Kryx RPGThemesMonsters

Feats

You can take each feat only once, unless the feat’s description says otherwise. You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite.

Prerequisites: Suffused

You can gain one of the boon features that you did not select.

Prerequisites: At least capable with the Alchemy skill

You learn one concoction that costs 1 catalyst from any theme. You can create it once without expending catalysts. You regain the ability to create it in this way when you finish a short or long rest.

You can select this feat multiple times.

Always on the lookout for danger, you have a bonus to your initiative rolls equal to your Wisdom.

This does not stack with other ability bonuses to your initiative

Prerequisites: At least capable with the Arcana skill

You are drawn to magical energy, studying the energies that permeate the cosmos, seeking understanding of magic. Wild and enigmatic, varied in form and function, the power of magic draws students who seek to master its mysteries. Some aspire to become like the gods, shaping reality itself. Spells require expertise attained after years of apprenticeship and countless hours of study.

You learn one cantrip or one spell that costs 1 mana from a theme in the Arcane power source. If the spell costs mana, you can cast it once without expending mana. You regain the ability to cast it in this way when you finish a short or long rest.

If you do not have a spellcasting ability, Intelligence is your spellcasting ability.

You can select this feat multiple times.

Prerequisites: The ability to cast at least one cantrip

When you cast a cantrip that targets a creature or object within 9 meters or more, you can increase the distance by 9 meters.

Prerequisites: The ability to create at least one concoction

You can create and attach a concoction that you’d normally throw to a projectile as an action. The range of an attack made with the attached concoction is halved.

Prerequisites: Halfling

Whenever an ally you can see within 9 meters of you rolls a 2, 3, or 4 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die.

Additionally, when a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can’t do so again until you finish a short or long rest.

Choose a skill to become capable with. If you are already capable, you become proficient.

You can select this feat multiple times.

Prerequisites: The ability to create at least one concoction

You can lob bombs with great force and a precise trajectory to angle the splash in a cone or line spraying in a single direction. When throwing an alchemical bomb that creates a sphere on impact, you can choose to target each creature in a cone or line, with the point of origin including the target and facing directly away from you.

Prerequisites: At least capable with the Divinity skill

You have started worshiping a deity and act as a conduit for that power, manifesting it as miraculous effects. The gods don’t grant this power to everyone who seeks it, but only to those chosen to fulfill a high calling.

You learn one cantrip or one spell that costs 1 mana from a theme in the Divine power source. If the spell costs mana, you can cast it once without expending mana. You regain the ability to cast it in this way when you finish a short or long rest.

If you do not have a spellcasting ability, choose Wisdom or Charisma as your spellcasting ability.

You can select this feat multiple times.

Alert to the hidden traps found in many dungeons, you gain the following benefits:

  • You have advantage on Perception checks made to detect the presence of secret doors.
  • You have advantage on saving throws made to avoid or resist traps.
  • You have resistance to the damage dealt by traps.
  • Traveling at a fast pace doesn’t impose the normal −5 penalty on your passive Perception.
Prerequisites: Suffused

You can spend 10 minutes to perform a ritual to reach across the boundaries of the world to call forth a companion. At the end of the ritual, the creature appears in an unoccupied space that you can see within 18 meters and assumes the form of a companion based on your origin. Subtract an amount of mana equal to your mana limit each time you take a rest. Your eidolon is augmented to that amount of mana.

Your eidolon bears a glowing rune that is identical to a rune that appears on your forehead as long as your eidolon is summoned. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as shapechange or polymorph (although invisibility does conceal it as long as the spell lasts).

As a bonus action on each of your turns, you can mentally command your eidolon if it is within 90 meters of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action your eidolon will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, your eidolon only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

If your eidolon is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 sp worth of rare materials, you call forth your eidolon’s spirit and use your magic to create a new body for it. You can return an eidolon to life in this manner even if you do not possess any part of its body.

Creature Type

Your eidolon appears in a form based on your origin.

Aberrant. Your eidolon is an aberration, but uses a beast form. It has advantage on saving throws against spells and other magical effects.

Arctic. Your eidolon is an elemental: an ice elemental

Astral. Your eidolon is any companion form you choose. It no longer needs to breathe and it has advantage on saving throws to avoid being charmed or sent to another plane.

Beholder. Your eidolon is any companion form you choose.

Celestial. Your eidolon is a celestial, but uses a beast form. It gains resistance to radiant damage and has advantage on saving throws against being frightened.

Chaotic. Your eidolon is any companion form you choose.

Draconic. Your eidolon is a Dragon.

Fey. Your eidolon is one of the beast or fey forms.

