Dremethos Rules and Regulations

Welcome to New Dremethos, an ecumenopolis that is both the only city on (and within) the planet and the planet itself. Colonized in year 15293, it was named after Dremethos, a planet colonized in 14745. The original planet’s name has long drifted from anything but the dustiest of history tomes, but it’s very, very, very far away now.

Space travel has been a fact of life for millienia, and with it numerous other types of high-end magitech. However, those on the literal fringes of occupied space (like New Dremethos!) certainly do not occupy utopian abundance. Quite the opposite!

I think it’d be neat for Dremethos to act as an episodic side campaign for when there’s scheduling issues or other problems that put delays on sessions. They’ll form shorter overall stories that are (mostly) self-contained. You can rotate different characters in or stick with one, and the sessions will be built to work with reduced amounts of people as well.

Ya’ll will be working for Charlemagne McDuff, a wealthy business man who owns McDuff Expedited Shipping, an express shipping company which handles all matter of orders and assignments. If it involves taking something from point A to point B, they can handle it. Their exclusive Turbo Shipping™️ can get competitors packages to you faster than anyone else and may or may not involve stealing the package from the original shipper!

Dremethos sessions will tentatively start at level 5. Before making characters, I’ll update the blobpaign document and feats to better match base 5e and overall be better mechanically. You can expect all blobpaign races to make a return (and maybe a few new ones!)

 

 

Dremethos Overview and Factions

This setting will occur in Sub3, Subterreanean District 3 of New Dremethos. It’s a place known for one thing above all else: Computers.

A massive tech revolution kicked off some thousands of years ago when it was discovered that, “sufficiently advanced tech is indistinguishable from magic” was actually true the whole time. Magic computation kicked techs to levels previously unimaginable.

Sub3 is the place for encryption, hacking, and maximum power soft/hardware. Three big time computer companies dominate, with many other organizations ultimately falling under their umbrellas one way or another. They’re only nominally computer companies by the way. They may focus on computers, but they all have a lot of sprawl.

The following is a non-exhaustive list of relevant players. The smaller text indicates they are subsidiaries of the company they’re below.

Obsidian Inc.

A shadowy company specializing in magical stone computers that are big and imposing. It’s executive board is reclusive and very insistent on staying that way. Do not try. They’re the most militaristic company, having their origins in martial computers.

Neochromium and Quadraplex have expanded upwards and outwards, creating towering complexes that are cities unto themselves. Obsidian however, it still the same black hexagon on the surface, big but not immense. The bulk of the complex is known to be underground, but nobody outside really knows how deep it goes.

Obsidian has a reputation for bizarre decisions. Entire departments will be formed or liquidated with little explanation, or occasionally, a baffling one. Once their entire legal department was let go with a piece of paper that just said “Breath Mints”. That was all anyone got.

Plato’s Cave

On the very very surface they’re an educational org. People who’ve been around long enough know that Plato’s Cave makes people disappear.

Cobalt Jackals

Scummy Mercenary outfit that pride themselves on their “flexibility”. Widely hated.

Exothermic

Shady business deals so aggressive they become violent. A lot of monks and barbarians actually, and their tactics fit that description.

Neochromium Company

A company boasting sleek, high quality computers that are compact and beautiful. They’re headed up by… the definition of a celebrity ceo. His name is Chase Bellview, and he is here to inspire and innovate. He’s a notorious moron and if it weren’t for the board he wouldn’t be able to do a damn thing, but he inherited the company, so, eh.

Neochromium is in a spirited battle with Quadraplex for the tallest building in the city. Both are constantly expanding their complexes to jockey for the title. As of game year, both have surpassed a mile tall.

Chase Bellview runs a seminar series called “The Thinkatorium”. You can probably figure it out from that description.

Inspire Division

A PR Gang. Yes, a criminal gang that specializes in cleaning reputations. Somehow it works. They don’t prefer violence but they can use it.

Innovate Division

These guys specialize in stealing and selling tech. They take a very cloak and dagger approach.

Sublimate Division

These fellas make sure business is efficient. They make damn sure things are efficient. Mr. Bellview doesn’t really know what Sublimate means, he just wanted something to rhyme with sublimate. People are terrified of the Sublimate division.

 

 

Quadraplex Computing

A company that focuses on hardlight tech. There computers are formed out of floating, glowing shapes. This company tries to pass itself off as the Good Corporation, with lots of token philanthrophy, but it’s ultimately just as bad as the other two.

Quadraplex is the second oldest company behind Obsidian, but not by much. Neochromium is more recent, having really exploded only in the last 50 years. Both Obsidian and Quadraplex are centuries old however, and they display some level of the scrabbliness that comes from being cobbled together over so many years.

Thomas Halton is the chairman of Quadraplex. He’s not a huge celebrity or anything, but people know him. If you spend any time in political circles, you’ll definitely hear his name bandied around, it’s a major interest of his.

The Savers

The philanthropy division. They’re pretty bad at violence, mainly sticking to financial tricks and games, like money laundering.

Quadraplex Solutions

If “problems” arise for Quadraplex, these guys fix them. Highly tactical and professional merc outfit

Chrono Spiral

DRUGS! THESE GUYS LOVE DRUGS! DRUGS!

Unaffiliated

Iron Mantis

Protection racket and mercenary gang with a cruel, but principled code of honor.

Ride Riders

Biker mercenaries for hire who see everything as a big joke.

 

 

The Feds

The Feds Are Here

The Federal Government of New Dremethos is obscenely powerful, and largely irrelevant to daily life.

They stay focused on the colonization of Dremethos. The natural ecosystem is very big and very hostile, with chlorine-spewing plants, explosive bacteria, and colossal worms. As of 15,536, the back half of the planet is still deadly caverns and dark caves.

In fact, this is the main way the feds make their money. Federal taxes are token on Dremethos, with the government instead relying on auctioning off cleared land to realtors. As the only seller of land they make bank, more than enough money to ensure they have the most souped up soldiers on the planet.

Luckily for daily citizens, for all its power the Fed really doesn’t want to do anything else besides colonize. Their troops are at home in the grottos and tunnels.

Which means, if you see cybernetic knights in black and yellow coats anywhere else, there is a big goddamn problem.

 

 

Important Homebrew Rules

Ranged Weapons

Ignore any effects to the effect of

  • ignore half and three-quarters cover

  • Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls

If this is the only effect, of a feature I will replace it with something else. Finally, the archery fighting style applies a +2 bonus to damage rolls, instead of attack rolls

Mobile Feat

“Mobile” is considered equivalent to disengage, and thus is countered by Sentinel. Mobile only works 1/turn.

