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  1. To Rule the Ashes
  2. Lore

1.b Essence Feats

Intellect Feats

Battlefield Coordinator
Your tactical savvy is unmatched, moving your soldiers around you like a pact of wolves. At the start of your turn, choose a number of friend creatures upto your INT or WIS modifier (min 1), these creatures do not provoke reactions until the start of your next action (You are always friendly to yourself). You may use this once per long rest.

Prescient
Once per long rest, if you are not surprised you may choose to go first in an encounter instead of rolling initiative, this is not a surprise round.

Quick Thinking
Once per long rest you may take advantage of the gaps in a creature's hesitance, taking a action or bonus action at the end of that creatures turn.

Vigilant
You have keen senses and miss few details. Your passive Wisdom(Perception) is raised by 4, and you double any bonuses you receive from proficiency in Wisdom(Perception) checks.

Might Feats

Beat Back
When you strike a target with a melee weapon attack, you can shove the creature as a bonus action. If you push the creature you may follow up, moving 5ft towards it provoking no attacks of opportunity with this movement.

Bounding Leap
Double your STR score when determining long jump, and double your STR mod (Min 1 after doubling) when determining your high jump. Additionally, you have resistance to damage occurred from falling.

Invulnerable
At the begining of your turn, you may choose to gain temporary hit points equal to twice your proficiency bonus. You may do so a number of times equal to your CON mod (min 1), regaining all uses after a long rest.

Tough As Nails
You increase your Hit Dice by one size category, to a maximum of D12. In example, if you are a D6 you become a D8. Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points. You have advantage on Death saving throws, and if you roll a 20 you may spend one HD and regain its value in HP instead of only 1.

Vigorous
As a bonus action, spend a HD. Roll the dice and regain the value in HP. You can use this feature a number of times equal to your CON mod (min 1) regaining all uses on a long rest.

Agility Feats

Cagey
When you become prone, you can immediately move 5ft, provoking no opportunity attacks. While you are prone, attacks with in 5ft do not have advantage and your attacks do not have disadvantage. When you are prone, you may stand by spending 5ft of movement. This feat has no effect on any turn you were mounted during.

Deft
You have advantage on Dexterity (Slight of Hand) and Dexterity (Acrobatics). In addition you add your proficiency to your AC vs attacks of opportunity.

Untouchable
As a reaction, once per long rest, you may add your proficiency bonus to your all and saves that you can see. This bonus lasts until the begining of your next turn, and may not be use while mounted.

Virtuoso
Choose a weapon you have proficiency with. It can not be two handed or heavy. It gains the finesse property when you weld it. You may take this feat multiple times, choosing a new weapon each time.

Watchful
You can not be surprised as long as you are conscious. In addation, you have advantage on Dexterity Saves and Wisdom(Perception) checks (which also grants +5 passive perception).

Gifted Feats

Dominator
A number of times per long rest equal to your proficiency bonus, when you cast a spell that requires a target to make a saving throw, you can make all effectived targets roll with disadvantage. Use when spell is cast before saves are rolled.

Fast Caster
If you use a bonus action to cast a spell, you are not limited to casting a cantrip with a casting time of one action during the same turn. Instead you may cast any spell you would normally be able to cast with the remainder of your turn. You may use this feature once per short rest.

Resolute
Increase Int, Wis, or Cha by 1, to a max of 20. Advantage on Concentration checks. Additionally, a number of times equal to your spellcasting modifier (min 1) per long rest you may double the duration of an non instant spell (up to 24 hours.)

Student of the Arcane
You gain an additional spell slot, up to the spell level of your spell casting modifier. This slot must be for a level which you have spells. You take this feat multiple times, but the combined spells may not exceed your spellcasting modifier. Cantrips may not be taken in this way.

Magically Suggestive
Increase Int, Wis, or Cha by 1, to a max of 20, as well as advantage on Intelligence (Arcana) checks. When you witness a spell being cast, you can spend a reaction to immediately identify it, and once per long rest counter it.

Faith Feats

Ascetic
You fulfill the requirements of a long rest in half the required time. You need half the amount of food and water as you normally would. You recover all fatigue after resting for an entire 8 hour period. You have advantage against saves against inclement weather and environments.

Blessed With Health
Increase your CON by 1, to a maximum of 20. Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points. You have advantage on Death saving throws, and if you roll a 20 you may spend one HD and regain its value in HP instead of only 1.

Chosen by the Gods
When you spend hit dice to regain hit points for any reason, their values are maxed. Additionally, once per long rest when you fail a death SV you may choose to instead immediately spend a hit dice and awaken with that much HP restored, ending your turn.

Holy Aegis
You can create a circle of protection around a small room or campsite. The circle is a cylinder up to 15FT tall with a radius of 15FT. It takes 30mim to construct and lasts 4 hours or until triggered. The names of those to be kept safe are incorporated in the casting and they are unaffected by it. When another enters, all named characters are alerted. Undead, outsiders, fey, and dragons lose all incorporeal movement and have disadvantage against the named characters while in the circle. Each round they must succeed a CHA SV or be restrained for their next action. They must either save again or attempt to leave the circle should they fail. DC of SV is 8+ the modifier increased by this Essence+ proficiency mod.

Shield of the Believer
When you are hit by an enemy spell attack, you can use your reaction to roll a d10 and add the ability modifier you increased with the Pious Essence, reducing the damage by that amount. If the damage was reduced to zero you suffer no other effects of the spell. Also if the spell was reduced to zero then the use of Shield of the Believer is not exhausted. You may use it once per long rest otherwise. At 7th level the damage reduction increases to 2d10. At 14th it increases to 3d10.