Signature Feats
Each player must create one signature feat that is unique to the playstyle of their character. These feats are usually more powerful than Basic Feats. This contributes to one of the core mechanics of a character. This also helps scale PC power levels more equally.
Please talk to your DM regarding your potential signature feat. We will have sessions dedicated to helping build your signature feat. During the campaign, you may either start with your signature feat already unlocked or choose to unlock it during the first arc (in case you want your character to discover or master this feat during a regular session). Expect to unlock it during the first half of the first arc.
Remember, these feats are usually very powerful. Such is the life of a Level 4 character.
Since there is no specific format for signature feats. Here are some examples to hopefully get you started.
Add 10 feet of range to any ranged attack or skill
Increase roll to hit by +3 for targets that are 35+ feet
Increase damage roll by +5 for targets that are 35+ feet
Add 15 feet of range to any ranged attack or skill
Increase roll to hit by +5 for targets that are 35+ feet
Increase damage roll by +5 for targets that are 35+ feet
Targets in 3/4ths cover are treated as if they are in the open
You may target as many target as you wish by drawing the path of your projectile. If able, the projectile goes through each target, decreasing the remaining range of the projectile by 10 feet each time.
This action costs an additional 2 stamina
You may perform a dance using tiny sparks and orange flames as an action. This dance forces the enemy to target you
Range of 20 feet for any number of targets
Targets must pass a WIS save with a DC of 8 + WIS mod to avoid the effect
Targets, on the start of their turn, may roll again to dispel the effect
You may perform a dance using mini fireworks and orange and blue flames as an action. This dance forces the enemy to target you
Range of 25 feet for any number of targets
Targets must pass a WIS save with a DC of 10 + WIS mod to avoid the effect
Targets, on the start of their turn, may roll again to dispel the effect
Targets must immediately spend their reaction (if able) to target you, upon being afflicted
Afflicted targets become tunnel visioned towards you, decreasing their vision to a box that is 20 feet wide and spans between them and you
Whenever you move, any water charges can be repositioned to your location
For every 5 sq ft of water that you collect with you, you gain 10 ft of movement that you can use within the turn. This extra movement is lost for every 5 sq ft of water lost.
For every 5 sq ft of water you collect with you, you gain +1 AC. You lose this AC for every 5 sq ft of water you lose.
Twice per battle, you may activate Riptide stance
This stance lasts until your next turn and affects all actions, and reactions
When in the stance, any move that involves waterbending (including weapons made through waterbending) and contacts an enemy will activate Riptide
Riptide
When riptide activates onto an enemy, that enemy and other enemies within a 10 ft radius receives 2d8 dmg
If the water used for riptide is electrically charged, that charge spreads among targets
For every attack with a stun effect that you do, you may choose one of these effects:
Temporarily blind your opponent for 1 hour
Make your opponent prone
d4 mental damage
For every reposition you do, you may choose redirect an attack roll towards a different target
Roll a sleight of hand with DC 12
During the start of your turn, choose the following effects that last until your next turn:
Increase Fire DMG by an additional d10
Increase movement speed by 10 feet
Reduce stamina depletion by half
Increase AC by 2
Once per turn, to add to your reaction, you may immediately switch effects. This costs 2 stamina
All attacks made using the cursed weapon artifact deals an additional d8 necrotic dmg
This includes using the weapon as a channel for bending but this costs an additional 2 stamina
Each time you deal damage with the weapon, put 1 death counter
Using an action, you may unleash a devastating attack that deals d10 necrotic dmg for every counter on the weapon. Remove all counters afterwards
Counters never expire
Once per long rest, you may summon your sea spirit companion (1 HP), using an action
The sea spirit summons sea water below your feet, 5 feet high, in a 15 foot radius
The sea spirit continues supplying water in this raidus until its HP reaches 0. The seawater then spills onto the floor
Increase your CHA stat by +1
Advantage on Deception, Persuasion and Performance checks
Once per long rest, you may choose for one target to roll a CHA save against DC 10 + CHA mod
Upon fail, target reveals a random secret
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