D&D 5e 2014 Custom Feats


Ancient Custom Feats


Just preserving homebrewed feats we had used in our campaigns for referencing or idea generation. Many of these will remain forgotten as we have moved on to D&D 5e 2024. Moving all of these feats to a singular page will also reduce the amount of "dead" articles on this WorldAnvil.



A Touch of Druidry

Having spent time traveling and training alongside someone of a Druidic Circle, you have picked up a few things.
You gain the following benefits:
    • You may choose a single cantrip from the Druid's spell list.
    • You may choose one 1st-level spell from the Druid's spell list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again using this feat.
    • You may use any spell scroll that could be used by a Druid.
Your spellcasting ability for these spells is Wisdom.

Arcane Wellspring

Locked inside you, placed by blood or a powerful being, is an untouched wellspring of power. Slowly, as the days go by, you feel you can dig deeper towards it.
For Warlocks, this power comes from your Patron. For Sorcerers, this power comes from the innate power found within you.
You draw from a place of deep and primal power, calling forth magic in its purest form. Once per short rest when you cast a spell of 1st level or greater, you may impose disadvantage on any saving throw made to resist your spell.


If you are both a Warlock and a Sorcerer when you take this Feat:
Choose one spell from the sorcerer spell list, this spell doesn't count against the number of sorcerer spells you know and cannot be replaced when you gain a level in this class.

Bag of Tricks

No matter the situation, you always have a trick up your sleeve.
You gain the following benefits:
    • One additional cantrip from the Wizard Spell list of your choice.
    • Proficiency in one skill of your choice.
    • Proficiency in one tool of your choice

Beast of Many Forms

While other Druids focus on forms that inspire fear or terror, you understand the utility of creatures both big and small.
Beast of Many Forms
When you Wildshape into a CR 0 Beast, you do so without expending a WildshapeCharge. Additionally, while in the form of a CR 0 Beast, you have advantage on all Stealth (Dexterity) checks.

Belittling Words

When talking down to the lesser creatures, the prideful Peak Elves make sure to lace their words with arcane power.
You gain the following benefits:
    • You gain proficiency in the Deception, Intimidation, or Persuasion skill (your choice).
    • You learn the Vicious Mockery cantrip.
    • The Vicious Mockery cantrip can be cast using your bonus action if the target is not of Elvenkyne.

Blessed Form

As your Core acquires new and varied experiences, it seems to warp and shift itself as if activated by the runes that now coat your outer plating. The most prominent change is the marble symbol of Telia proudly displayed at the center of your chest. You can feel her call to return, no matter where you find yourself.
You gain the following benefits:
    • Your maximum for your Charisma scores is now 22.
    • Increase your Charisma by 1, to a maximum of 22.
    • You are immune to the Poisoned condition.
    • As an action, you can trigger several runes around your body, instantly cleaning your entire body to a marbled sheen.
    • No matter where you are, as long as you remain on Ravare, you know the direction to the City of Marble.

Born of the Black Hills

Your people have been mining Blackstone for so long, some of its properties have been absorbed into your very bodies.
You gain the following benefits:
    • You are resistant to Piercing damage.
    • You increase your AC by 1.
    • Your maximum carry capacity is increased by 50 pounds.

Call of the Raven

Your life was changed by your journeys through Ravenpeak; the Great Ravens spoke in indiscernible whispers to your ears only.
You are now able to transform into a Giant Raven, a 1/2 CR creature with a flying speed of 60 feet. Several thematic changes are also made based on your archetype.

Archetype Changes:

Circle of Dreams
Additionally, targets that you have given temp health from your Balm of the Summer Court trait will find raven feathers on their person equal to the amount of temp health gained. This is only a thematic change.
Circle of the Land
Additionally, all of your spells gained by your Circle Spells trait now have raven motifs such as black feathers or visions of ravens. This is only a thematic change.
Circle of the Moon
Additionally, all of your Wild Shapes now are darker in color and often have black plumage, similar to ravens, in places the creature naturally would not. This is only a thematic change.
Circle of the Shepherd
Additionally, your Hawk Spirit Totem is replaced by a Raven Spirit Totem. This is only a thematic change.
Circle of Spores
Additionally, while under the affects of your Symbiotic Entity trait you appear to grow black plumage, similar to ravens, in places you naturally would not. This is only a thematic change.

