Action Surge
Category: General
Requires: Level 8+
You can push yourself beyond your normal limits for a moment. You gain the following benefit;
On your turn, you can take one additional action. Once you use this feature you must finish a long rest before you can use it again.
Beginning at level 17, you can gain an additional usage of this feat, per long rest.
Dedicated Training
Category: General
You are devoted to your training and always seek to learn new techniques.
- Increase one score of your choice by 1, to a maximum of 20
- You learn an additional technique that is 1 rank above what you currently can learn. This does not count against your techniques known.
- The next time you would hit 4th, 8th, 12th and 16th levels, you learn one additional technique of 1 rank higher than your highest known technique rank.
Agile Feint
Category: General
You know how to use your agility to grant you advantage and your opponent’s disadvantage. You gain the following benefits:
- Increase your Dexterity score by 1, to a maximum of 20
- As a bonus action you make a Dexterity (Acrobatics) check vs a target creatures Armor Class. On a success your next melee attack against that creature is at advantage and the next attack the creature makes against you is at disadvantage. Creatures immune to surprise are immune to this effect.
- Once per round, when a Creature misses you with a melee attack you can use an additional reaction to make an attack of opportunity against the triggering creature. You can only use the additional reaction granted by this feat in this way.
Alert
Category: General
Always on the Lookout for Danger, you gain the following benefits:
- You gain a +5 bonus to Initiative
- You may add your Dexterity or Intelligence modifier in place of Wisdom to your Initiative bonus.
- You can't be surprised while you are conscious.
- You have advantage on checks made to find hidden creatures.
- Other creatures do not gain advantage on attack rolls against you as a result of being hidden from you.
Archaeologist
Category: General
You've taken the time to learn about the history and lore surrounding forbidden knowledge. You gain the following benefits:
- Increase your Charisma, Wisdom, or Intelligence score by 1, to a maximum of 20.
- You are able to decipher the meaning of Poneglyphs and ancient languages.
- By spending 10 minutes in a location you are about to tell if you think there ruins buried or nearby.
Athlete
Category: General
You have undergone extensive physical training to gain the following benefits:
- Increase your Strength, Constitution or Dexterity score by 1, to a maximum of 20.
- You gain a Swim, climbing and wall running speed equal to your normal speed, which improves by 10 feet.
- Long Jump increased to 10 + Strength or Dexterity Score and High Jump increased to 5 + Strength or Dexterity Score.
- The Short range on on thrown weapons is increased by 15 ft.
- You have advantage on grapple checks against creatures whose Strength score is lower than yours, and advantage on breaking free of grapples against creatures whose Dexterity score is lower than yours.
Cave Spelunker
Category: General
Alert to the dangers and concealed passages found in many caves, you gain the following benefits:
- Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
- You have advantage on Perception and Investigation checks made to detect the presence of traps or hazards.
- You have advantage on saving throws made to avoid or resist traps.
- You have resistance to the damage dealt by traps.
- You can search for traps as a bonus action, instead of an Action.
Durable
Category: General
Hardy and resilient, you gain the following benefits:
- Increase your Constitution score by 1, to a maximum of 20.
- When you roll a Hit Die to regain hit points, the minimum number of hit points you can regain spending hit die equals twice your constitution modifier (Min. 2).
- Your hit points maximum increases by an amount equal to twice your level when you gain this feat.
- Whenever you gain a level thereafter, your hit points maximum increases by an additional 2 hit points.
Tough
Category: General
Requires: Durable Feat
You have the blood of heroes flowing through your veins. You gain the following benefits:
- Increase your Constitution score by 1, to a maximum of 20.
- You must now fail 5 Death saving throws before dying.
- Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of one).
- If you would roll a natural 20 on a Death saving throw, you instead regain a number of hit points equal to your level.
Elusive Target
Category: General
Your far too agile to ever be caught off guard or be pushed into a corner. You gain the following Benefits:
- Increase your Dexterity score by 1, to a maximum of 20
- You may take the Hide action as a bonus action and you may do so even when lightly obscured.
