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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.    

Endurant

  • Increase maximum stamina by 12
  • Once per long rest, you can reduce a single action's stamina usage in half
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    Ninja

  • Increase DEX by 1
  • Advantage in DEX saves and in Acrobatics
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    Spotter

  • Can sense creatures from 80 feet away
  • Can approximate the number of creatures and their approximate location
  • Cannot be ambushed
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    Big Man

  • Increase STR by 1
  • Advantage in STR saves and in Athletics
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    Sniper

  • 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
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    Resilient

  • 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
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    Skill Expert

  • Expertise in 2 skills
  • Add +2 for a chosen ability check (can’t be a skill with expertise)
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    Double Resistance

  • Gain 2 resistances from any damage type
  • Resistance halves damage taken if the damage type matches the resistance type
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    Improvised Materials

  • 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
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    Weapon Maker

  • 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
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    Mercy

  • 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
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    Constant Output Weapon

  • 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
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    Healer

  • Heal an additional +2 HP and Stamina to any target
  • Once per long rest, double your healing output for one action/reaction
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    Mobile

  • 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
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    Me First

  • Advantage in initiative rolls
  • +4 initiative
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    Tough Luck

  • 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
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    Posion Resistance

  • Increase CON by 1
  • Advantage in CON saves related to sickness and poison
  • Resistance in poison damage
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    Dancer

  • 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
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    Beastling Ability

  • 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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