Feats

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The following new feats are available in this campaign.

Cold One

You have somehow absorbed an essential element of an undead creature you had contact with in the past. Your complexion turns pale and you are cold and clammy to the touch.

  • Increase your Constitution score by 1, to a maximum of 20.
  • You have advantage when rolling death saving throws, to avoid bleeding to death.
  • You are completely ignored by “mindless” undead. Mindless undead have Intelligence 6 or less. Intelligent undead can attempt a contested Wisdom (Insight) check against your Charisma (Deception) check to determine that you are not undead. If you act sufficiently suspicious or threatening, or directly harm an undead, you dispel the effect on all undead present, revealing yourself to be a threat.
  • Your erie complexion adds 2 points to your Outsider rating.

Firearms Expert

Having practiced extensively with firearms of various sorts, you gain the following benefits:

  • You are proficient with firearms (even when used at long range) and with gun repair kits.
  • Being within five feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls with firearms.
  • When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a loaded pistol you are holding in your other hand.
  • You can charge firearm barrels with extra rapidity. While charging with separate loads and powder, you can use an action to charge two barrels. With pre-made cartridges, this takes only a bonus action.

Subtle Caster

Prerequisite: The ability to cast at least one spell.

You have practiced casting spells subtly, in the midst of direct observation, so as not to be detected. You gain the following benefits.

  • Your spells do not appear to originate from you. Instead, visible effects seem to manifest at their points of impact.
  • You can perform the verbal components of spells with a few whispers, not drawing attention to yourself. You must make some noise, so being gagged or being in an area of magical silence still prevents using verbal components.
  • You can perform the somatic components of spells even if you do not have an empty hand. The motions you do make are subtle, not obviously related to magic. You must make some movements, so being bound still prevents using somatic components.
  • You can create a magical focus out of any mundane object that has an inherent cost of 5 gp or more, like a lantern or spyglass. Using this focus requires the use of one hand that would otherwise be empty. Weapons and shields cannot be turned into magical foci through the use of this feat.

Tinkerer

Prerequisite: Proficiency with tinker’s tools.

You have learned the basic functions of tinkering, a simple, “clockwork” technology that provided for many of life’s basic conveniences in the Baronies when arcane magic was outlawed. Many such devices remain scattered throughout the Baronies, though few now function as originally intended.

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You have advantage on Intelligence (tinker’s tools) checks to repair or use tinkering devices. You also have advantage on Intelligence (Investigation) checks to detect complex clockwork traps and Dexterity (thieves’ tools) checks to bypass complex clockwork locks and traps.
  • You can create clockwork devices, described below. You can have up to three such devices at a time. If you can already create clockwork devices of such complexity, perhaps from the rock gnome racial trait, you can instead have up to six such devices at a time.

Clockwork Devices

To create a clockwork device with the tinkerer feat, spend 1 hour and 10 gp worth of materials. The Tiny clockwork device weighs 2 lbs. and has AC 5 and 1 hp. The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it.

When you create a device, choose one of the following options. You may also invent other, similar devices, at the Dungeon Master’s discretion.

Box of Jacks: The device can be primed and then thrown as an action, landing at a point up to 20 feet away. Upon landing, the device springs open with a loud ping, deploying a spray of caltrops. These cover a square area that is 5 feet on a side, and use the rules for caltrops in the Player’s Handbook. (See Chapter 5: Equipment.) The device is destroyed upon use, but you can reclaim the materials used to create it.

Clockwork Toy: This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises appropriate to the creature it represents.

Fire Starter: The device produces miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires an action.

Internal Lock: This sturdy lock has no keyhole. When the lock is applied, the user sets it to open automatically after a certain time, up to the point where the device naturally ceases to function. The lock cannot be picked with thieves’ tools, but it can be deconstructed with tinker’s tools. This needs no ability check but requires 1 hour of work.

Metal Flyer: This creation has large wings and a mechanical fan that resembles a bird’s tail. When activated as an action, the device flies forward 20 feet before dropping to the ground. If launched from a height, it travels forward 20 feet each round and drops 5 feet each round. Winds can interrupt the device’s flight; even a gentle breezes will cause the device to turn in a random direction or drop straight to the ground.

Music Box: When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed.

Quick Counter: This device keeps track of counting input using a complex display of dials. It can also be used as a merchant’s scale and it can track time with great accuracy while it is not being moved or jostled. You can use this tool to keep track of large numbers, perform complex arithmetic, or track exact rates of inputs across precise spans of time.

Tinker’s Pastime: This device takes one of several forms of hand-held games. Most require the user to react to a series motions or displays, activating the right dials or levers to increase her score. The younger the user, the longer this device is likely to entertain her.

Feats

Mists of Shadow Moor Randy Randy