- Creatures do not gain advantage on attacks against you as a result of being restrained or prone.
- If you are subjected to an attack or technique that requires a Dexterity save. On a successful save you take no damage and suffer no effect.
- When you are forcefully pushed more than 10 feet away in any direction, if you would end your movement within 10 feet of cover large enough to hide behind, you may spend your reaction to move behind it and take the Hide action, attempting to hide while the dust from the last attack settles.
Ranged Technique Expert
Category: General
You’ve practiced utilizing Brawl & Special Techniques in close quarters and in contested conflicts, learning techniques that grant you the following benefits:
Increase your Dexterity, Intelligence, or Wisdom score by 1, to a maximum of 20.
When making a ranged Brawl or Special Technique attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll.
Heavily Armored
Category: General
Requires: Proficiency with Medium Armor, Level 4+
You have trained to master the use of heavy armor, gaining the following benefits:
- You gain proficiency with heavy armor. If you are already proficient with heavy armor, instead increase your Strength score by 1, to a maximum of 20.
- While you are wearing heavy armor, all non-psychic damage is reduced by an amount equal to half of your armors damage reduction.
- When you are wearing heavy armor, you do not suffer speed penalties if the armor has any.
Helping Hand
Category: General
Your presence in a scrap tends to elevate your comrades. You gain the following benefits:
You can use the Help action as a bonus action.
When you use the Help action to aid an ally in attacking a creature, increase the range of the Help action by 10 feet.
You can help a creature with a skill check you are not proficient in.
You can help two allies targeting the same creature within range when you use the Help action this way.
Inspiring Leader
Category: General
Requires: Charisma 15+
You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your Proficiency bonus + your Charisma ability score. A creature can’t gain temporary hit points from this feat again until it has finished a short rest.
Inspiring Presence
Category: General
Your presence on the battlefield is a source of inspiration. You gain the following benefits:
Increase your Charisma score by 1, to a maximum of 20.
As an action, you can let out an inspiring battle cry. Select a number of creatures that can hear you equal to your proficiency bonus. Each of these creatures gain a bonus to their next skill check or attack roll equal to your Charisma modifier.
As a bonus action, you let out a reassuring howl, ending the frightened or charmed condition on yourself and a number of allies that can hear you equal to your proficiency bonus. (Min 1.)
As a reaction, when you or a creature you can see would make a saving throw, you let loose a bracing howl. Select creature gains proficiency in the saving throw if they were not already. This bonus lasts until the end of the current turn.
Once you have used each of this feat’s abilities once, you must complete a rest before you can use them again.
Intense Focus
Category: General
Requires: Level 8+
You have practiced casting Brawl or Special Techniques in the midst of combat, learning techniques that grant you the following benefits:
- You have advantage on constitution checks that you make to maintain concentration on techniques when you are maintaining two or more of them at the same time.
- Select one technique you know of Paradise Rank or lower that you must concentrate on. When you cast this technique at its base rank, you do not need to spend energy to maintain concentration at the beginning of each of your turns. You can switch this energy when you complete a long rest.
- When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a Brawl or Special technique at the creature, rather than making an opportunity attack. The Technique must have a casting time of 1 action, must require a Brawl or Special attack, be Paradise rank or lower and must target only that creature.
Lightly Armored
Category: General
You have trained to master the use of light armor, gaining the following benefits:
- Increase your Dexterity score by 1, to a maximum of 20.
- While you are wearing light armor, increase your AC by +2.
- While wearing light armor, you gain B/P/S DR equal to the armor bonus granted by the light armor plus your DEX modifier.
- While you are wearing light armor, your speed increases by 10 feet.
Maneuverable
Category: General
You’ve learned that you are at your best when you’re on the move. You gain the following benefits:
- Your speed increases by 10 feet.
- When you would make a Dexterity saving throw, you gain a +2 bonus to the save.
