World of Farland
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The World of Farland

A D&D Setting Conquered by Evil

Farland Feats

Table of Contents

     Origin Feats
     General Feats

Origin Feats

These feats are in the Origin category.



Agile Combatant

Origin Feat

You have trained to fight using agility and misdirection. You gain the following benefits.

     Speed Increase. When you can see an enemy, your speed increases by 5 feet and you gain advantage on Dexterity (Acrobatics) checks.
     Agile Movement. You can move through an enemy's space as if it were difficult terrain.




Avenger

Origin Feat

If you can't protect your friends, you can be damn well sure you'll avenge them. You gain the following benefits.

     Angry Advantage. Whenever a creature 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 against that creature.
     Retribution Attack. 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.




Herbalist

Origin Feat

You have a particular talent for finding herbs and brewing herbal concoctions. You gain the following benefits.

     Herb Finding. 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.
     Quick Herb Crafting. 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.




Poisonous

Origin Feat

Something has inured you to poison, nay, you are poison itself. You gain the following benefits.

     Resist Poison. You gain resistance to poison damage, and you have advantage on saving throws against poison.
     Poison Weapon. 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. Once you use this benefit, you may not use it again until you finish a Long Rest.




Power of the Summervale

Origin Feat

Your time in the fabled Summervale has made you even more in tune with magic. You gain the following benefits.

     Cast Illusion. You know and always have Silent Image prepared. You can cast it without expending a spell slot. Once you cast the spell this way, you can’t cast it again in this way until you finish a Long Rest.
     Radiant Motes. When you take damage for the first time in a combat encounter, you can choose to shed radiant motes that swirl around you for 1 round. While they last, you shed dim light in a 10-foot radius, and creatures of your choice within 5 feet have disadvantage on attack rolls against you until the start of your next turn. Once you use this benefit, you may not use it again until you finish a Long Rest.
     Influence Moods. You have advantage on Charisma (Performance) checks made to influence mood or emotion. Once you use this benefit, you may not use it again until you finish a Long Rest.




Weapon Specialist

Origin Feat

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. Once you use this benefit, you may not use it again until you finish a Short or Long Rest.


General Feats

These feats are in the General category.



Arcane Adept

General Feat (Prerequisite: Level 4+, 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.

     Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma Score by 1, to a maximum of 20.
     Regain Spell Slot. 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.
     Reroll Spell Attack. Once per day, when you miss with a spell attack roll, you can choose to reroll it.




Blood Magic

General Feat (Prerequisite: Level 4+, 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 benefits.

     Ability Score Increase. Increase your Intelligence or Charisma Score by 1, to a maximum of 20.
     Damage Self to Cast. 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 choose 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

General Feat (Prerequisite: Level 4+, Dexterity 13+)

Your reflexes are honed to a razor's edge. You gain the following benefits.

     Ability Score Increase. Increase your Dexterity score by 1, to a maximum of 20.
     Initiative Advantage. If you are not surprised, you have advantage when you roll initiative.
     Initiative Attack. After you roll initiative, if you are not last in the order, you gain Advantage on your next attack roll.




Hard to Kill

General Feat (Prerequisite: Level 4+, Constitution 13+)

You say to death, "Not today." You gain the following benefits.

     Ability Score Increase. Increase your Constitution score by 1, to a maximum of 20.
     Bonus to Death Saves. You gain a +2 bonus to death saving throws.
     Death Save Reroll. 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.




Intense Concentration

General Feat (Prerequisite: Level 4+, Ability to cast spells)

You can concentrate far more intensely than other spellcasters. You gain the following benefits.

     Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma Score by 1, to a maximum of 20.
     Double Concentration. 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.




Punisher

General Feat (Prerequisite: Level 4+)

For every inch an enemy moves away from you, you extract your pound of flesh. You gain the following benefits.

     Ability Score Increase. Increase your Strength score by 1, to a maximum of 20.
     Extra Opportunity Attack. You can make one Opportunity Attack per round without using your reaction.




Punitive Counterspell

General Feat (Prerequisite: Level 4+, Ability to cast Counterspell)

You can force magical energies back to their origin with destructive results. You gain the following benefits.

     Ability Score Increase.Increase your Intelligence, Wisdom, or Charisma Score by 1, to a maximum of 20.
     Damaging Counterspell. 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.
     Counter Magic Item. 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.




Retaliator

General Feat (Prerequisite: Level 4+)

You punish successful attacks against you. You gain the following benefits.

     Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.
     Reaction Attack. 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

General Feat (Prerequisite: Level 4+, Bardic Inspiration Class Feature)

You use the tales and songs of old to bolster your courage. You gain the following benefits.

     Ability Score Increase. Increase your Charisma Score by 1, to a maximum of 20.
     Self-Inspiration. You gain one additional use of bardic inspiration and you can use your bardic inspiration on yourself.




Vengeful Dancer

General Feat (Prerequisite: Level 4+)

You fight as if you are dancing, and you dance with a vengeance. You gain the following benefits.

     Ability Score Increase. Increase your Strength or Charisma score by 1, to a maximum of 20.
     Dancing Attack. 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.




Whirling Dervish

General Feat (Prerequisite: Level 4+, Dexterity 13+)

You are a whirlwind of lethality on the battlefield. You gain the following benefits.

     Ability Score Increase. Increase your Dexterity score by 1, to a maximum of 20.
     Move after Attack. 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.