Lucky

BANNED

Racial Feats

Racial Feats, Classes, or Subclasses that don’t depend on substantive physical qualities, such as Elven Accuracy and Battlerager, do not require you to be a member of that race

Double Crits

If you roll an attack roll with advantage and get two 20’s, you double crit. Roll the crit as normal for your character, then double the final result.

Dead as hell

Dying: Reaching 0 hit points now means you’re Dying. You cannot take bonus actions, and your speed is halved. But your crit range is expanded by 2. You cannot concentrate on spells. Beyond that, you can act normally.

Death Saves: When at 0 hit points, you make death saves and successes as normal. However, death save failures only go away at a long rest, and only 1 at a time.

Goblinoids: 6 failures, and they ignore the negative effects of the Dying status. Spite is always charged while at 0 hp.

Death: When a character dies, they may immediately make one action or bonus action, independent of turn order of reactions. After death, their spirit lingers in the battle where they died, aiding their allies and harrying enemies. Each round, you may add or subtract 1d4 from a roll of your choice.

Revivial: Every resurrection past the first doubles the cost, multiplicatively. You’ll usually find the necessary materials in any town with adventuring supplies. This also conveniently handwaves away that anyone with sufficient resources should just be able to revive indefinitely till old age. Reviving from death clears your death saves, otherwise functioning as written.

Mob Rules

Large groups of identical enemies are going to run a little differently. This will mainly be a DM thing but if you’re a PC with minions (McTech) consider using it as well. Calculator here https://slyflourish.com/mob_calculator.html:

  • attacks from large groups of enemies will just be based on probability and averages. You multiply together the number of attacks, the probability of hitting, and average damage (rounded down) to get the total damage dealt without any rolling. Same for saving throws.
  • single target attacks against large groups of fodder enemies will automatically spread surplus damage to other enemies in the group, provided the attacker/attack could reach more enemies.

Dueling Rules

Turn based rpgs tend to really struggle handling 1v1 fights. Characters are considered to be dueling if they’re fighting and cannot reasonably fit in another initiative order.

Dueling causes the following changes:

  • All health and forms of health are doubled.
  • All repeated saves past the first are rolled with advantage.
  • All status effects are applied at the end of the round instead of immediately. reactions are regained at the end of the round instead of at the start of your turn.
  • You may use your reaction to move your speed.
    • If you do so and end at a greater distance from your opponent than you started, you have disadvantage on ranged attacks until you regain your reaction.
    • If you do so and end at lesser distance than you started, you have disadvantage on melee attacks instead.
  • On your turn, you may take one additional free action to perform some arbitrary manipulation of the environment. It must be roughly equivalent to a single technical attack action, like a shove, or a grapple.

 

 

RACES

The following races are not altered from their wikidot counterparts. I’m pretty sure the dragonborn on the wikidot is updated now.

Part 1:

Aarakocra

Elves

Dragonborn

Dwarves

Gnomes

Halflings

Human

Tabaxi

Tiefling

Triton

All bubble blowing babies will be beaten senseless by every able-bodied patron of the bar.

Orc

While Dremethos has many different cultures, they are not really separated by species. Thus, this document primarily covers

 

 

Part 2:

These are races which have substantial mechanical and cultural alterations, or are entirely homebrew

 

 

Bullywug Traits

Your Race character shares the following traits with all other varieties of Race.

Age. Bullywugs mature by age 6 and tend not to live past 40

Size. Bullywugs are about the same size as humans. Your size is Medium.

Speed. Walking, swimming, and climbing speed 30ft. The climbing speed is due to adhesion so you can climb on ceilings.

Amphibious. You can freely breathe in water and in air. However, you must bathe in water at least once each day or suffer Dehydration.

Standing Leap. Your long jump and high jump distance doubles, and you do not need a running start.

Tongue. You have a long sticky tongue with a reach of 20 feet (it’s magic). Your unarmed strikes have a reach of 20 feet, and you may perform interactions from that distance, such as touch spells, grapples, shoves, activating items, and retrieving objects. Shoves with your tongue can move creatures 10ft instead of 5ft.

Slippery. You have advantage on Athletics or Acrobatics checks to escape binds, grapples, and other types of restraints.

Evert Stomach. You can evert your stomach. Nobody knows why Ramenos did this. First person to find a use for this gets a point of inspiration.

Languages. You can speak, read, and write Common, and Bullywug.




 

 

Goblin Traits

Age. Goblins reach adulthood at age 8 and live up to 60 years.

Size. Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small.

Speed. Your base walking speed is 30ft.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Spite. Whenever you take damage or fail a saving throw, your next damage roll gains necrotic damage equal to twice your proficiency bonus. If this effect was a critical hit, put you to 0 hit points, or forced you to fail a death saving throw, this extra damage is tripled. This effect can only trigger once a turn.

Diehard. When dying, you have advantage on all saves, your completely ignore all negative effects on a successful save, and your AC increases by 4.

Undying. You have 6 death saves instead of 3, and you need to reach twice your negative max hitpoints to instantly die. You suffer only half the effect of exhaustion, thus you only have disadvantage on ability checks at two levels of exhaustion and so on. Against effects that would normally kill you instantly at zero hit points, such as disintegrate, you may roll one death saving throw, surviving on a success, dying on a failure.

Gutsy Gob Action. You can take one HD of damage (don’t add your con modifier) to disengage or dash as a bonus action.

Languages. You can speak, read, and write Common, and Goblin.










































 

 

Hobgoblin Traits

Age. Hobgoblins mature at the same rate as humans and have lifespans similar in length to theirs.

Size. Hobgoblins are between 5 and 6 feet tall and weigh between 150 and 200 pounds. Your size is Medium.

Speed. Your base walking speed is 30ft.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Spite. Whenever you take damage or fail a saving throw, your next damage roll gains necrotic damage equal to twice your proficiency bonus. If this effect was a critical hit, put you to 0 hit points, or forced you to fail a death saving throw, this extra damage is tripled. This effect can only trigger once a turn.

Diehard. When dying, you have advantage on all saves, your completely ignore all negative effects on a successful save, and your AC increases by 4.

Undying. You have 6 death saves instead of 3, and you need to reach twice your negative max hitpoints to instantly die. You suffer only half the effect of exhaustion, thus you only have disadvantage on ability checks at two levels of exhaustion and so on. Against effects that would normally kill you instantly at zero hit points, such as disintegrate, you may roll one death saving throw, surviving on a success, dying on a failure.

Gutsy Hob Action. You can take one HD of damage (don’t add your con modifier) to shove or grapple as a bonus action

Languages. You can speak, read, and write Common, and Goblin.










































 

 

Gnoll

Gnoll Traits

Age. Gnolls age faster than humans, reaching maturity at age 10 and typically dying by age 50

Size. Gnolls are around 6-7ft tall. Your size is Medium.