- Once per turn, when you move at least 10 feet, you gain a 1d4 bonus to your next attack roll before the end of the current turn.
- When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
Mobile
Category: General
You are exceptionally speedy and agile. You gain the following benefits:
- Your speed increases by 10 feet.
- You can Dash as a Bonus action.
- Your movement speed cannot be reduced below half as a result of a technique, feature, feat, or trait. Your movement speed can still be affected as a result of a condition such as Restrained or grappled.
- You gain advantage on saving throws and checks to resist the grappled or restrained conditions.
- You ignore naturally occurring difficult terrain.
Moderately Armored
Category: General
Requires: Proficiency with Light Armor
You have trained to master the use of medium armor, gaining the following benefits:
- You gain proficiency with medium armor. If you are already proficient with medium armor, instead increase your Strength or Dexterity score by 1, to a maximum of 20.
- Increase B/P/S Damage Reduction by your proficiency bonus.
- While you are wearing medium armor, you can add up to 4, rather than 2, to your AC if you have a Dexterity of 16 or higher.
- Wearing Medium armor does not impose any penalty to Dexterity (Stealth) checks.
Tavern Fighter
Category: General
Your accustomed to the tavern scrap and have adapted your normal combat to incorporate it letting you use everyday objects in unforeseen ways. You gain the following Benefits;
- Increase your Strength score by 1, to a maximum of 20.
- You are proficient with improvised weapons, and you can choose to change the damage type of a Bludgeoning, Piercing, or Slashing improvised weapon to another type of those choices when you hit with them.
- Once per turn, when you attack with an improvised weapon, you may add a bonus equal to your intelligence modifier to the damage roll.
- You may replace a Brawl Technique's Weapon components with any item your DM considers a close enough replacement.
Quick Witted
Category: General
Great ideas come to you naturally, often when your life depends on it. You always have a plan, or at least parts of it. You gain the following benefits:
- Increase the Intelligence ability score by 1, to a maximum of 20.
- You can add your Intelligence modifier to your Wisdom modifier when making Initiative checks.
- When you would be forced to make a saving throw, you can instead make an Intelligence saving throw. You can use this effect twice per long rest
Resilient
Category: General
Choose one ability score. You gain the following benefits:
- Increase one ability score of your choice by 1, to a maximum of 20.
- You gain proficiency in saving throws using the chosen ability score.
Second Strike
Category: General
You’ve practiced performing your techniques in quick succession, learning techniques that grant you the following benefits:
- When you cast a Brawl or Special Technique with a casting time of 1 action, you may use your bonus action to cast a technique of the same type with the same casting time, the damage dealt by your Bonus Action technique is halved
- When you cast a Technique with a casting time of a bonus action, you can reduce the cost by half as long as it is no higher level than your highest rank known.
- Once you’ve used either effect of this feat twice, you must complete a long rest before you can use it again.
Titan Strength
Prerequisite: 5th level
You possess strength that would rivals a giant, you gain the following benefits.
-Increase your Strength by 1 to a maximum of 20
-You count as one size larger for when you make the trip, grapple and shove action. If you have a Strength score of 18 or higher you count as two sizes larger
-You double your throwing range when using strength
-You gain advantage on any Strength (Athletics) check that involves lifting something bigger than yourself
Titan's Power
Prerequisite: Strength 16
*Your immense strength allows you to wield heavy weapons with a single hand effortlessly.* You gain the following benefits:
- Increase your Strength score by 1, to a maximum of 20
- You gain proficiency with 3 melee weapons (not exotic) with the Heavy Property.
- You can remove the detrimental two-handed property from a single heavy weapon of your choice.
- When you miss with a melee weapon attack with a weapon with the Heavy property, the creature takes damage equal to your strength modifier. This damage is of the same type as the weapons damage.
Simple Melee Weapon Mastery
Category: General
You've practiced tirelessly with what others would barely call weapons and you're here to prove them wrong. You gain the following:
- Increase your Strength score by 1, to a maximum of 20.
