choose 2 materials that are not easily bendable. You can now bend them normally
Increase roll to hit by +1 and damage roll by +3 when using these improvised material
Requirements: 2 levels in either Waterbending or Earthbending
Using your Bonus Action, you can create any refined weapon using bending
Increase roll to hit by +1 when using the created weapon
Increase damage roll by +4 when using the created weapon
Creating the refined weapon costs 1 stamina
Requirements: 1 level in either Waterbending or Earthbending
Any attack you throw can be nonfatal if you choose, leaving the opponent with 1 HP
Any damage that goes beyond the opponent's HP can be doubled and transfered to that opponent's stamina instead
Using your Bonus Action, you can create any melee weapon made of air or fire or coat an existing weapon with air or fire
Increase roll to hit by +1 when using the weapon
Increase damage roll by +6 when using the weapon
Creating and maintaining the weapon costs 1 stamina per turn
Requirements: 2 levels in either Airbending or Firebending
Heal an additional +2 HP and Stamina to any target
Once per long rest, double your healing output for one action/reaction
Movement speed increases by 10 ft
You can move through difficult terrain (this costs 1 stamina to activate)
You can add 10 feet of repositioning during your reaction
Requirements: 2 levels in Martial
Advantage in initiative rolls
+4 initiative
Once per long rest, while above 0 HP, reroll a d20 roll
This costs 10 HP, 20 stamina and 1 level of exhaustion. This cost cannot be reduced in any way
For every 10 stamina consumed by the move without reaching negative stamina, gain +5 for your reroll
Increase CON by 1
Advantage in CON saves related to sickness and poison
Resistance in poison damage
Unlocks the ability to increase and decrease almost any stat you can think of (base stats, AC, HP, roll to hit, movement, etc.)
Alternatively unlocks the ability to buff or debuff targets
The effect is dependent on the dance performed
Make use of one action to target allies or opponents
Talk to DM for more details
Allows players to make use of tails, fins, eyes, claws or any other beastling body part during combat or skill checks
Talk to DM for more details
Requirements: Beastling
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