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Skills and Feats

New Skills

Use Device (Intelligence)

The use of strange or foreign devices, be they magical or technological.

Use Rope (Dexterity)

Tying/untying knots, throwing lassos, securing grappling hooks, etc.  

Subset Skills

Subset skills are skills which rely on similar training to an existing skill, but represent an area of training which relies on a different attribute. A character need not take Proficiency with a subset skill individually. If they are proficient with the primary skill, they are proficient with the subset skill and if they are not proficient with the primary skill, they are not proficient with the subset skill.

History (Local Knowledge) - Wisdom

Current information about the local area. This can include who is in charge, local goods prices, knowledge of local amenities (healer, theater, etc), basic layout of the area, local customs, etc. This only encompasses things up to 5 years old. Anything older than that falls under a standard History roll, unless the information is still current. For example, knowing the name of the local governor who came to power 5 years ago would be a Local Knowledge check, while knowing the name of the previous governor would be a history roll. Knowing the name of the local governor who has been in power for 20 years could be either roll, but knowing the details of their ascension would be a History roll.

Animal Handling (Ride) - Dexterity

Staying mounted and directing a mount while moving quickly or in stressful situations such as combat. Calming a panicked mount falls under standard Animal Handling.

Investigate (Gather Information) - Charisma

Learning information from talking with people. Tracking down a specific person, uncovering information about local customs or folklore, etc. If you are attempting to talk to a series of people (more than 2 or 3) in order to glean information by corroborating their stories, you are attempting a Gather Information check.

New Feats

Veteran Warrior

Prerequisites: None
Benefits: You learn a new fighting style. Alternatively, you may improve a fighting style you already know to Veteran rank. You may take this feat multiple times. Each time you take it you may learn or improve a new fighting style

Warrior Master

Prerequisites: At least one fighting style at veteran level. Level 5 or higher.
Benefits: You improve a fighting style you know from Veteran rank to Master rank. You may take this feat multiple times. Each time you take it, you may improve a new fighting style.

Magic Item Creation Feats

Magic Item Creation feats are feats which allow characters to create magic items. Such feats may not be applicable for all games, especially if you want to keep magic items a rarity. Such feats may require a character seek out a master to teach them before they can select such feats. All Magic Item Creation feats require proficiency in an Artisan's tool as well as the ability to cast spells or have a minimum bonus to the Arcana skill. If, for some reason, a character no longer meets the requirements for a feat, they lose access to its effects. Most Magic Item Creation also require a character to have other Magic Item Creation feats. These requirements are summarized in the following table:

FeatSpell LevelArcana BonusMagic Item Creation FeatsArtisan's Tools
Assemble Armor 3rd +8 2 Smith's or Leatherworker's Tools
Brew Potion 1st +5 n/a Alchemist's Tools
Carve Staff 4th +9 3 Woodcarver's Tools
Craft Ring 3rd +8 2 Jewler's Kit
Create Rod 3rd +8 2 Jeweler's Kit, Smith's Tools, or Woodcarver's Tools
Create Wand 4th +9 3 Woodcarver's or Smith's Tools
Create Wonderous Item 2nd +7 1 Any Artisan's Tools
Empower Item 3rd +8 2 None
Forge Weapon 2nd +7 2 Smith's Tools
Scribe Scroll 1st +5 n/a Calligraphy Tools

Assemble Armor [Magic Item Creation]

Requirements: Proficiency with either Smith's Tools or Leatherworker's Tools, Two other Magic Item Creation Feats, Able to cast 3rd level spells or a +8 bonus to Arcana
Effect: You can create magic armor, clothing, and shields.

Brew Potion [Magic Item Creation]

Requirements: Proficiency with Alchemist's Tools, Able to cast 1st level spells or a +5 bonus to Arcana
Effect: You are able to brew more advanced potions. Without this feat, you may craft potions of healing and possibly other potions which mimic the effects of level 1 spells (subject to your DM's discretion).

Carve Staff [Magic Item Creation]

Requirements: Proficiency with Woodcarver's Tools, Three other Magic Item Creation feats, able to cast 4th level spells or a +9 bonus to Arcana
Effect: You may create magic Staves.

Craft Ring [Magic Item Creation]

Requirements: Proficiency with Jeweler's Kit, Two other Magic Item Creation Feats, Ability to cast 3rd level spells or +8 bonus to Arcana.
Effect:
You are able to create magic rings and jewelry.

Create Rod [Magic Item Creation]

Requirements: Proficiency with Jeweler's Tools, Smith's Tools, or Wood Carver's Tools, Two other Magic Item Creation feats, able to cast 3rd level spells or a +8 bonus to Arcana
Effect: You can create magic rods.

Create Wand [Magic Item Creation]

Requirements: Proficiency with Woodcarver's Tools or Smiths Tools, Three other Magic Item Creation feats, able to cast 4th level spells or a +9 bonus to Arcana
Effect: You may create Magic Wands

Create Wonderous Item [Magic Item Creation]

Requirements: Proficiency with any Artisan's Tools, One other Magic Item Creation feat, Able to cast 2nd level spells, or a +7 bonus to Arcana
Effect: You may create magical Wonderous Items (which are not covered by other feats).

Empower Item [Magic Item Creation]

Requirements: Two other Magic Item Creation Feats, Able to cast 3rd level spells or a +8 bonus to Arcana
Effects: You have studied the process of creating magic items thoroughly enough that you can now modify existing magic items rather than starting from scratch. In order to do so you must be attuned to the original item (even if the original item does not require attunement) and meet all the requirements to create the item you are modifying as well as any additional requirements to create the new item. When modifying an item, you follow all the standard rules for creating magic items, but the cost in materials and time of the original item is deducted from the total cost of the final product. While you are modifying an item, none of its magical properties are active. If you ever fail a roll badly enough to ruin the crafting attempt, you also destroy the original item. Consumables such as potions and Scrolls may not be modified with this feat. Once you have completed your modification, you may un-attune from the item.

Forge Weapon [Magic Item Creation]

Requirements: Proficiency with Smith's Tools, One other Magic Item Creation Feat, Able to caste 2nd level spells or a +7 bonus to Arcana
Effect: You may forge magic weapons and ammunition.

Scribe Scroll [Magic Item Creation]

Requirements: Proficiency with Calligraphy Tools, Able to Cast 1st level Spells or a +5 bonus to Arcana
Effect: You are able to scribe spell scrolls.
Special:
If you select a specialization related to a specific school of magic (one of the eight available in the PHB) when you select your Wizard Specialization at 2nd level, you gain the effects of this feat for your chosen school specialization. This only applies to the Specializations that are tied to a specific school of magic.

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