Fiendish. Your eidolon is a fiend, but uses a beast form. Magical darkness doesn’t impede its darkvision. It gains resistance to fire and poison damage.

Genie. Your eidolon appears in an elemental form based on the type of genie you originate from. Dao: earth elemental, Djinni: air elemental, Efreeti: fire elemental, or Marid: water elemental.

Mummy. Your eidolon is an elemental: a sand elemental.

Phoenix. Your eidolon is a phoenix.

Sea. Your eidolon is an elemental: a water elemental.

Shadow. Your eidolon is an undead: a shadow, but uses a beast form. It has a shadowy form which allows it to enter a hostile creature’s space and stop there. It can also move through a space as narrow as 2 centimeters wide without squeezing and while in dim light or darkness, your eidolon can take the Hide action as a bonus action.

Spectral. Your eidolon is an undead, a ghost or specter, but uses a beast form. It can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Stone. Your eidolon is an elemental: an earth elemental

Storm. Your eidolon is an elemental: a lightning elemental.

Undying. Your eidolon is an undead, but uses a beast form. It is resistant to cold, poison, and necrotic damage and immune to the exhausted, frightened, and poisoned conditions.

Vampiric. Your eidolon is an undead, but uses a beast form. It has the Blood in the Water maneuver and it has resistance to necrotic damage.

Prerequisites: Gnome

You can draw on your magical heritage to escape danger. When you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can’t do so again until you finish a short or long rest.

Prerequisites: Elf: High Elf or Gnome

Drawing on your fey ancestry, you have learned how to teleport. As a bonus action, you can magically teleport up to 9 meters to an unoccupied space you can see. Once you use this feature, you must finish a short or long rest before you can use it again

Prerequisites: Tiefling

Fiendish blood runs strong in you. You gain the following benefits:

  • You have resistance to cold and poison damage.
  • You have advantage on saving throws against being poisoned.

You learn one maneuver that costs 1 stamina die from any theme. You can use it once without expending stamina dice. You regain the ability to use it in this way when you finish a short or long rest.

You can select this feat multiple times.

Prerequisites: The ability to cast at least one spell

You have trained how to alter and twist your spells to suit your needs. You gain 3 metamagic and learn three metamagic options of your choice. If you already have metamagic, you gain 3 more metamagic and learn three metamagic options of your choice. You regain metamagic on a short or long rest.

Distant Spell

When you cast a spell that has a range of 1.5 meters or greater, you can expend 1 metamagic, mana, or psi to double the range of the spell. When you cast a spell that has a range of touch, you can expend 1 metamagic, mana, or psi to make the range of the spell 9 meters.

Empowered Spell

When you roll damage for a spell, you can expend 1 metamagic, mana, or psi to reroll a number of the damage dice up to your spellcasting ability (minimum of one).

Extended Spell

When you cast a spell that has a duration of 1 minute or longer, you can expend 1 metamagic, mana, or psi to double its duration, to a maximum duration of 24 hours. If you fail a saving throw to maintain concentration on an extended spell, you can expend 1 metamagic, mana, or psi to reroll your saving throw.

Heightened Spell

When you cast a spell that requires an attack roll or forces a creature to make a saving throw to resist its effects, you can expend 3 metamagic, mana, or psi to give one target of the spell disadvantage on its first saving throw made against the spell. You can not use this metamagic option in combination with other metamagic options.

Reverberating Spell

When you cast a spell with a duration of instantaneous that has an area, you can expend metamagic, mana, or psi equal to the total mana cost to cast the spell to have the spell target the same area at the start of your next turn (1 metamagic, mana, or psi if the spell is a cantrip). The area glows in a color chosen by the GM and creatures can determine what will happen with an ability check (Arcana, Divinity, Occult, Primal, or Psionics). You can not use this metamagic option in combination with other metamagic options.

Sculpt Spell

You can create pockets of relative safety within the effects of your spells. When you cast a spell that affects other creatures that you can see, you can expend 1 metamagic, mana, or psi to choose a number of them equal to the total mana cost to cast the spell. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

Seeking Spell

When you cast a spell that requires you to make a spell attack roll or that forces a target to make a Reflex saving throw, you can expend 1 metamagic, mana, or psi to ignore the effects of half- and three-quarters cover against targets of the spell.

Twinned Spell

When you cast a spell that targets only one creature and doesn’t have a range of self, you can expend metamagic, mana, or psi equal to 1 plus the total mana cost to cast the spell to target a second creature in range with the same spell (1 metamagic, mana, or psi if the spell is a cantrip).

Widen Spell

When you cast a spell that has an area, you can expend metamagic to increase the spell’s area as if you had cast the spell using additional mana or psi.

You can select this feat multiple times.