- You gain proficiency with simple melee weapons if you did not already possess it.
- Increase the die size done by Simple Melee weapons by one.
Simple Ranged Weapon Mastery
Category: General
Who needs longbows when a slingshot will do? You've mastered the use of simple ranged weapons. You gain the following:
- Increase your Dexterity score by 1, to a maximum of 20.
- You gain proficiency with all simple ranged weapons if you did not already possess it.
- Increase the die size done by Simple Ranged weapons by one.
- Additionally choose one of the following effects that you benefit from. This must be chosen upon gaining this feat: The short and long ranges of your Simple Ranged weapons are increased by 15/30, or, you do not have disadvantage when making an attack with a Simple Ranged weapon while within 5ft of the target.
Melee Martial Mastery
You've studied all common forms of advanced weaponry. You gain the following:
- Increase your Strength score by 1, to a maximum of 20.
- You gain proficiency with melee martial weapons.
- Upon gaining this feat choose one martial weapon. You treat that weapon as if it was one tier higher in terms of damage and attack rolls. For example, a basic weapon would be treated as a +1 weapon. A +1 weapon would be treated as a +2, etc. This does not effect crafting.
Martial Ranged Weapon Mastery
Category: General
More Firepower, you've mastered the use of Martial ranged weapons. You gain the following:
- Increase your Dexterity score by 1, to a maximum of 20.
- You gain proficiency with Melee Ranged Weapons if you did not already possess it.
Martial weapons you use ignore the Misfire property.
- Additionally choose one of the following effects that you benefit from. This must be chosen upon gaining this feat:
The short and long ranges of your martial ranged weapons are increased by 15/30, or, you do not have disadvantage when making an attack with a martial ranged weapon while within 5ft of the target.
Exotic Melee Mastery
You've learned to appreciate the foreign and exotic weapons. You gain the following:
- You gain proficiency with Melee Exotic Weapons.
- Choose an Exotic Melee Weapon type while wielding a weapon of this type it is treated as if it had the "Enhanced" property even if it does not possess it.
Exotic Ranged Mastery
You've learned to appreciate the foreign and exotic weapons. You gain the following:
- You gain proficiency with Ranged Exotic Weapons.
- Choose an Exotic Ranged Weapon type while wielding a weapon of this type it is treated as if it had the "Honed" property even if it does not possess it.
Track Star
Your abilities on and off the field are that of wondrous tales. When you arrive on the scene, all eyes are on you. They know they are in for quite the show! By taking this feat you gain the following benefits:
- Increase your Dexterity score by 1, to a maximum of 20.
- You gain a +5 bonus to checks involving Athletics or Acrobatics. This choice cannot be changed later.
- Your movement speed increases by 15 ft
Tavern Fighter (Garu)
Category: General
You're accustomed to the tavern scrap and have adapted your normal combat to incorporate it letting you use everyday objects in unforeseen ways. You gain the following Benefits;
- Increase your Strength score by 1, to a maximum of 20.
- You are proficient with improvised weapons, and you can choose to change the damage type of a Bludgeoning, Piercing, or Slashing improvised weapon to another type of those choices when you hit with them.
- Once per turn, when you attack with an improvised weapon, you may add a bonus equal to your strength modifier to the damage roll.
- You may replace a Brawl Technique's Weapon components with any item your DM considers a close enough replacement.
Shield Master (Garu)
You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:
- Increase your Strength score by 1, to a maximum of 20.
- If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
- If you aren't incapacitated, you can add half your shield's DR bonus to any Dexterity saving throw you make against a technique or other harmful effect that targets only you.
- If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
Olympist Runner (Rain)
- All movement speeds increase by 10, including long jumps and high jumps.
- You start with 30 ft of climbing/swimming speed if you don't have it. Swimming speed is not available for devil fruit users.
- As a bonus action, you can use the dash action.