Statblock

Giant Raven

Giant Raven

Large beast, unaligned
Armor Class 12
Hit Points 22hp (4d10) 4d10
Speed 5ft Fly: 60ft

STR
9 -1
DEX
16 +3
CON
12 +1
INT
12 +1
WIS
13 +1
CHA
9 -1

Skills Perception +3, Stealth +6
Senses Darkvision 120 ft., passive Perception 15
Languages Giant Raven, understands Elvish and Sylvan but can't speak.
Challenge 1/2


Flyby. The creature doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Keen Hearing and Sight. The creature has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Native of Ravenpeak. While traveling through Ravenpeak the creature is never noticed and has a +10 to Dexterity (Stealth) checks.


Actions

Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.


 

Circle of teh Govveneth

Your multiple interactions with the Govveneth stone have brought you knowledge known only by the Centaur people. It spoke to your heart, your mind, and your soul. You have been changed by it.
You gain new forms that you can change into at the cost of a Wildshape charge. While in these forms, you can cast spells as if you were not in wildshape. Additionally, while in these forms, you gain 40 temp health and are considered a large sized creature.

Govveneth of the Core

You take on the appearance of a massive centaur made of flames. Your brimstone hooves leave behind charred hoofprints.

While in this form, any spell that you cast that would deal fire damage deals additional fire damage equal to your proficiency level. In addition, any melee attack you make now deals fire damage instead.

Govveneth of the Mountain

You take on the appearance of a massive centaur made of Blackstone and marble. Your legs seem to dig into the ground.

While in this form, you have resistance to non-magical bludgeoning, piercing, and slashing damage. In addition, you can no longer be shoved, moved, thrown, or moved against your will.

Govveneth of the Sea

You take on the appearance of a massive centaur made of water and kelp. Anything you come in contact with quickly becomes wet.

While in this form, you have a swim speed equal to your movement speed and can breathe underwater. In addition, you can squeeze through a space of any size without disadvantage or a movement speed cost.

Govveneth of the Storm

You take on the appearance of a massive centaur made of swirling storm clouds. Your legs slowly fade away into mist below you.

While in this form, you have a fly speed equal to your movement speed and are considered to be hovering. In addition, any ranged attack you make now deals lightning damage instead.
 
You will be required to describe your forms in more detail, the descriptions listed are just examples.

Circle of the Raven

Though your connection with the Great Ravens has been fleeting, they have begun to whisper to you in the dark of night, teaching you the ways of old, Ancient Raven Druidry.
You gain the following benefits:
    • While wildshaped to the form of the Giant Raven, you may cast first-level spells that do not have a material component.
    • While wildshaped to the form of the Giant Raven, you can understand, but not write or speak, Elvish.
    • While wildshaped to the form of any "bird" creature with the ability to fly, increase your fly speed by 10 feet.
    • All stealth checks while in wildshape are done with advantage.
ficiency in one tool of your choice

Comprehend Divine

With so many encounters with the Divine, you have learned how to filter and categorize that which you sense.

Comprehend Divine

This replaces your Divine Sense ability.
As an action, you can open your awareness to detect the forces of the Divine. You choose a creature within 60 feet of you that you can see, and you can learn if its type is celestial, divine, fiend, or undead. You then learn additional information based on their type. If used on an object, you can detect if Divine magic has been used on it.

If Celestial:

You know who they serve.

If Fiend:

You know who they serve.

If Divine:

You know their Domains and their rank in the Divine Hierarchy.

If Undead:

You know if they are Unfallen or Necromantic Undead.

Additionally, within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell. There is no limit to how many times you may use this action.

