Class Feats Page 4
Class Name: Cultivator
Core Fantasy: You keep people fed and breathing in ruined places. You manage soil, water, and overgrowth so your group can survive New Vance City and its hazards.
Level 1 Features
Crisis Agronomist (Level 1)
You learned to keep people alive through the Collapse by reading soil, water, and growth in ruined districts.
Rules: You gain proficiency in Nature and one of Medicine or Survival (your choice). If you are already proficient in one of these, you instead choose another from that list. You also gain proficiency with herbalism kits and one type of artisan’s tools of your choice. A number of times equal to your proficiency bonus, when you make an ability check using one of these proficiencies, you can add double your proficiency bonus instead of your normal proficiency bonus. You regain all expended uses when you finish a long rest.
Field Station (Level 1)
You can turn any stable spot into a small rest point with food, triage, and watch routines.
Rules: When you or any friendly creature finishes a short rest in which you were present and not incapacitated, you can choose a number of creatures equal to your Wisdom modifier (minimum of one) that spent at least one Hit Die during that rest. Each chosen creature regains extra hit points equal to your cultivator level. In addition, the first time each chosen creature makes a Wisdom (Perception) or Wisdom (Survival) check before its next short or long rest, it adds a +2 bonus to that roll.
Level 3 Feature
Overgrowth Navigator (Level 3)
You know how to move through rubble, broken streets, and creeping plants without slowing your group.
Rules: You ignore nonmagical difficult terrain caused by rubble, plants, or shallow water. In addition, any friendly creature that starts its turn within 5 feet of you also ignores that difficult terrain until the start of its next turn. You have advantage on Wisdom (Survival) checks made to track living creatures and to navigate in ruined or overgrown districts.
Level 7 Feature
Adaptive Physiology (Level 7)
Your body has adjusted to toxins, decay, and tainted supplies that linger after the Collapse.
Rules: You gain resistance to poison damage. You have advantage on saving throws against disease and against any effect that would reduce your hit point maximum. You automatically succeed on saving throws against spoiled or mildly tainted food and water that are not created by hostile powers or abilities.
Level 11 Feature
Biomass Recovery (Level 11)
You harvest useful matter from anything that falls near you and push that strength back into your allies.
Rules: If a hostile creature died within 30 feet of you since your last turn, you can use this feature as a free action on your turn to choose yourself or one friendly creature within 30 feet of you. The chosen creature gains temporary hit points equal to your Wisdom modifier + your proficiency bonus (minimum of 1). A creature can gain temporary hit points from this feature only a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Level 15 Feature
Safe Zone Architect (Level 15)
You can turn a ruined block or rooftop into a reliable safe plot that people can return to.
Rules: When you finish a long rest, you can designate a 30-foot-radius area that you occupy as your safe plot. The area must be a stable location (such as a room, courtyard, or rooftop). The safe plot lasts until you designate a new one or for 7 days, whichever comes first.
While in your safe plot:
When a creature spends Hit Dice to regain hit points during a short rest there, it treats any roll of 1 on a Hit Die as a 2.
At the end of a long rest there, each creature can remove one level of exhaustion, in addition to the normal benefits of a long rest.
Creatures that complete a long rest there do not need to consume food or water for that day.
Level 20 Feature
Living Keystone (Level 20)
You become the stable core of your community, carrying its food, water, and health on your shoulders.
Rules: You no longer age, and you are immune to disease. You no longer need food or water. Each day, you can produce enough safe food and water to sustain up to 20 Medium or smaller creatures (or the equivalent for larger creatures).
When you or a friendly creature that you can see within 60 feet of you would be reduced to 0 hit points, you can choose to have that creature drop to 1 hit point instead. Once you use this part of the feature, you cannot use it again until you finish a long rest.
In addition, whenever you roll dice to determine hit points restored by a cultivator spell or cultivator class feature, you can treat any die roll of 1 as a 2.
Class Name: Trader
Core Fantasy: Traders manage resources, direct allies, and manipulate the flow of a fight through decisive market control. They excel at coordination, supply management, and battlefield negotiation.
Level 1 Features
Appraisal Tactics (Level 1)
You read value in people as easily as in goods.
Rules: You gain proficiency in Insight and Persuasion. If you already have either skill, you can choose another skill from the class list. In addition, as a bonus action, you can study a creature you can see within 30 feet. Until the start of your next turn, you have advantage on the next attack roll or ability check you make against that creature.
Trade Route Footwork (Level 1)
You move through conflict the way others move through crowded markets.
Rules: Your movement speed increases by 5 feet. When you move at least 10 feet on your turn, you gain a +1 bonus to AC until the start of your next turn.
Level 3 Feature
Margin Control (Level 3)
You shift your resources to create brief openings for your allies.
Rules: As a bonus action, choose one ally within 30 feet. That ally gains a +2 bonus to attack rolls made before the start of your next turn. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Level 7 Feature
Inventory Pivot (Level 7)
You keep fallback plans in every pouch and side pack.
Rules: When you roll initiative, you can choose one:
Gain temporary hit points equal to twice your proficiency bonus, or
Increase your movement speed by 10 feet until the end of your first turn.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Level 11 Feature
Coordinated Positioning (Level 11)
Your commands drive allies into ideal places at the right moment.
Rules: When you take the Attack action or cast a spell on your turn, you can move one ally you can see within 30 feet up to 10 feet. This movement does not provoke opportunity attacks. You can use this feature once on each of your turns.
Level 15 Feature
Market Leverage (Level 15)
Your presence shifts the balance of a fight without direct force.
Rules: As an action, choose up to two creatures you can see within 30 feet. Each creature must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or have disadvantage on attack rolls against targets other than you until the end of your next turn. On a success, the creature is unaffected. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Level 20 Feature
Master of the Exchange (Level 20)
You control the pace of every deal, every movement, and every clash around you.
Rules: At the start of each of your turns, choose one of the following benefits to gain until the start of your next turn:
Efficiency: You can take one additional bonus action this turn.
Stability: You have resistance to all damage until the start of your next turn.
Influence: One creature of your choice within 30 feet takes a –2 penalty to its next saving throw.
You choose a benefit at the start of every turn and cannot select the same benefit two turns in a row.