Fat Fit (Rain)
You are obese for your size, giving you enhanced durability for slower speed.
- You gain +1 to Constitution which exceed your maximum.
- Due to your thick nature, attacks have a harder time piercing you. You gain a +2 to your AC and 5 B/P/S DR.
- Since you are so large, you move slower than others your size. Your movement speed is halved.
Acrobat
Category: Skill
You become nimbler, gaining the following benefits:
- Increase your Dexterity score by 1, to a maximum of 20.
- You gain proficiency in the Acrobatics skill. If you are already proficient, you instead gain expertise.
- You reduce falling damage by half.
- Once per turn, when standing from prone, you do not spend movement and you may make an unarmed strike or melee weapon attack against a creature within range as a part of your movement used to stand from prone.
- As a bonus action, you can make a DC 15 Dexterity (Acrobatics) check. If you succeed, difficult terrain doesn’t cost you extra movement until the end of your next turn.
Actor
Category: Skill
Skilled at mimicry and dramatics, you gain the following benefits:
- Increase your Charisma score by 1, to a maximum of 20.
- You gain proficiency in the Performance Skill. If you are already proficient, you instead gain expertise.
- When your Charisma (Performance) check is 5 or higher than a non-hostile creatures Passive Insight, they gain 1 rank of Charm towards you, until the end of this conversation. They can only gain 2 ranks of charm towards you this way.
- If you have spent at least five minutes studying another creature's voice you have advantage on Performance or Deception checks when impersonating them.
- While performing, you can try to distract one humanoid you can see who can see and hear you. Make a Charisma (Performance) check contested by the humanoid’s Wisdom (Insight) check. If your check succeeds, you grab the humanoid’s attention enough that it makes Wisdom (Perception) and Intelligence (Investigation) checks with disadvantage until you stop performing.
Animal Handler
Category: Skill
You master the techniques needed to train and handle animals. You gain the following benefits:
- Increase your Wisdom score by 1, to a maximum of 20.
- You gain proficiency in the Animal Handling skill. If you are already proficient, you instead gain expertise.
- By spending 6 DT with a normal animal that is size small or lower you can make a DC 20 animal handling check. On a success you bond with the animal. It becomes permanently loyal to you unless you do something egregious to break you bond. Bonding with a new animal breaks any previous bonds.
- By spending 3 DT you can attempt to teach a bonded animal a new trick that does not deal damage such as come, sit, search. Make a DC 20 animal handling check, on a success it learns the trick.
- You can use a Bonus Action on your turn to command your bonded animal within 60 feet of you that can hear you.
Brawny
Category: Skill
You’ve become stronger, gaining the following benefits:
- Increase your Strength score by 1, to a maximum of 20.
- You gain proficiency in the Athletics skill. If you are already proficient, you instead gain expertise.
- Once per rest, you may make a Strength based ability or skill check, attack roll or saving throw at advantage.
- You double the range increments of thrown weapons that require Strength to use.
Burglar
Category: Skill
You pride yourself on your quickness and your close study of certain clandestine activities. You gain the following benefits:
- Increase your Dexterity score by 1, to a maximum of 20.
- You gain proficiency with a Lock Picking Tools or Sleight of Hand (Pick one). If you already have proficiency with it you gain expertise instead
- Creatures who are further than 30 feet from you while you are using your Lock Picking Tools or making a Sleight of hand check to pick a lock, steal something have a -5 penalty on Perception or Insight checks to see what you are doing.
- As a bonus action, you can attempt to pickpocket or pick a lock.
Charming Persona
Category: Skill
You’ve mastered the art of charming those around you, gaining the following benefits:
- Increase your Charisma score by 1, to a maximum of 20.
- You gain proficiency in the Persuasion skill. If you are already proficient, you instead gain expertise.
- You are skilled in gathering information through conversation, without asking a single question. By spending 10 minutes gathering information in a new place, you become aware of all current rumors and potentially important people you should be on the lookout for.
