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Starting Feats PDF

This document provides descriptions of various starting feats a character can choose at creation to customize their backstory and abilities. It summarizes 18 different feats across various skill proficiencies, tools, and combat/roleplaying benefits. Some key feats mentioned include Actor which aids deception and mimicry, Alchemist which improves use of alchemy supplies, Healer for faster healing, Herbalist for plant identification and poison/disease removal, and Poisoner for enhanced use of poisons.
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0% found this document useful (0 votes)
105 views2 pages

Starting Feats PDF

This document provides descriptions of various starting feats a character can choose at creation to customize their backstory and abilities. It summarizes 18 different feats across various skill proficiencies, tools, and combat/roleplaying benefits. Some key feats mentioned include Actor which aids deception and mimicry, Alchemist which improves use of alchemy supplies, Healer for faster healing, Herbalist for plant identification and poison/disease removal, and Poisoner for enhanced use of poisons.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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running high jump after moving only 5 feet on

STARTING FEATS foot, rather than 10 feet.


At character creation, you choose one of the following BURGLAR
feats to help flesh out and customize your character. You pride yourself on your quickness and your close
Most of these feats have an associated +1 ability study of certain clandestine activities.
score increase when taken normally, which have ● You gain proficiency with thieves’ tools. If you
been removed from the Starting Feat versions on are already proficient with them, you add
purpose. double your proficiency bonus to checks you
make with them.
ACTOR CARTOGRAPHER
Skilled at mimicry and dramatics, you gain the You have studied in the methods and techniques of
following benefits: mapmaking. You gain the following benefits:
● You have advantage on Charisma (Deception) ● You gain proficiency with cartographer’s and
and Charisma (Performance) checks when navigator’s tools. If you are already proficient
trying to pass yourself off as a different with them, you add double your proficiency
person. bonus to checks you make with them.
● You can mimic the speech of another person ● You can easily and accurately understand
or the sounds made by other creatures. You maps, even those written in a language you
must have heard the person speaking, or can't read.
heard the creature make the sound, for at ● Even when you are drawing a map while
least 1 minute. A successful Wisdom (Insight) traveling, you remain alert to danger.
check contested by your Charisma ● Maps that you draw can be easily understood
(Deception) check allows a listener to by any creature that shares a language with
determine that the effect is faked. you, and a creature possessing such a map
ALCHEMIST cannot become lost within the area the map
You have studied the secrets of alchemy and are an displays if it can understand it. You must have
expert in its practice, gaining the following benefits: cartographer’s tools to use this benefit.
● You gain proficiency with alchemist’s ● You cannot become lost except by magical
supplies. If you are already proficient with means, and always know which way is north.
them, you add double your proficiency bonus You must have navigator’s tools to use this
to checks you make with them. benefit.
● As an action, you can identify one potion GOURMAND
within 5 feet of you, as if you had tasted it. You have mastered a variety of special recipes,
You must see the liquid for this benefit to allowing you to prepare exotic dishes with useful
work. effects. You gain the following benefits:
● Over the course of any short rest, you can ● You gain proficiency with cook’s utensils. If
temporarily improve the potency of one you are already proficient with them, you add
potion of healing of any rarity. To use this double your proficiency bonus to checks you
benefit, you must have alchemist’s supplies make with them.
with you, and the potion must be within ● As an action, you can inspect a drink or plate
reach. If the potion is drunk no more than 1 of food within 5 feet of you and determine
hour after the short rest ends, the creature whether it is poisoned, provided that you can
drinking the potion can forgo the potion’s die see and smell it.
roll and regains the maximum number of ● During a long rest, you can prepare and serve
hitpoints that the potion can restore. a meal that helps you and your allies recover
ATHLETE from the rigors of adventuring, provided you
You have undergone extensive physical training to have suitable food, cook’s utensils, and other
gain the following benefits: supplies on hand. The meal serves up to six
● When you are prone, standing up uses only 5 people, and each person who eats it regains
feet of your movement. two additional Hit Dice at the end of the long
● Climbing doesn’t cost you extra movement. rest. In addition, those who partake of the
● You can make a running long jump or a meal have advantage on Constitution saving
KERATIA CAMPAIGN INFO
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throws against disease for the next 24 hours. check (DC equal to your Intelligence score +
your proficiency bonus), or they use magic to
decipher it.
HEALER
You are an able physician, allowing you to mend MASTER OF DISGUISE
wounds quickly and get your allies back in the fight. You have honed your ability to shape your
You gain the following benefits: personality and to read the personalities of others.
● When you use a healer's kit to stabilize a You gain the following benefits:
dying creature, that creature also regains 1 ● You gain proficiency with the disguise kit. If
hitpoint. you are already proficient with it, you add
● As an action. you can spend one use of a double your proficiency bonus to checks you
healer's kit to tend to a creature and restore make with it.
1d6 + 4 hitpoints to it, plus additional ● If you spend 1 hour observing a creature, you
hitpoints equal to the creature's maximum can then spend 8 hours crafting a disguise
number of Hit Dice. The creature can't regain you can quickly don to mimic that creature.
hit points from this feat again until it finishes Making the disguise requires a disguise kit.
a short or long rest. You must make checks as normal to disguise
yourself, but you can assume the disguise as
HERBALIST
an action.
You are adept at harnessing the useful properties of
herbs and other plants. You gain the following POISONER
benefits: You have studied the secrets of poisons and toxins,
● You gain proficiency with herbalism kits. If gaining the following benefits:
you are already proficient with them, you add ● You gain proficiency with poisoner’s kits. If
double your proficiency bonus to checks you you are already proficient with them, you add
make with them. double your proficiency bonus to checks you
● As an action, you can inspect a plant within 5 make with them.
feet of you and determine whether it is edible ● As an action, you can identify one poison
or poisonous, provided that you can see and within 5 feet of you. You must see the poison
smell it. for this benefit to work.
● You can apply herbal remedies to help ● Over the course of a short rest, you can
yourself or your allies recover from maladies. temporarily improve the potency of one dose
Over the course of a short rest, you can of poison. To use this benefit, you must have a
remove one poison or disease from a friendly poisoner’s kit, and the poison must be within
creature within reach. You must have an reach. If the poison is applied within 1 hour
herbalism kit and either a component pouch after the short rest ends, its DC becomes 8 +
or access to local herbs to use this benefit. your proficiency bonus + your Intelligence
modifier, and it deals extra poison damage
KEEN MIND
equal to your Intelligence modifier.
You have a mind that can track time, direction, and
detail with uncanny precision. TAVERN BRAWLER
● You always know which way is north. Accustomed to rough-and-tumble fighting using
● You always know the phase of the moon. whatever weapons happen to be at hand, you gain the
● You always know the number of hours left following benefits:
before the next sunrise or sunset. ● Your unarmed strike uses a d4 for damage.
● You can accurately recall anything you have (This benefit has no effect if another feature
seen or heard within the past month. has already improved your unarmed strike's
die.)
LINGUIST
● When you use the Attack action with an
You have studied languages and codes, gaining the
unarmed strike on your turn, you can make
following benefits:
one unarmed strike as a bonus action.
● You learn three languages of your choice.
● When you hit a creature with an unarmed
● You can ably create written ciphers. Others
strike or an improvised weapon on your turn,
can't decipher a code you create unless you
you can use a bonus action to attempt to
teach them, they succeed on an Intelligence
grapple the target.
KERATIA CAMPAIGN INFO
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