Speed. Your base walking speed is 50ft.

Bite. You are proficient with your bite attack, an unarmed strike which does 1d6 piercing damage.

Rampage. When the you reduce a creature to 0 hit points with a melee attack on your turn, you can take a bonus action to move up to half your speed and make a bite attack. If that first bite attack drops the target, you can move half your speed and bite again.

Keen Hearing and Smell. You have advantage on Perception checks that involve hearing or smell.

Darkvision. You have Darkvision out to 60ft.

Languages. You can speak, read, and write Common, and Gnoll.




 

 

Kobold Traits

Age. Kobolds reach adulthood at age 6 and can live up to 120 years but rarely do so.

Size. Kobolds are between 2 and 3 feet tall and weigh between 25 and 35 pounds. Your size is Small.

Speed. Your base walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Fragile Dragon. Once per Long Rest, you can call upon some forgotten draconic relation as a bonus action, so long as you have the confidence to do so. First roll a d20. Based on your roll, you will undergo one of the following effects. Regardless of the outcome, when the effect ends, you are unable to take any actions for one turn once the effect ends:

  • 1: For 1 minute, you Polymorph (as the spell) into a Pseudodragon. Unlike an ordinary polymorph, this effect does not end early if your Pseudodragon hp drops to 0, instead cutting into your normal hitpoints. At the end of your turns, you can make a DC15 Charisma save to end the effect.
  • 2-19: For 1 minute, your Str, Dex, and Cha increase by 4, and your maximum for those increases by 4. You gain temporary hitpoints equal to your character level, which are lost when the effect ends. This effect ends immediately if you are Frightened, roll a natural 1, or have a natural 20 rolled against you.
  • 20: For 1 minute, you Polymorph (as the spell) into a True Dragon of your choice, up to a CR equal to your character level, but with halved health. You may speak and cast spells normally, but turning into a dragon does not grant you any spellcasting.

Desperation. When you are at or below 10% of your maximum hitpoints, your crit range expands by 4 (20 becomes 16-20, for example). The threshold of hit points has a minimum of 2, a maximum of 20, and is rounded up. This threshold disregards temporary hit points you have from Fragile Dragon, but not from other sources.

Insult to Injury. Getting crit by a Kobold is demoralizing. Creatures that suffer a critical hit from you must make a charisma save or become frightened for 1 minute, DC 8+Prof+Chamod. The creature can repeat the save to end the effect at the end of each of its turns.

Languages. You can speak, read, and write Common and Draconic.








































 

 

Sharpclaw Lizardfolk Traits

Age. Lizardfolk reach maturity around age 14 and rarely live longer than 80 years.

Size. Lizardfolk are a little bulkier and taller than humans, and their colorful frills make them appear even larger. Your size is Medium.

Speed. Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.

Self-Sufficiency. You are proficient in Stealth and Survival.

Bite. Your jaws are a natural weapon which deal 1d6 Piercing damage.

Hold Breath. You can hold your breath for up to 15 minutes at a time.

Natural Armor. You have tough, scaly skin. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.

Languages. You can speak, read, and write Common and Draconic.

Innate Spellcasting. Lizardfolk have natural psychic abilities, which develop as you level up. Your innate spellcasting ability is Intelligence.

Level 1: At Will: Message

Level 3: Detect Thoughts 1/Long Rest

Level 5: Mind Thrust (3rd Level) 1/Long Rest




 

 

Blackscale Traits

Your Blackscale character has the following traits

Age. Blackscales mature by age 14 and typically live around 80 years. However, some can live for up to 150.

Size. Blackscales reach around 10ft in height. Your size is Large.

Speed. Your base walking speed is 20ft. You have a swim speed of 20ft.

Self-Sufficiency. You are proficient in Stealth and Survival.

Hold Breath. You can hold your breath for up to 15 minutes at a time.

Natural Armor. Blackscales have especially tough scales. Your unarmored AC is 14+dexmod

Natural Weapons Your jaws deal 1d10 piercing damage

Vise Jaws. If you hit with your bite attack, you may initiate a Grapple with the target using your jaws as a bonus action. You have profiency on Athletics checks to grapple with your jaws.

Death Roll. If you start your turn with an opponent Grappled with your jaws and take the attack action, you can use this special melee attack as one of your attacks. It deals Xd10 + strmod slashing damage, where X is your proficiency bonus, and breaks the grapple. You may continue your attack action and turn as normal afterwards. You may only use this feature once per short rest.

Languages. You can speak, read, and write Common, and Draconic.

Innate Spellcasting. Lizardfolk have natural psychic abilities, which develop as you level up. Your innate spellcasting ability is Intelligence.

Level 1: At Will: Message

Level 3: Detect Thoughts 1/Long Rest

Level 5: Mind Thrust 1/Long Rest

 

 

Featherscale Traits

Your Featherscale character has the following traits

Age. Featherscales like lizardfolk mature by age 14 and live around 80 years.

Size. Featherscales are smaller than other lizardfolk, about 5ft tall. Your size is medium.

Speed. Your base walking speed is 60ft.

Self-Sufficiency. You are proficient in Stealth and Survival. You have advantage on scent-based perception/survival checks.

Agile Athlete. You can use your dexterity score/modifier for determining how far and high you can jump, and you can use your dexterity modifier for athletics checks. If you have a 20ft running start, your jump height and distance are doubled.

Natural Weapon. Your talons deal 1d6 slashing damage.

Vicious Wounds. Wounds inflicted by your talons cause profuse bleeding, and you can catch the scent. A creature hit by your talon attack bleeds and takes 1 damage at the start of each of your turns for 1 minute or until it addresses the bleeding. This time can be restarted, but does not stack. For 24 hours, you have advantage on checks made to locate, track, or perceive a creature wounded by your talons.

Innate Spellcasting. Lizardfolk have natural psychic abilities, which develop as you level up. Your innate spellcasting ability is Intelligence.

Level 1: At Will: Message

Level 3: Detect Thoughts 1/Long Rest

Level 5: Mind Thrust 1/Long Rest

Languages. You can speak, read, and write Common, and Draconic.

 

 

Thri-Kreen Traits

Age. Thri Kreen mature by age 6, and live around 60 years

Alignment. No way.

Size. Thri-Kreen are slightly larger than humans. Your size is medium

Speed. Your base walking speed is 40ft.

Extra Limbs. You have four arms. You may have up to four hands worth of items prepped, but this does not increase the amount of attacks you can do beyond two weapon fighting.

Bite. You are proficient with your bite attack. This attack deals 1d6+strmod piercing damage. Starting at 3rd level, Creatures that take damage from your bite attack must make a Con save (DC 8+prof+conmod) or become poisoned for 1 minute, paralyzed if they fail by 10 or more.