- If you spend 1 minute talking to someone, you can make a Charisma (Persuasion) check contested by a creature’s passive insight. If you or your companions are in combat with the creature, you automatically fail. On a success, the target gains 2 ranks of charmed for you as long as it remains within 60 feet of you for the next 10 minutes.
Intense Energy
Category: Skill
Your have an immense control over your energy, even able to overwhelm others with it. You gain the following benefits:
- Increase your Constitution score by 1, to a maximum of 20.
- You gain proficiency in the Endurance skill. If you are already proficient, you instead gain expertise.
- You release an aura of Energy indicative of your combat ability. When making a Charisma (Intimidation) check, you may make a Constitution (Endurance) check instead.
- Once per short rest you may add a 1d4 to any Endurance check you make.
Perceptive
Category: Skill
You hone your senses until they become razor sharp. You gain the following benefits:
- Increase your Wisdom score by 1, to a maximum of 20.
- You gain proficiency in the Perception skill. If you are already proficient, you instead gain expertise.
- Being in a lightly obscured area doesn’t impose disadvantage on your Wisdom (Perception) checks if you can both see and hear.
- You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
- If you can see a creature’s mouth while it is speaking a dialect you understand, you can interpret what it’s saying by reading its lips.
Field Medic
Category: Skill
You are an able medic, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:
- Increase your Wisdom score by 1, to a maximum of 20.
- You gain proficiency in the Medicine skill. If you are already proficient, you instead gain expertise.
- When you make a medicine check to stabilize a dying creature, on a success, you remove one failed death saving throw.
- When you would beat the stabilization DC by 5 or more, the target creature also regains 1 hit point becoming conscious.
- Once per creature per encounter when using a restorative item you may increase the amount of Energy or Health healed by one die.
Historian
Category: Skill
Your study of history rewards you with the following benefits:
- Increase your Intelligence score by 1, to a maximum of 20.
- You gain proficiency in the History skill. If you are already proficient, you instead gain expertise.
- When you take the Help action to aid another creature’s check, you can make a DC 15 Intelligence (History) check. On a success, that creature’s check gains a bonus equal to your Intelligence modifier, as you share pertinent advice and historical examples.
- As an action on your turn or as a reaction to seeing a creature for the first time, select one creature you can see you can. Make an Intelligence (History) check vs a DC (8 + Creatures level). On a success, you become aware of this creature primary technique type or method of combat as you recall reading or researching about them. You can only use this feature on a creature once per long rest. On a failure, you cannot immediately recall anything about them.
Master of Disguise
Category: Skill
You have honed your ability to shape your personality and visage into that of others with a surprising level of detail. You gain the following benefits:
- You gain proficiency with the Disguise Kit.
- You gain proficiency with the Performance skill.
- You can make Charisma (Performance) checks in place of Deception checks,
- When you are mimicking a creature, you have advantage on performance checks made to impersonate that creature.
- Reduce the time it takes to make a disguise when using a disguise kit by a factor of up to 10. Plain disguises now only take 1 minute. Elaborate disguises now only take 10 minutes, and exquisite disguises now only takes 1 hour.
Practiced Adept
Category: Skill
You have acquired skills over your career, gaining the following benefits:
- Increase an ability score of your choice by 1, to a maximum of 20.
- You gain proficiency in any combination of three skills or tools of your choice.
- You can take this feat multiple times.
Quick Fingered
Category: Skill
Your nimble fingers and agility let you perform sleight of hand. You gain the following benefits:
- Increase your Dexterity score by 1, to a maximum of 20.
- You gain proficiency in the Sleight of Hand skill. If you already have proficiency in Sleight of Hand, you may add a 1d4 to any Dexterity (Sleight of Hand) skill checks you make.
- You can perform a Sleight of hand check as a bonus action.
- Your skills in thievery are so great that you can even pickpocket or plant something up to 30 feet away.