Curse Breaker

The Cosmos is riddled with dark magics meant to punish those who have searched too far into her past. Through practice, you have learned how to break these traps.
You gain the following benefits:
    • You specialized in the identification and disposal of cursed artefacts. You learn the Remove Curse spell and can cast it once without expending a spell slot, and you regain the ability to do so when you finish a long rest.
    • You have Advantage on saving throws made to resist the effects of curses and cursed objects.
    • You gain proficiency in Arcana or History.

Dedication to Fear

As the blessing of your angelic benefactor flows through your blood, you learn that you can reach out and speak with them in times of need.

Angelic Intervention

Through a minute-long ritual, you may contact the Angel that bestowed its blessing upon you or your family. Though the DM is in control of the Angel, it is likely to assist you if it is able. This ability does not work within a Divine’s Domain that your Angel does not follow. You may only use this ability once per long rest.
Additionally, you gain proficiency in the Intimidation skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.

Dedication to Marble

As the blessing of your angelic benefactor flows through your blood, you learn that you can reach out and speak with them in times of need.

Angelic Intervention

Through a minute-long ritual, you may contact the Angel that bestowed its blessing upon you or your family. Though the DM is in control of the Angel, it is likely to assist you if it is able. This ability does not work within a Divine’s Domain that your Angel does not follow. You may only use this ability once per long rest.
Additionally, you gain proficiency in thePersuasion skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.

Destructive Calling

Artificers across the Cosmos have always enjoyed the destructive powers of their creations. Some, such as yourself, have even studied this destruction until it has become an art.

Destructive Calling

You have learned to overcharge objects with Glow, making them unstable and volatile. As an Action, you can touch a small or tiny object and create a dangerous explosive out of it. You may drop the object at your feet or use your action to throw the object to a point within 30 feet. At the beginning of the next turn, it will explode in a 10-foot radius sphere, dealing damage relative to the size of the object.
A tiny object explodes, dealing 1d6 fire damage and 1d6 thunder damage, emitting a sharp crack audible out to 80 feet.
A small object explodes, dealing 1d8 fire and 1d8 thunder damage, emitting a thunderous boom audible out to 120 feet.

Energetic Core

Through meditation and a newfound understanding of your Blackstone Vestige, you have found a way to store Ki within your Blackstone Core similar to how others have learned to store magical power.

Energetic Core

Increase your maximum Ki Points by 4. Additionally, you can spend 10 Ki Points as an action to purge yourself of a point of Exhaustion or to remove the Unconscious condition from yourself. You can use this action while Unconscious.

Essence Adaptation

A Verdite's adaptability as their strongest strength, allowing them to master twice as much.

Adaptation

Choose another Subclass from your starting Class, you learn the subclass features you would earn from that class by the third level.
An example would be a Battlemaster Fighter would gain the Improved Critical class feature from the Champion subclass, or a Life Cleric could learn Arcane Initiate and Channel Divinity: Arcane Abjuration from the Arcana subclass.

First Man Heritage

The history of your people has always been a point of interest for you. Be it religious fervor, intense study, or just an innate understand you seem to be almost able to divine histories long past.
You gain the following benefits:
    • You gain proficiency in the History skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
    • You are suddenly, and indescribably, able to understand, read, and write the language of Hulm. This is believed to be the original language of Humanity and is not taught but discovered. It is found in ancient places across the Cosmos.

Forge-Touched

Your blessing now allows the weapon to burst into flame upon contact, searing flesh and melting bone.

Blessing of the Forge Upgrade

Weapons blessed by your Blessing of the Forge feature now deal an additional 1d6 Fire damage in addition to the other benefits of the feature. As a bonus action, you may also say a command word that deals 1d4 Fire damage to the wielder unless they drop the weapon.
Armor blessed by your Blessing of the Forge feature now grants +2 AC. Additionally, as a Reaction, you can deal 1d4 fire damage to a creature that successfully hits with a melee attack.

Gilded Plating

With careful precision, golden symbols and runes have been interlaid into your marble shell. Their origin remains a mystery to even you. Perhaps a function activated by the shell's creator?
You gain the following benefits:
    • Increase your Charisma by 1, to a maximum of 20.
    • You gain resistance to your choice of slashing, piercing, or bludgeoning damage. You change this choice upon taking a long rest.
    • You have resistance against being charmed.