Standing Leap. Your long jump and high jump distance doubles, and you do not need a running start.

Tireless. Thri-kreen do not sleep and can take a long rest while remaining alert and performing light tasks. Thri-Kreen only require 1 pound of food and 1 gallon of water per week, rather than per day.

Natural Armor. You have a tough exoskeleton. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.

Languages. You can speak, read, and write Common, and Thri-Kreen.

Innate Spellcasting. Thri-Kreen have innate psychic abilities that you gain access to cumulatively as you level up. Your Spellcasting stat is Intelligence.

Level 1. At Will: Quickened Mage Hand

Level 4. Invisibility (Self Only) 1/Long Rest:

Level 7. Psionic Blast 1/Long Rest

























Thri-Kreen Psion

Some Thri-Kreen dedicate their lives to practicing and maximizing their psionic abilities at the expense of their bodies. They differ from the previous Thri-Kreen by:

Speed. Your base walking speed is 15ft.

No Standing Leap. No Standing Leap

Innate Spellcasting. These abilities replace, and do not stack with, the normal Thri-Kreen spellcasting. Your spellcasting stat is Intelligence.

Level 1. At Will: Quickened Mage Hand (Tripled Capacity)

Level 2. Catapult 3/Long Rest

Level 4. Levitate, Invisibility (Self Only) 1/Long Rest

Level 6. Psionic Blast 1/Long Rest

Level 8. Dimension Door 1/Long Rest

Level 10. Telekinesis 1/Long Rest

At levels 10 above the level you gain a psychic ability, the usage/Long Rest doubles. For example, at level 14, you could now use Levitate or Invisibility 2/Long Rest




 

 

Yuan-Ti Traits

Your Race character shares the following traits with all other varieties of Race.

Age. Yuan-Ti mature at age 20 and have lifespans of about 5000 years.

Alignment. no way

Size. Yuan-Ti are between 7 and 15 feet long and weigh between 250 and 500 pounds.

Speed. Your base walking speed is 20ft. You have a climbing speed of 20ft.

Nonhumanoid Your abnormal body shape will make most worn equipment difficult to use.

Natural Armor. Your unarmored AC is 13+dexmod.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Bite. You have a bite attack, a finesse weapon that deals 1 piercing damage, and 2d4 poison damage. As an action, you can spit the poison onto a weapon, and it will have its usual effect so long as an attack is made with the weapon within 1 minute. This poison bypasses poison resistance and immunity.

Constrict. You have proficiency on athletics checks, and if you already get proficiency from another source, you gain proficiency in a skill of your choice. An opponent grappled by your coils takes 1d10+strmod bludgeoning damage at the end of each of your turns. In this fashion you can grapple up to 1 Large enemy, 2 Medium enemies, and so on.

Innate Spellcasting. You have innate spellcasting, which uses your charisma modifier.

Level 1: At Will: Detect Evil (only Evil), Poison Spray

Level 3: 1/Long Rest: Bless

Level 5: 1/Long Rest: Remove Curse

Immunities. You are immune to poison damage, the poisoned condition, and the frightened condition.

Fiend Killer. You have advantage on saving throws against spells and other magical effects from fiends and your poison does 3d12 damage to fiends instead of 2d4.

Languages. You can speak, read, and write Common, Abyssal, and Draconic.







































 

 

Yuan-Ti Hydra

I’m leaving this here for posterity, but realistically, these wouldn’t really exist anymore through conventional means.

Age. Yuan-Ti mature at age 20 and have lifespans of about 5000 years.

Size. Yuan-Ti Hydra are larger, between 15 and 25 feet long and weigh between 700 and 1500 pounds. Your size is Large. Your size is Medium.

Speed. Your base walking speed is 15ft. You have a climbing speed of 15ft.

Multitasking. Multiple heads are a blessing and a curse. At the start of your combat turns, roll 1d12. Depending on your roll, your other heads will take different actions which can help or hinder you. All are totally free to perform, using no action.

1: Bickering overwhelms you. You cannot take reactions for this round.

2: One of your heads decides on a course of action. You move your speed in a random direction (d8)

3: One of your heads is being a pain. You impose disadvantage upon one roll you or an ally makes in the round

4: Greater cooperation speeds you up, you can Move your speed.

5: One of your heads terrifies a creature. You may use intimidate on a creature within 30ft.

6: One of your heads spits poison onto your weapon or a weapon within reach.

7: One of your heads lashes out with your Bite attack.

8: One of your heads trips a creature (Shove Prone)

9: One of your heads Grapples a creature into your coils.

10: One of your heads is being helpful. You may use the Help action on yourself or an ally.

11: One head uses an Innate Spellcasting Ability of your choice.

12: Your choice of effect.

Nonhumanoid Your abnormal body shape will make most worn equipment difficult to use.

Natural Armor. Your unarmored AC is 13+dexmod.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Bite. As previous, but it has a reach of 10ft, is no longer a finesse weapon, and deals 1d4+strmod piercing damage and your poison damage, 2d4.

Constrict. As previous, but deals 1d12+strmod damage, and the max creature size you can constrict is Huge

Innate Spellcasting. You have innate spellcasting, which uses your charisma modifier.

Level 1: At Will: Detect Good (only Good), Poison Spray

Level 3: 1/Long Rest: Bane

Level 5: 1/Long Rest: Bestow Curse

Immunities. You are immune to poison damage, the poisoned condition, and the frightened condition.

Celestial Killer. Abyssal energy has reversed the blessings Yuan-Ti enjoy against Fiends. You have advantage on saving throws against spells and other magical effects from Celestials and other good-aligned outsiders, and your poison does 3d12 damage instead of 2d4.

Languages. You can speak, read, and write Common, Abyssal, and Draconic.




 

 

Formian Traits

Formians have the following traits:

Age. Formians mature at age 20, and live for about 1500 years.

Size. Formians are about 13 ft tall. Your size is Large.

Speed. Your base walking speed is 40ft.

Tireless. You do not need to eat, sleep, or breathe.

Natural Armor. Formians are covered in a dense exoskeleton giving them an unarmored AC of 13+dexmod.

Unnatural Senses. You have 60ft of Darkvision, and constantly have Detect Magic active. This effect cannot be dispelled, though it doesn’t function in an antimagic field.

Bite. Your mandibles are a dangerous natural weapon with a base damage dice of 1d8 piercing damage. Acidic venom makes this attack impose disadvantage on concentration checks for one round.

Frightful Presence. As a bonus action, one creature of your choice that is within 60 feet of you and aware of you must succeed on a DC (8+prof+strmod) Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful the creature is immune for the next 24 hours.

Languages. You can speak, read, and write Common and Giant




















































 

 

Minotaurs Traits

Age. Minotaurs reach adulthood at age 6 and live up to 80 years.