- As a reaction to a creature making a weapon attack targeting you, you can make a Dexterity (Sleight of hand) check vs the targets attack roll. On a success, you disarm them so quickly that they are unaware you have disarmed them. Their attack becomes an unarmed attack. They don’t become aware that they have been disarmed until the end of their turn.
Stealthy
Category: Skill
You know how best to hide. You gain the following benefits:
- Increase your Dexterity score by 1, to a maximum of 20.
- You gain proficiency in the Stealth skill. If you are already proficient, you instead gain expertise.
- You can perform the Hide action as a bonus action.
- You gain a +5 bonus to Dexterity (Stealth) checks.
- Creatures have a -5 penalty to Wisdom (Perception) checks and their passive Perception to search for or spot you, while you are hidden from them.
Menacing
Category: Skill
You become fearsome to others, gaining the following benefits:
- Increase your Charisma score by 1, to a maximum of 20.
- You gain proficiency in the Intimidation skill. If you are already proficient, you instead gain expertise.
When you are speaking to or staring at a non-hostile creature who is both lower level than you and their passive insight is less than your passive intimidation, you can choose to make them feel uneasy around you and slightly on edge. While they are not afraid of you, they have a sense of dread in regards to you. They are more inclined to avoid or not interfere with you. This does not work if your actions or intent seems to be at odds with the creatures in question goal, ambition, drive or mission.
- As a bonus action on your turn, you can attempt to demoralize one non-undead, non-construct, creature you can see within 30 feet of you that can see and hear you. Make a Charisma (Intimidation) check contested by their Wisdom (Insight) check. If you succeed, the target is demoralized. A demoralized target takes a -1 penalty to attack rolls and non-Wisdom ability checks and skill checks. This can stack up to 5 times. A demoralized creature at the end of each of their turns make a Wisdom check vs your Special save DC. On a success they are no longer demoralized. Otherwise, a creature is no longer demoralized if and when the source of its demoralization can no longer be perceived by them. Using this on a non-hostile creature does not provoke combat.
Knowledge of the Old World
Category: Skill
You have trained your eyes to read the properties of artifacts you may come across.
- Increase your Intelligence score by 1, to a maximum of 20.
- You gain proficiency in the Artifact Knowledge skill. If you are already proficient, you instead gain expertise.
- You can add a 1d4 bonus to Intelligence (Artifact Knowledge ), Intelligence (History) checks made to recall information about ancient civilizations, legendary figures, or historical events related to artifacts.
- You can spend 10 minutes examining an artifact to gain profound insights into its properties and potential uses. You gain advantage on all ability checks and saving throws related to using or interacting with the artifact for the next hour.
Investigator
Category: Skill
You have an eye for detail and can pick out the smallest clues. You gain the following benefits:
- Increase your Intelligence score by 1, to a maximum of 20.
- You gain proficiency in Investigation. If you are already proficient, you instead gain expertise.
- You can take the Search action or make an Intelligence (Investigation) check as a bonus action.
- When you make an Intelligence (Investigation) check, if your result is 5 or higher than the DC, you gain additional information or clues into the given mystery or situation.
- By spending 10 minutes studying an area the size of a small room, you can begin to see echoes of the last 24 hours in the given area. This echo plays in your mind as if watching a movie backwards and all the actors are featureless humanoid figures which you cannot attribute a name or face to. This scene plays out in its entirety, and you can rewind, slow down, or speed up this echo at will. You cannot replay an echo if 24 hours has passed. While viewing this echo, you can make Intelligence (Investigation) checks of varying difficulty set by the DM to gather information from the echo based on what’s happening.
Deductive Insight
You are exceptionally deductive, your insight becomes unmatched. You gain the following benefits:
- Increase your Wisdom score by 1, to a maximum of 20.
- You gain proficiency in Wisdom (Insight) skill checks, if you already have proficiency, you instead gain expertise. Additionally, you gain a +5 bonus to your passive Insight.