Hulmetic Knowledge

You know things you should not know about times that should not have been. As you gaze into the abyss that is the history of Humanity, it has begun to gaze back at you. The First Men call to you.

Hulmetic Knowledge

You now understand Hulm not as a language but as a fundamental law of Ravarus, and potentially beyond. You can tap into this knowledge and transform yourself into your ancient Ancestors for 10 minutes. You may use this feature once per long rest and gain two points of exhaustion when it ends.
While in this form, you gain the following benefits:
    • Your size becomes large, doubling your current weight and increasing your height by 2 feet.
    • Your carry weight is doubled.
    • You gain 20 temp health.
    • If your Strength is 20 or higher, you may wield a two-handed weapon in a single hand, but you may not wield two two-handed weapons.
While in this form, you will be treated as a First Men by those with the knowledge of them. This treatment may be positive or negative.

Mighty Jaws

The jaws of a Saheel can be used as a clever tool or a masterful weapon.

Mighty Jaws

Your Bite attacks now deal piercing damage equal to 1d8 + Proficiency + Strength piercing damage and count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Myceliac Minion

You have found use in even the smallest of natures creatures, especially that of the Funglings. Through their natural connection to spores and your magical understanding, you have become fast allies.

Mycelic Minion

You learn the Find Familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known.
When you cast the spell, you can choose one of the normal forms for your familiar or the following special forms: Fungling.
In addition, if your familiar takes the form of a Fungling, it benefits from your Halo of Spores and benefits from Symbiotic Entity when used. At 14th level, your Fungling gains the benefits of Fungal Body.

Nahual of the Self

With each day that passes, you understand the nature of yourself and what you can accomplish. The gifts given to you by your creator grow stronger.

Drawl Nahauli (Wolf)

While in Prey Form,
You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
While in Predator Form,
You gain +1 to your AC.

Vliege Nahauli (Hawk)

While in Prey Form,
You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
While in Predator Form,
You gain +10 to your Flying Movement Speed.

Peaceful Utterance

You have learned to reach into other Sophonts and calm their roiling souls. Anger, hate, pain; you have learned to calm the raging storm that clouds the mind and muddies the heart.

Peaceful Utterance

You can cast the Calm Emotions spell once per long rest without expending a spell slot. When you cast this spell on your first turn of combat, all creatures not immune to the charmed condition have disadvantage on the saving throw.
Additionally, when you spend at least 1 minute in uninterrupted conversation with a creature, you may attempt to beguile it with your disarming attitude. Make a Charisma (Deception) check contested by the target'ss Wisdom (Insight) check. On a success, the creature is considered Charmed by you and treats you in a personable manner as if you were an old friend. This effect ends on a target after 10 minutes, if the creature takes any damage, if you attack the creature, or if the creature witnesses you attacking or damaging any of its allies.
When this effect ends, the target has no idea they were charmed by you and will have difficulty remembering the encounter with any clarity. They may forget the encounter altogether or simply believe it was a case of mistaken identity.

Peaceful Utterance

Your very essence, your soul, is able to harness powers unseen by most other species..
You gain the following benefits, depending on your class:
Barbarian You gain an additional use of Rage.
Bard You gain an additional use of Bardic Inspiration.
Cleric Choose a 1st-level spell from the Cleric's spell list, you always have it prepared.
Druid Choose a 1st-level spell from the Druid's spell list, you always have it prepared.
Fighter Your Second Wind feature now restores 3d4 + your fighter level.
Monk Your maximum Ki is increased by 2.
Ranger Your Natural Explorer feature allows you to know if you enter a Divine's sacred ground or an Elemental's territory.
Rogue You gain an additional proficiency.
Sorcerer Choose a 1st-level spell from the Sorcerer's spell list, you always have it prepared.
Warlock Choose a 1st-level spell from the Warlock's spell list, you always have it prepared.
Wizard Choose a 1st-level spell from the Wizard's spell list, you always have it prepared.