Size. Minotaurs are roughly 9 ft tall. Your size is Large.

Speed. Your base walking speed is 40ft.

Charger. You have the Charger feat. If you use a gore attack with this feat, you deal an additional 1d8 piercing damage.

Gore. Your horns are natural weapons, with a base damage of 1d8 piercing damage. These weapons have the Heavy property.

Additionally, you can shoot off your horns as a ranged attack with a range increment of 60/240. It takes 1 minute for a horn to grow back. Once you’ve shot off both horns, you cannot use your gore attack until one comes back.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Exuberance. Once per long rest, you can throw yourself into a fit of wild energy. For 1 minute, your dexterity and strength increase by 4, and your carrying capacity doubles, and your speed increases by 20ft. Each turn, you must move your entire current speed and you cannot reenter any square you’ve been in. Otherwise, this effect ends. When this state ends, you take 1 level of exhaustion.

Languages. You can speak, read, and write Common and Giant.




 

 

Thinking Ooze

Oozes can be any size.

Ooze Traits

Age. Thinking Oozes do not age, but roughly every 200 years enter long periods of dormancy. These dormant periods can last anywhere from 5 years to 500.

Blindsight. You have blindsight out to 60ft. Outside of this range, you cannot sense anything.

Ooze Traits. You can move through a space as narrow as 1 inch wide without squeezing. You are immune to being Blinded, Deafened, Exhaustion, and Prone. Your psuedopods can be used to grab and use items as normal, and you can benefit from magical items placed inside you, but you cannot wear any armor. You don’t feel typical pain, so you have advantage on all concentration checks.

Corrosive touch. You have a corrosive touch which you can turn on or off at will. This is a natural finesse weapon that deals 1d10 acid damage at medium size, with no modifier. When using this feature you gain temporary hitpoints equal to half the damage dealt. You’re immune to acid damage obviously.

Engulf. All creatures grappled by you automatically take your corrosive touch damage at the start of each of your turns. If a grappled creature is your size or smaller, you can move at your normal speed, and they cannot breathe. You can grapple any size creature by sticking onto them.

Sticky. You can use your constitution modifier for athletics checks made to grapple or climb.

Languages. You can read and write Common and Giant. You cannot speak.

 

 

Mimic Traits

Age. Mimics grow and age at inconsistent rates. “Older” mimics can imitate larger objects.

Size. Mimics have varying sizes. The size of your regular form is Medium

Speed. Your base walking speed is 15ft.

Shapechanger. Your type is Monstrosity (Shapechanger) for the purposes of determing what spell effects work on you.

Natural Armor. Your Unarmored AC is 13+dexmod.

Transformation. You can use a bonus action to turn into any mundane object of medium or small size. Your statistics and abilities do not change, but your size and weight do. Higher levels allow you to change into other sizes of object, as shown in the table below.

Psuedopod. You can reach out with a psuedopod to grab and use objects like a hand, or attack enemies with unarmed strikes. It has a base damage die of 1d6 bludegeoning damage, with reach appropriate to your current size.

Adhesive. You can grapple a creature hit with your Psuedopod as a bonus action. You can also use this feature to grapple or disarm (athletics check) as a reaction to a melee attack.

Bite. Mimics have a powerful bite, which you can use to make unarmed strikes. It deals 1d8 acid and 1d8 piercing damage. You can only use your bite against creatures you are grappling.

Mimic Table

Size Bite Damage
Small 1d3 Piercing + 1d3 Acid
Medium 1d4 Piercing + 1d4 Acid
Large 1d6 Piercing + 1d6 Acid
Huge 1d8 Piercing + 1d8 Acid
Gargantuan 1d10 Piercing + 1d10 Acid

Languages. You can speak, read, and write Common and Giant.




 

 

Stirgeon Traits

Age. The maturity age and maximum age of a Stirgeon is inconsistent. Generally however, they mature quickly, and live very long.

Size. Stirgeon stand about 5-8 ft tall. Your Size is medium.

Speed. Your base walking speed is 30ft. You have a burrow speed of 30ft. You can burrow through almost anything, though material sturdier than worked stone will slow you down.

Bonus Feat. You gain one bonus feat

Tremorsense. Your eyesight is poor, giving you disadvantage on sight based checks beyond 60ft, but you have tremorsense out to 60ft. You are effectively blind beyond 120ft.

Blood Fueled. You cannot eat or drink conventional food. You must drink at least half a pound of blood a day to meet both your food and water needs, though Stirgeons often crave more. This is equivalent to 5 damage of blood drain.

Proboscis The proboscis of a Stirgeon is stretchy, bendy, and fast. Treat it as a unique attack with the finesse and reach property, fast enough to be used as a bonus action. If you hit, the proboscis drains blood, dealing 2d4 damage. This attack cannot benefit from any damage bonus, except for an innate +4 damage bonus on a critical hit.

Gorge. After dealing at least 12 points of blood drain damage, you gain advantage on all d20 rolls relating to one stat of your choice for 1 minute. You may choose a new stat as a bonus action, but only one at a time.

Languages. You can speak, read, and write Common and Giant

Numbing Saliva

The saliva of a Stirgeon contains an anasthetic which numbs the pain of any blood drain. Obviously people who are looking right at you taking their precious tomato juice are going to get pissed, but it can be very difficult to notice it happens if they can’t see you.

 

 

















Behir Traits

Age. Behir typically live around 250 years, reaching maturity in about 30. They never stop growing.

Size. Your starting size is medium.

Speed. Your base walking speed is 50ft, and you have a climb speed of 40ft.

Powerful Build. Your carrying capacity increases as if you were one size larger.

Darkvision. You have darkvision out to 90ft.

Non-Humanoid. You’re weirdly shaped. Many items will be

Lightning Metabolism. Behir need a lot of food to sustain themselves and their growth. You require four times the food for a creature your size.

Lightning Breath. You can use your action to breathe a 20 by 5 ft line of lightning Creatures caught in the line take Xd8 lightning damage where X is your proficiency bonus, with a 8+Prof+Conmod dexterity saving throw for half. Behir are immune to Lightning damage. Recharge 5-6.

Natural Weapons. You can bite as an unarmed attack, which you are proficient in. It does 1d8 base damage. You can also Constrict. You have proficiency on athletics checks to grapple enemies with your coils, and if you already get proficiency from another source, you have expertise. Any creature you are grappling takes 1d6 slashing and 1d6 bludgeoning damage at the end of your turns, and you can grapple 1 Large creature, 2 medium, etc. in this fashion.

Natural Armor. You have tough scales that protect you from attacks. Your unarmored AC is 13+dexmod.

