Farland Feats
A B C D E F G H I J K L M N O P Q R S T U V W X Y Z
Agile Combatant
You have trained to fight using agility and misdirection. You gain the following benefits:
- Increase your Dexterity score by 1, to a maximum of 20.
- When you have line of sight to an enemy, your speed increases by 10 feet and you gain advantage on Acrobatics checks.
- You can move through an enemy's space as if it were difficult terrain.
Arcane Adept
Prerequisite: Ability to cast spells
You have a natural talent for magic and have honed your abilities to a high degree. You gain the following benefits:
- You gain proficiency in the Arcana skill, or double your proficiency bonus if you already have proficiency in Arcana.
- Once per day, when you cast a spell, you immediately regain one spell slot of your choice. The slot cannot be of the highest level you can cast.
- Once per day, when you miss with a spell attack roll, you can choose to reroll it.
Avenger
If you can't protect your friends, you can be damn well sure you'll avenge them. You gain the following benefits:
- Increase one ability score by 1, to a maximum of 20.
- Whenever an enemy causes a member of your party to become blinded, frightened, incapacitated, paralyzed, restrained or to suffer a critical hit, you gain advantage on your next attack roll.
- Whenever a creature causes one of your party members to drop to 0 hit points or whenever one of your party members fails a saving throw against an effect caused by a hostile creature, you can use your reaction to make a melee or ranged weapon attack against that creature.
Blood Magic
Prerequisite: Ability to cast spells
You have learned the forbidden secrets of Blood Magic, invented long ago by the Necromancer Cutalak of the Cult of Darkness. You gain the following benefit:
- Instead of spending a spell slot to cast a spell, you can cause yourself 1 of your hit die of damage per level of the spell. If you are multi-classed, you may chooose which hit die, but it must be from a spellcasting class. Wounding yourself counts as the somatic component of the spell you are casting, and you must be holding a weapon that deals slashing or piercing damage (unless you can readily cut yourself on something). If you have resistance to slashing or piercing damage, your resistance doesn't function against the damage you cause yourself when using Blood Magic.
Enhanced Reflexes
Your reflexes are honed to a razor's edge. You gain the following benefits:
- Increase your Dexterity score by 1, to a maximum of 20.
- At the start of a combat, after all initiatives have been rolled but before anyone has acted, you may switch places in the initiative order with another creature that you can see, as long as that creature is not at the top of the initiative order. You may not use this feature again until you have completed a short or long rest.
- Some time during the next four rounds immediately after you have switched your initiative order with another creature, you may make one attack roll, ability check, or saving throw with advantage.
Hard to Kill
You say to death, "Not today." You gain the following benefits:
- Increase your Constitution score by 1, to a maximum of 20.
- You gain a +1 bonus to death saving throws.
- The first time you fail a death saving throw in a 24-hour period, you may reroll the save. You must keep the second result.
Herbalist
You have a particular talent for finding herbs and brewing herbal concoctions. You gain the following benefits:
- Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
- When trying to find an herb, you treat that herb as one category less rare than it actually is when you make your check. For example, when determining the DC to find a rare herb, you act as if the herb were uncommon. If a herb is already common, you get advantage on your roll to find it.
- You can craft herbal concoctions twice as quickly. For example, it only takes you two days to craft an herbal concoction with a total market value of 100 sps, instead of four days.
Intense Concentration
Prerequisite: Ability to cast spells
You can concentrate far more intensely than other spellcasters. You gain the following benefit:
- You may concentrate on two spells at the same time. When you do so, the duration of both spells are halved, and you have disadvantage on concentration checks.
Poisonous
Something has inured you to poison, nay more than inured you. You are poison itself... You gain the following benefits:
- You gain resistance to poison damage.
- You have advantage on saving throws against poison.
- As a bonus action, you may lick a weapon. For the next minute, that weapon does an additional point of poison damage whenever it deals damage. You may not lick another weapon until you have completed a short or long rest.
Punitive Counterspell
Prerequisite: Ability to cast counterspell
You can force magical energies back to their origin with destructive results. You gain the following benefits:
- When you successfully counter a creature’s spell, that creature takes psychic damage equal to your spell casting ability modifier per level of the countered spell.
- You can also disrupt effects produced by wands or staffs, though this risks a more volatile outcome. The user takes psychic damage equal to your spell casting ability modifier multiplied by the amount of charges that the effect required. There is a 50% chance that the item is destroyed, instead dealing psychic damage to both you and the user equal to your spell casting ability modifier multiplied by the total number of charges remaining in the item.
Power of the Summervale
Prerequisite: Native of Gloralion Background
Your time in the fabled Summervale has made you even more in tune with magic. You gain the following benefits:
- Increase your Intelligence score by 1, to a maximum of 20.
- Choose two cantrips from the Bard, Druid, or Wizard spell lists; you know those cantrips. Intelligence is your Spellcasting ability for them.
Punisher
For every inch an enemy moves away from you, you extract your pound of flesh. You gain the following benefit:
- Increase your Strength score by 1, to a maximum of 20.
- You can make one Opportunity Attack per round without using your reaction.
Retaliator
You punish successful attacks against you. You gain the following benefit:
- Whenever you are hit by a melee attack, as a reaction you may immediately make a melee attack against the creature that hit you.
Self-Motivator
Prerequisite: Bardic Inspiration Class Feature
You use the tales and songs of old to bolster your courage. You gain the following benefits:
- Increase your Dexterity or Charisma score by 1, to a maximum of 20.
- You gain one additional use of bardic inspiration.
- You can use your bardic inspiration on yourself.
Vengeful Dancer
You fight as if you are dancing, and you dance with a vengeance. You gain the following benefits:
- Increase your Strength or Charisma score by 1, to a maximum of 20.
- Whenever you take damage from a creature, if you make a melee attack against that creature on your next turn, you may add your Strength and Charisma modifiers together when you make your attack roll.
Weapon Specialist
Choose one weapon with which you are proficient. You gain a +1 bonus to all damage rolls you make with that weapon. You may choose to gain advantage on an attack roll you make with that weapon; you may not gain advantage from this feat again until you have completed a short or long rest.
Whirling Dervish
You are a whirlwind of lethality on the battlefield. You gain the following benefits:
- Increase your Dexterity score by 1, to a maximum of 20.
- When you hit a creature with a melee attack, you may immediately move 5 feet at no movement cost and without provoking an opportunity attack.