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- ### Soul Feats
- The following feats are based on intensifying the influence a creature's elemental soul has on their physical form. A creature can only have one of these feats at a time, unless it somehow gains a second soul. Typically, when a creature takes this feat, a bit of their elemental nature shows itself; a blazing soul might have someone's eyes burn when they are angry, a watery soul might seem more fluid in their movements, an earthen soul may have jagged rocks for their hair, or other similar aspects.
- Each feat has the following two bullets, as well as the bullets listed under the feat:
- - You gain a +1 bonus to attack rolls against elementals opposite your type, as well as to creatures with a soul element feat opposite yours.
- - You have a -1 penalty to saving throws against elementals opposite your type, as well as from creatures with a soul element feat opposite yours.
- Each opposite of each element is listed below:
- Air - Earth
- Fire - Water
- Shadow - All
- #### Air Soul
- - You have resistance to damage from falling, and take no damage for falling less than 30 feet.
- - You have resistance to thunder and lightning damage.
- - You can hold your breath for three times as long as you normally could.
- #### Earth Soul
- - You ignore difficult terrain.
- - You have advantage on saving throws against being forcibly moved or knocked prone.
- - When a creature would provoke an opportunity attack from you, you can make a grapple check against them, instead.
- #### Fire Soul
- - You are immune to damage from Small or smaller nonmagical flames, such as candles, torches, and lanterns.
- - Once per turn, when you hit a creature with an attack, you can deal additional fire damage equal to your proficiency bonus.
- - As a bonus action, you can glow with bright light for 10 feet and dim light for another 10 feet, or you can snuff out this light.
- #### Shadow Soul
- - You have darkvision with a range of 30 feet, or your darkvision increases by 30 feet if you already had it.
- - You have advantage on Dexterity (Stealth) checks made in dim light or darkness.
- - Dim light and darkness do not grant you a penalty to Wisdom (Perception) checks.
- #### Water Soul
- - You can breathe air and water.
- - You gain a swimming speed equal to your movement speed, or your swimming speed increases by 10 feet if you already had one.
- - You do not suffer disadvantage for attacking underwater.
- regular feats
- #### Double Weapon Master
- You have learned to master two-headed weapons, wielding both of their sides with ease. You gain the following benefits:
- - You have a +1 bonus to attack rolls made with the double axe and meteor hammer.
- - When you make an opportunity attack, instead of making one weapon attack, you can attack with both sides of your double weapon.
- - If you have disadvantage on an attack roll with a double axe or meteor hammer and miss, and the higher of the d20s would still hit your target, you deal damage to the target equal to your Strength modifier.
- Kenku Vampirism, Qunae Mutant, Double Weapon Master, Nomad, and i'm considering making one called like "Dancer" or something
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