Swallow. You make one bite Attack against a creature at least one size smaller than you that you are Grappling. If the Attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is Blinded and Restrained, it has total cover against attacks and other Effects outside of you, and it takes prof*d6 acid damage at the start of each of your turns. Yadda yadda yadda these always work the same.

Growth. At 10th and 17th level, your size increases, to Large and Huge respectfully.

Languages. You can speak, read, and write Common, and Draconic.

 

 

Gargoyle Traits

All Gargoyles share the following traits:

Age. Gargoyles do not have a typical life cycle. They’re only made artificially. Gargoyles tend to natively mature with life experience around age 40, and wear and tear accumulates until they stop functioning around 600. These numbers vary

Construct. You are immune to Poison damage, and the Poisoned, Exhausted, and Petrified conditions. You do not need to eat, sleep, or breathe.

False Appearance. While you remain motionless, you are indistinguishable from an inanimate object.

Languages. You can speak, read, and write Common and Giant

Doll

Doll Gargoyles are very small automatons, barely over a foot tall at most. Their name came from outside cultures, as they were not actually used as toys. Instead, they occupied cleaning, transport, pest control, and other roles that take advantage of their small size.

Doll Traits

Cleaner. Dolls are equipped with a special magical cleaning agent that doubles as a poison to pests. This can be used at will, either duplicating the Poison Spray cantrip, or scouring a surface clean of detritus.

Natural Armor. The stone skin of a gargoyle is tough, and Doll’s in particular are quite small. Your natural armor is 14+dexmod.

Size. Dolls stand about 0.5-1.5 ft tall. Your Size is Tiny.

Speed. Your base walking speed is 20ft.

Statue

Statue Gargoyles are the most common kind of Gargoyle, and the place from which Gargoyles get their name. They are often quite ornate and detailed.

Statue Traits

Natural Armor. The stone skin of a gargoyle is tough. Your natural armor is 13+dexmod.

Size. Statues stand about 5-7 ft tall. Your Size is Medium.

Speed. Your base walking speed is 30ft.

 

 

Kijox

The Kijox are a surreal breed. They arrived on a one-way trip from some impossibly distant star, and quickly made a strong impression. These giant behemoths can have nothing to their name and still be armed to the teeth. You can pelt them with gunfire, burn them, crush them, bomb them, and they’ll still crawl up for more.

And also, they have the biggest sweet tooth in the galaxy. Like, to a point that becomes actively detrimental. Sugary sweets are like crack to them, especially gummy snacks. What seemed like an invasion quickly turned into a peaceful union as soon as people started throwing fruit snacks at them.

Kijox Traits

Age. They mature at 15. None of them have died of old age yet.

Size. Kijox never stop growing. The largest are 20ft tall, but most are around 12ft and 1500 pounds. Your size is Large.

Speed. Your base walking speed is 30ft.

Tardigrade Spirit. You are immune to: high pressure, vacuum, extremely low and extremely high ambient temperatures, radiation, sickness, and poison. You only need 1 pound and 1 gallon of food per month instead of per day, and can subsist for years by hibernating.

Unkillable. Amputated limbs may act autonomously (though mindlessly) and can be reattached in 1 minute if they’re intact. If not, they regenerate in 1 week. If you die, and your body is at least 50% intact, you will eventually regenerate, though it will takes months.

Living Weapon. Your have a plethora of natural weapons, fangs, claws, and stomps, that can deal 1d12 piercing, slashing, or bludgeoning damage. You may also spit acid (acid splash cantrip at will).

Carapace. Dense plating gives you a natural ac of 13+Con Mod. You reduce nonmagical piercing damage by 3, to a minimum of 0.

Languages. You can speak, read, and write Common and Kijox

 

 

FriendBot

The FriendBots were initially All-Purpose assistance robots. Market pressure gradually pushed them to be more and more personlike. Eventually it hit the good ol uncanny valley, and people found it so offputting that the FriendBots instantly got upgraded to sapience.

They offer countless utilities. Repairs, maps, advertisements, filtered drinking water, filtered air, microwaves. If you can think it, Friendbot can do it.

FriendBot Traits

Age. Not really applicable. They do eventually break down

Size. Friendbots are 3 feet tall. Your size is small

Speed. Your base walking speed is 30ft.

Appliances. You may integrate up to 3 general use appliances at any time. These can be just about anything, though FriendBot software hard rejects armaments or excessively dangerous tools. These can include magical items, though they still take attunement.

Integrated Nanotech. You have one extra attunement slot, as long as it’s a magical appliance.

Construct. You are immune to Poison damage, and the Poisoned, Exhausted, and Petrified conditions. You do not need to eat, sleep, or breathe.

Emotion Emulator. You gain proficiency in Insight and Persuasion

Languages. You can speak, read, and write Common and 4 Languages of your choice.

 

 

Yolgiri

The Yolgiri, quite literally, Just Showed Up one day. They come in countless shapes, forms, and personalities, but all are made of brilliant energy. None of them remember their time before arriving, but they’ve adapted to Living uncannily quickly.

They have a limited ability to warp time and space. Abusing these capacities is highly dangerous however.

Yolgiri Traits

Age. Yolgiri report wildly different ages depending on when you ask.

Size. Yolgiri are around 5ft tall. Your size is medium.

Speed. Your base walking speed is 30ft. You may hover slightly off the ground, and can glide across gaps of up to half your speed without jumping.

Warp Space/Time. Warp Space/Time share a pool and can be used proficiency times per long rest. Whenever you use it, you take 1 HD of damage, including your con mod.

Space. As a bonus action, you can move you or another creature 5-10ft into an unoccupied square. If the creature is unwilling, this has a Wis save that scales off your Charisma (8+prof+chamod).

Time. As a bonus action, you can give or remove a bonus action or reaction. If the creature is unwilling, this has a Wis save that scales off your Charisma (8+prof+chamod).

LIGHT MAN. As an action, you can emit a burst of light that inflicts blindness on anyone within 15ft and can be clearly seen at great distances. Scales with charisma.

Languages. You can speak, read, and write Common

 

 

Feats

This is my old feats document, updated and retooled to better fit in other campaigns. There will be two versions, one that’s annotated going over the intent of feats and suggestions for their implementation or lack thereof. The other version will be just the feats for easy viewing. Annotations will be in italics.

There are two ways that dnd5e feats are designed, since they compete with ASI. There’s full feats, which don’t offer any change to ablity scores, and half feats, which improve an ability score by 1. Half feats tend to be less robust than full feats, but can be taken without missing out on a modifier improvement.