Predator

Is it you who have learned from beasts how to stalk the shadows? Or was it you who forced the beasts to cower in the darkness?
You gain the following benefits:
    • You gain proficiency in the Stealth skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
    • When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.
    • You deal an additional 2 damage to all attacks against Beasts.

Rage Against the Massive

Your hatred for anything even slightly taller than you has manifested itself into a useful talent.
You deal additional damage based on how much larger the creature is than you when you use your "Fury of the Small" feature.
    • Your Level + 2 against a Medium creature.
    • Your Level + 4 against a Large creature.
    • Your Level + 6 against a Huge creature.
    • Your Level + 10 against a Gargantuan creature.

Sandwalker

The salt and sand may cut your flesh, and the sun may blister your skin, but you must remember who you are. The Mohrite do not flee the ground nor do they hide from the sky.
You gain the following benefits:
    • Your movement speed is not reduced while traveling the Parched Expanse.
    • While traveling through desert climates, you have Advantage on Survival (Wisdom) and Nature (Intelligence) checks.
    • You have Advantage on Survival (Wisdom) checks to find water.
    • You have Advantage on saving throws against spells and items that deal Fire damage. (Such as dodging a Fireball's blast or Wall of Flame's fire)

Self-Harm

This violence will beget more violence, at least that is what you tell yourself as you drive the dagger into your leg with a snarl.

Self-Harm

While raging, you may attack yourself with a melee weapon to maintain your rage. This attack always hits, and the damage dealt ignores resistances and immunities. Doing so gives you an Advantage for all attacks on your next turn and extends your rage for an additional minute, up to three minutes.

Solith's Heartbeat

Since the dawn of sophontic life on Solith, there has been a rhythm that hums through the stones. A melody only the children of stones can hear. You can commune with the earth, listening to the heartbeat of the stones to learn about your surroundings.

Solith's Heartbeat

You can attune your senses to hear the protests of the earth. By spending 1 uninterrupted hour in concentration (as if you were concentrating on a spell), you can sense the location of any settlements, ruins, or unnatural structures within 5 miles of you. This feature only reveals the general size of the location, vague direction, and approximate distance (in miles) from you.
Additionally, once per long rest you can strike a coord with the stones, sending a deep vibration through the earth that reveals the nearby area. You gain tremorsense with a range of 15 feet for the next minute and can detect any hidden doorways, traps, or similar obstacles made of stone within that range.

Speed Exploitation

Often times, the larger the beast the faster they can travel. Luckily, you have just the trick to deal with this.

New Slayer's Exploit

Burst of Speed
During your turn, you can expend a martial exploit to increase your movement speed by 15.

New Superior Exploit

Improved Burst of Speed
When you use Burst of Speed, you gain advantage on Acrobatics and Athletics checks.

Stampede

Centaurs have trampled their foe underhoof for centuries. And you've learned exactly how they do it.
You gain the following benefits:
    • Increase your walking speed by 5 feet.
    • Your Charge racial trait now only requires 20 feet of movement, and on a successful attack, you may deal 1d6 + your Strength Modifier + your Proficiency, instead of the normal 1d4 + your Strength Modifier.

Step of the Woodland

You have taken care of the land, and in exchange, the land itself has shown you the secret passages found in life itself. You now no longer see the difference between traveling along a road and traveling the roots of a tree or the branches of a bush.

Step of the Woodland

You gain the ability to meld into plant life and travel through it instantaneously. When you stand in or around living plantlife, as a bonus action, you can meld yourself and all your equipment into it. You instantly gain awareness of all plantlife in a 30-foot radius around the plant you meld with and may teleport to any living plantlife within that range. You instantly appear at your destination, reforming within 5 feet of the plantlife. If there is no available flora within 30 feet, you instead appear within 5 feet of where you initially disappeared.

Stormborn Pierdorian

This didn't have a description. It used to be called "Stormborn Aasimar".