Prerequisites: At least capable with the Occult skill

You have made a minor pact with a mysterious being of supernatural power, unlocking magical effects both subtle and spectacular. Drawing on the ancient knowledge of this being, you piece together eldritch secrets to bolster your own power.

You learn one cantrip or one spell that costs 1 mana from a theme in the Occult power source. If the spell costs mana, you can cast it once without expending mana. You regain the ability to cast it in this way when you finish a short or long rest.

If you do not have a spellcasting ability, Charisma is your spellcasting ability.

You can select this feat multiple times.

Prerequisites: At least capable with the Primal skill

You have learned to revere nature, and gain magical powers either from the force of nature itself or from a nature deity. You may pursue a mystic spirituality of transcendent union with nature rather than devotion to a divine entity or you may serve gods of wild nature, animals, or elemental forces. The ancient druidic traditions are sometimes called the Old Faith, in contrast to the worship of gods in temples and shrines.

You learn one cantrip or one spell that costs 1 mana from a theme in the Primal power source. If the spell costs mana, you can cast it once without expending mana. You regain the ability to cast it in this way when you finish a short or long rest.

If you do not have a spellcasting ability, Wisdom is your spellcasting ability.

You can select this feat multiple times.

Prerequisites: At least capable with the Psionics skill

You have turned your eyes inward, investigating the potential of your mind and exploring your psyche. You harness the power within yourself to create effects that exceed your body’s mental and physical capabilities.

You learn one cantrip or one spell that costs 1 mana from a theme in the Psionic power source. If the spell costs mana, you can cast it once without expending mana. You regain the ability to cast it in this way when you finish a short or long rest.

If you do not have a spellcasting ability, Intelligence is your spellcasting ability.

You can select this feat multiple times.

Prerequisites: The ability to cast at least one spell, Intelligence, Wisdom, or Charisma of 1 or higher

You have learned how to cast rituals spells that are written in a ritual book, which you must have in hand while casting one of them.

When you choose this feat, you acquire a ritual book holding one spell from a theme you know with a mana cost of 1 and the ritual tag.

If you come across a spell in written form, such as a magical spell scroll or a mage’s spellbook, you might be able to add it to your ritual book. The spell’s mana cost can be no higher than your mana limit or psi limit, and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 75 sp per mana. The cost represents materials you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.

Prerequisites: Android

Your body is infused with nanites. As a bonus action, you can cause your nanites to surge as you regain health equal to 2d6 + your level. When you use this ability, your circuitry-tattoos glow with light equivalent to that of a torch in illumination until the start of your next turn. Once you have used this feature you must finish a long rest before you can use it again.

Prerequisites: Acolyte

You can select two additional faithless creature types.

You can select this feat multiple times.

Choose one theme from the Arcane, Divine, Occult, Primal, or Psionic power source. That theme is considered to be from your power source. You must be capable with the Arcana skill to study an Arcane theme, Divinity skill to study a Divine theme, Occult skill to study an Occult theme, Primal skill to study a Primal theme, and Psionics skill to study a Psionic theme.

You can select this feat multiple times.

Your maximum health increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your maximum health increases by an additional 1 health.

When you roll a Health Die to regain health, the minimum amount of health you regain from the roll equals twice your Constitution (minimum of 2).

You have practiced casting spells in the midst of combat. You have advantage on saving throws that you make to maintain your concentration on a spell when you take damage.

Prerequisites: The ability to cast at least one spell

You have practiced casting spells in reaction to your enemies’ movements. When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell targeting the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must cost equal or less than half your mana limit or psi limit (rounded up).

Prerequisites: Dragonborn or Kobold

You gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed of 18 meters. You can create these wings as a bonus action on your turn or as a reaction to falling. They last until you dismiss them on your turn.

You can’t sprout your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Prerequisites: The ability to cast at least one spell; Intelligence, Wisdom, or Charisma of 3 or higher

You can increase the power of your simpler spells. When you expend mana or psi up to half your mana limit or psi limit to cast a spell that deals damage, you can deal maximum damage with that spell.

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 4d6 necrotic damage for each mana or psi expended, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per mana or psi increases by 1d6. This damage ignores resistance and immunity.

Prerequisites: The ability to create at least one concoction; Intelligence of 3 or higher

You can increase the power of your simpler concoctions. When you expend catalysts up to half your catalysts limit to use a concoction that deals damage, you can deal maximum damage with that concoction.

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 4d6 necrotic damage for each catalyst expended, immediately after you use it. Each time you use this feature again before finishing a long rest, the necrotic damage per catalyst increases by 1d6. This damage ignores resistance and immunity.

Prerequisites: Aarakocra

Your wings now grant you a flying speed of 18 meters.