The end goal for these feats is to provide new ways to play, rather than strictly, numerically improving on existing ones. To that end, they’re all designed to either antisynergize, be conditional, or have trade-offs

*One more note *

NOTE ABOUT SAVING THROWS:

ANY FEAT that calls for a saving throw will have the following saving throw: DC = 8+Proficiency+Relevant Ability Modifier. Relevant Ability Modifier is whichever ability is used in the attack. Wizard spells will use int, strength weapons will use Str, finesse weapons will use dex, etc.

Battle Jumper

You’re skilled at attacking creatures from above.

  • Your long jump distance increases by 10ft, and your high jump increases by 5ft. You have advantage on athletics or acrobatics checks to jump.
  • If you jump onto a creature from at least 15 feet above it (accounting for creature size) you can make a powerful melee attack that deals 15 extra damage. This can only apply once per turn, and it cannot involve a flying speed.
  • When targeted by an attack that has a dex saving throw, you can jump as a reaction after damage is rolled. On a successful save, you can do a running jump, on failure, you do a standing jump.

A feat to encourage attacking from above and using terrain. This one should be pretty unobtrusive, but it’s important that this shouldn’t be something people can casually get in any situation on every round. Otherwise, it’s not balanced.

Master of Arms

Requires: Int 13, Superiority Dice, Character Level 8
Your skill in fighting allows you to switch weapons with ease.

  • You gain two superiority dice, starting at a d6. It scales with other superiority dice.
  • Any time you perform a manuever, you may freely swap weapons after the manuever is resolved. The new weapon must have different Properties than the prior one.
  • The first weapon you swap to in a round confers one of the following benefits
    • Finesse: +3 Damage to all attacks for 1 round
    • Heavy: +2 AC for 1 round
    • Reach: +10ft Speed for 1 round

The Weapon Swap Guy. Tieing it to a resource should hopefully cut down on weird exploitive crap, and the benefits are intended to antisynergize with how the weapons usually behave.

Champions Gambit

  • Increase your str, dex, or con by 1, to a max of 20
  • When you make an attack, you can choose to take a big risk for heavy reward. You expand your crit range by 2, but if you don’t roll a critical, you miss. If you roll with advantage and both dice are critical, you can instead triple you damage die.

This feat is a funny lil crit fishing tool. Since its pretty limited, it’s a half-feat

Combat Reflexes

Requirement: Dex 13

  • Increase your dex score by 1, to a max of 20 1/Round you can make an opportunity attack without using your reaction.

Just one extra OA. Half-feat

 

 

Deflect Spells

Requires: Deflect Missles, Character Level 4

  • You can increase your dex or wis by 1, to a max of 20
  • When using your Deflect Missles ability, you can also deflect ranged spell attacks. This works exactly the same as deflecting a weapon attack. You can even throw the spell somewhere else if the damage is reduced to 0.
  • When succeeding on a save against a spell, you can gain temporary hitpoints equal to the spells level.

Situational half feat

Destructive Strikes

Requires: Str 15, Character Level 8

  • You can increase your str by 1, to a max of 20
  • You do triple damage to objects and structures with your melee attacks.
  • You gain +5 on strength or athletics checks to move or break objects.

Situational half feat. Also funny

Falling with style

Requirements: Acrobatics Proficiency

  • Increase your dex by 1 to a max of 20.
  • When you take falling damage, you can make an acrobatics check. You reduce your falling damage by your total acrobatics roll. This stacks with any other falling damage reduction.
  • Your speed increases by 20ft in any round where you would take at least 2d6 falling damage

Situational half feat.

Grappler

Note: This feat replaces the garbage vanilla feat of the same name
This has the following effects:

  • You may use your dexterity modifier instead of your strength modifier for athletics checks to grapple.

  • You have advantage on attack rolls against creatures you are grappling.

  • You count as one size category larger when grappling. Thus, a medium creature could grapple a huge size creature, and could move at full speed while grappling a small creature.

This allows grapples to work against larger targets.

 

 

Greater Grappling

Requirements: Grappler, Character Level 12

  • You count as another size larger for grappling,

  • Any creature you grapple takes your unarmed strike damage automatically at the start of each of your turns.

  • When you hit a creature you’re grappling, they take an additional 1d8 bludgeoning damage.

See above. Also adds a bit of extra damage

Improved Sneak Attack

Requires: Sneak Attack, Character Level 4
When dealing damage with Sneak Attack, you can take advantage of extra openings. For each additional source of advantage past the first, you can add a tier to your sneak attack damage die, up to a xd12 maximum. All sources of advantage apply, with one exception: Flanking and an adjacent ally only count as 1 source of advantage. For example, if a level 6 Rogue were flanking a prone enemy and hit them with sneak attack, they would take 3d8 sneak attack damage.

This feature is dynamic enough to justify being a straight improvement. It significantly improves the damage output of rogues.

Magical Fangs

Requirement: Character Level 6/12/18

  • Increase any ability score by 1, to a max of 20
  • Your inner strength has made you innately magical. Your natural weapons now count as +1 weapons, gaining the bonus to attack and damage rolls, and overcoming damage resistance to nonmagical weapons. At further levels listed above, they become +2 and +3 weapons. Despite the name, this skill can be applied to any natural weapon, even fists.

pretty straightforward feat that doesn’t do much except act as a buffer for folks who want to punch

 

 

Bowmaster

Requirements: Character Level 4, Dex 13

  • +1 Dex
  • Your mastery of ranged weapons lets you target multiple enemies with one attack. When attacking with a ranged weapon, you can subtract 5 on the attack roll to attack 3 enemies with the same attack roll. Each enemy takes the same damage.
  • 1/attack, when making a ranged weapon attack, you can bounce a projectile off an object or creature up to 180 degrees. You can use this to get around total cover or repeat a missed attack, but penalties for not being able to see a target may still apply.

Expands ranged options in a compelling way

 

 

Aura of Decisiveness

Requirement: Paladin Level 4, Aura of Protection feature

  • +1 Charisma
  • As a Bonus action, you can forgo the benefits of your aura of protection and instead grant +1 crit range to yourself and all allies within your aura of protection range. This stacks with other increases to crit range. You can cancel this feature as a bonus action.

Bolstered Courage

Requirement: Character Level 4

  • increase Cha or Con by 1
  • Any temporary hit points you grant, to yourself and to others, give an additional +2 bonus to attack rolls until the temporary hit points are lost.