Protector Pierdorian

Radiant Soul becomes Tempestuous Soul.
You can use your action to unleash the divine energy within yourself, causing your eyes to crackle with lightning and two, massive wings of storms clouds to sprout from your back.
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed equal to your base movement speed and your weapon attacks deal 1d6 lightning damage on a hit. Additionally, you can deal with extra lightning damage equal to your level once per turn with a spell.
Once you use this trait, you can't use it again until you finish a long rest.

Scourge Pierdorian

Radiant Consumption becomes Tempestuous Consumption.
You can use your action to unleash the divine energy within yourself, causing crackling lightning to radiate from you, pouring out of your eyes and mouth, and threatening to char you.
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 15 feet of you take lightning damage equal to your level. In addition, your weapon attacks deal 1d6 lightning damage on a hit. Additionally, you can deal with extra lightning damage equal to your level once per turn with a spell.
Once you use this trait, you can't use it again until you finish a long rest.

Strike the Forge

Through studying the magics that allow you to infuse your weapons with the fiery power, you have realized you can apply this to more than just your own weapon.

Blessing of the Forge Upgrade

Weapons blessed by your Blessing of the Forge feature now deal an additional 2d6 Fire damage (3d6 at 14th level) in addition to the other benefits of the feature. Additionally, if you wield one of these weapons, your Divine Strike feature now deals 2d8 Fire damage. (3d8 at 14th level)
You also learn the spells Searing Smite and Branding Smite and always have them prepared.

Teachings of Ahfila

The Aega of Ahfila have a long history of taming the land around them to further their goal of burning down The Wyld. What better way than to turn the cursed rainforest against itself?

Teachings of Ahfila

This replaces your Summon Wildfire Spirit ability.
You have formed a powerful bond with an Elemental summoned to Ravare by the Aega of Ahfila.
With 8 hours of work and the expenditure of 50 gp worth of rare herbs and fine food, you summon this Elemental back into existance or by expending a 5th level spell slot. If your Elemental is slain, you can resummon another by repeating this process.
The elemental is friendly to you and your companions and obeys your commands. See this creature's game statistics in the Emberwood Elemental stat block, which uses your proficiency bonus (PB) in several places. You determine the spirit's appearance. Some spirits take the form of a humanoid figure made of gnarled branches covered in flame, while others look like beasts wreathed in fire.
The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.
Statblock

Emberwood Elemental CR: 1/2

Medium elemental, unaligned
Armor Class: 14
Hit Points: 8 + five times your druid level
Speed: 30 ft , fly: 30 ft

STR

10 +0

DEX

12 +1

CON

16 +3

INT

13 +1

WIS

15 +2

CHA

11 +0

Skills: Perception +4
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 14
Languages: understands the languages you speak
Challenge Rating: 1/2

Actions

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d8+3 bludgeoning damage.
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The elemental and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the elemental left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.



If multiclassed into both Circle of Wildfire Druid and Beast Conclave Ranger, this Feat gains additional benefits.

Teachings of the Faroth

Having spent time among the legendary hunters of the Faroth Clan, you were able to pry a secret from them.
You learn a new type of Arcane Arrow: Faroth Arrow. The druidic teachings taught only by the Faroth clan causes this arrow to let you track your prey for miles. The creature hit by the arrow takes an extra 2d6 piercing damage. You know the general location of the creature that was hit by the arrow for an hour, sensing it as if you were attached to it by a thin string. The piercing damage increases to 2d6 when you reach 18th level in this class.
 
Additionally, you gain an additional use of Arcane Shot.

Unvocation

Those that have lived in settlements near the many Gateways Tennant spread across Haven understand that there are creatures far worse than what Ravare can offer.
You gain the following benefits:
    • The damage of your *Divine Smite* feature increases by 1d8 if the target is an elemental, fey, or outsider.
    • If an attack amplified by your *Divine Smite* feature would kill an elemental, fey, or outsider you can choose to instead bind it to an object. This object can then be destroyed at anytime to release the elemental from within. While the Elemental is trapped within the object, you may attempt to communicate with it.
Be aware that smaller Elementals, such as Motes or Fragments, are unable to communicate.

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