Crippling Sneak Attack

Requirement: Rogue Level 4
When sneak attacking, you can subtract some number of sneak attack dice from your final sneak attack damage to apply a status effect. When you take this feat, you gain 3 of the options below, and you can take this feat multiple times to get another 3 effects. None of these effects stack. You may only apply one at a time:

2 dice

  • Hamstring: -15ft movement for one round
  • Bleed: 1 point bleed damage per round for 10 rounds
  • Weaken: -2 on damage rolls for 1 round
  • Distract: -2 on all attack rolls for 1 round

4 dice

  • Gut: Disadvantage on str/dex/con attacks for 1 round
  • Shock: Disadvantage on int/wis/cha attacks for 1 round

6 dice

  • Eviscerate: Disadvantage on Physical saves for 1 round
  • Concuss: Disadvantage on Mental saves for 1 round

Explosive Smite

Requirement: Paladin Level 4

  • +1 Str or Cha
  • Smote enemies explode! If you use smite on an enemy and it drops to 0 hit points, a wave of radiant energy explodes from them, dealing the radiant damage of the smite to each creature of your choice in a 20ft radius centered on them, (dex save against spell dc for half damage). If the attack was a critical hit, the damage remains the same, but the radius increases to 30ft.

 

 

Spell Shaper

Requirements: Spellcasting, Character level 4
When you cast an area of effect spell, you can:

  • exclude one creature from the effect.
  • strafe a line or cone effect 90 degrees. The additional creatures affected have advantage on the save.
    • Line: Bend the line at a 90 degree angle
  • Sphere: Remove up to five 5ft cubes from the effect
  • Cone: Split the cone, creating a safe cone somewhere in the cone
  • Cylinder: Remove up to five 5ft cubes from the effect
  • Strafe a line or cone 180 degrees. The additional creatures affected have advantage on the save

Natural Spell

Requirement: Wild Shape, Spellcasting, able to cast at least level 3 spells.

  • Wis +1
  • While wild-shaped, you can upcast a spell 2 levels to use it while wild shaped.

Rage Aneurysm

Requirement: Rage

  • Con +1
  • You can rage to levels unimaginable, even to yourself. You select to use this ability at the start of your rage. For the duration of that rage, you take 6 psychic damage at the start of each of your turns. In exchange, you can add 4 damage to all damage rolls you make during your rage.

Light Armor Master

Requirement: Light Armor Proficiency

  • Dex +1
  • When you Dodge with light armor, +2 to AC
  • +10ft speed when wearing light armor

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Robilar Style

Requirement: Character level 12


- +1 to any stat - At the start of your turn, you can impose advantage on all attacks against you. In return, you gain one of the following benefits. When a creature melee attacks you, you may roll an opportunity attack against them. You may do this an unlimited number of times. You may cast spells with this feat, but only once per round.

 

 

damage type based feats:

The following feats are built on Piercer, Crusher, etc. to enhance one damage type. A neat little bell and whistle.

Acidifier

  • Int or Cha +1
  • Once per turn, when you hit a creature with an attack that deals acid damage, it’s melee damage rolls lose 1d4 damage for one round.
  • When you score a critical hit that deals acid damage to a creature, it’s melee damage rolls lose 1d12 damage for one round.

Blinding Radiance

  • Wis or Cha +1
  • Once per turn, when you hit a creature with an attack that deals radiant damage, it’s ranged damage rolls lose 1d4 damage.
  • When you score a critical hit that deals radiant damage to a creature, it’s blinded for one round on a failed save.

Conductive Lightning

  • Int or Cha +1
  • Once per turn, when you hit a creature with an attack that deals lightning damage, you can deal 1d8 additional lightning damage to an adjacent creature
  • When you score a critical hit that deals lightning damage to a creature, you can deal 1d8 lightning damage

Confusing Psychic

  • Int +1
  • Once per turn, when you hit a creature with an attack that deals psychic damage, you can deal 1d8 additional lightning damage to an adjacent creature
  • When you score a critical hit that deals psychic damage to a creature, it has disadvantage on wis saves for 1 round.

Deafening Thunder

  • Any stat +1
  • Once per turn, when you hit a creature with an attack that deals thunder damage, you can deal 1d4 damage to all adjacent enemies.
  • When you score a critical hit that deals thunder damage to a creature, they are deafened.

Force Block

  • Int or Cha +1
  • Once per turn, when you hit a creature with an attack that deals force damage, you can decrease their speed by 10ft.
  • When you score a critical hit that deals force damage to a creature, you can reduce their speed to 0.

Frightful Necrosis

  • Int or Cha +1
  • Once per turn, when you hit a creature with an attack that deals necrotic damage, you gain 1d4 temporary hit points
  • When you score a critical hit that deals necrotic damage to a creature, it’s frightened for one round on a failed save.

Piercing Cold

  • Int or Con +1
  • Once per turn, when you hit a creature with an attack that deals cold damage, it takes 1d6 extra damage from the next bludgeoning attack
  • When you score a critical hit that deals cold damage to a creature, it takes 1d12 damage from the next blugeoning attack.

Searing Flames

  • Int or Str +1
  • Once per turn, when you hit a creature with an attack that deals fire damage, you can deal an extra 1d6 fire damage
  • When you score a critical hit that deals fire damage to a creature, it’s lit on fire.

Potent Poison

  • Wis or Con +1
  • Once per turn, when you hit a creature with an attack that deals poison damage, you can ignore poison resistance or immunity
  • When you score a critical hit that deals poison damage to a creature, it’s poisoned for one round on a failed save.

 

 

Stat capstones.

These feats are intended to be general feats that are intended to act as a capstone for folks with a 20 in a given stat.

Blinding Speed

Requires: Dex 20, Character Level 12
You have incredible speed. 3/Long Rest rounds, You can take one additional action per round, which must be an extra Attack (one weapon attack only), Dash, Disengage, Hide, or Use An Object action. If you have Haste, this stacks. Additionally, all your movement speeds increase by 10ft.

Fast Healing

Requires: Con 20, Character Level 12
You heal 3 points of damage per round as long as you have >0 hit points and are in initiative. You have advantage on all saving throws against effects that would reduce your hit point maximum. Upon exiting initiative, you recover 1/4th of your hit points.

Incredible Strength

Requires: Str 20, Character Level 12
Your carrying capacity and jump height/distance quadruple. 1/Long Rest, you can make an incredible feat of strength. Roll 3d20 for any athletics check, and add up the total for your check. The minimum result of this roll before modifiers is 30.

Inexplicable Charm

Requires: Cha 20, Character Level 12
You have a charm that defies all logic. 1/Long Rest, you can use Charm Monster as if casting the spell. This effect is nonmagical and unnoticable whether they succeed or fail. You can use both charges at once to inexplicably bypass charm immunity. Treat this effect as if charisma was your spellcasting modifier.

Supreme Wisdom

Requires: Wis 20, Character Level 12
Experience and dedication have allowed you to see through any illusion or enchantment. 2/Long Rest, you can add your wisdom modifier again to any skill check or save using wisdom.

Uncanny Intelligence

Requires: Int 20, Character Level 12
Long Hours of study have given you a consistent pool a knowledge. 2/Long Rest, you may add your int modifier again to any skill check or save using intelligence, and roll with advantage.