- You can use your action to try to get uncanny insight about one humanoid you can see within 30 feet of you. Make a Wisdom (Insight) check contested by the target's Passive deception. On a success, you become aware of any Mental Conditions or illusions effecting them. This informs you if they are afraid of, enamored by, in love with or even loath something or someone. You also gain a clue as to who or what that thing or person is.
- You are aware of any spoken lie from a humanoid within 30ft of you for 10 minutes once you have successfully caught them lying.
Practiced Expert
Category: Skill
You have honed your proficiency with particular skills or tools, gaining the following benefits:
- Increase an ability score of your choice by 1, to a maximum of 20.
- You gain proficiency in one skill or toolkit of your choice. If you have proficiency in the chosen toolkit or skill, you instead gain expertise in that kit or skill.
- You can take this feat multiple times.
Navigator (Balistik)
Category: Skill
You have a near expert skill when it comes navigating the seas. You gain the following benefits:
Increase your Intelligence score by 1, to a maximum of 20.
You gain proficiency in navigation checks, If you already have proficiency you gain a 1d4 bonus to all navigation checks.
The DC Threshold for attuning for log poses are reduced by 50.
You can always tell what direction you’re facing, And you have advantage on navigation checks for arriving to a place you’ve been before.
Unconventional Problem Solver (Nobody)
You've learned to circumvent issues some might struggle on with you own kind of thinking.
- Increase one of your stats by 1 up to maximum of 20
- Choose a physical(str, dex, con) or mental(int, wis, cha) stat and then choose a skill you are proficient in or have expertise in that use the stat section you chose. For this skill you can use whatever stat you chose as the modifier instead of the original. For example, if you chose a physical stat then you have to choose a skill you are proficient in within the physical stat section(endurance , stealth etc).
Alchemical Savant (Sprout)
You've begun to dabble within tomes for crafting anything that would seem "out of the ordinary" from other people.
- Your Intelligence or Wisdom increases by 1 which cant exceed your maximum
- You gain proficiency in Alchemist's tools. If you have proficiency in them already, you add 1d4 to any check you make with Alchemist's tools.
- Any crafting goal that requires alchemist's tools has it's DC reduced by 5.
- Your crafting yields extra results. Whenever you create something with Alchemist's tools, roll 1d20. On an 14 or higher, you gain another of the same consumable you just made.
Quick Feint (FLUFFY JESUS)
Category: Skill
Your have an immense control over your energy, even able to overwhelm others with it. You gain the following benefits:
Increase your Dexterity score by 1, to a maximum of 20.
- You may use your Acrobatics in place of Athletics checks
- If you are already proficient, you instead gain expertise. If you already have expertise, you may gain 1d4 + Half your Level to Acrobatics check.
- You have nimble reflexes indicative of your combat ability. Learning to shift your bodies mass in specific ways to ensure your target, When making an attack, You can make contested Acrobatics check against the targets AC on a success your attacks conditional effects overcome immunity and resistance.
Ludicrous Strength (PBTENCHI)
Prerequisite: Brawny feat, strength of 20, 4th level
Your carrying capacity and the weight you can push, drag, lift and throw is multiplied by 10, and again for every 3 levels above 0.
When you would roll a 7 or less on the die on an Athletics check you can treat it as if you rolled a 8 instead
Your attacks gain the siege weapon property, meaning you deal double damage to inanimate objects and structures.
Whenever you would forcibly move a creature, you can move it twice as far.
Weaponsmith
Category: Crafting
Mastering the art of weapon craftsmanship sets you apart. You gain the following benefits:
- Increase your Strength, Dexterity, or Intelligence score by 1, to a maximum of 20.
- You gain proficiency with Weaponsmith's Tools. If you are already proficient, you may add 1d4 to related checks.
- When performing Weaponsmith DT activity, the Smithing Goal is always 10 lower than normal. Additionally, you lower the DC required to upgrade weapons by 1.
- When Weaponsmithing, add 5 Points to your crafted base upgrade limits instead of the normal tier amount.
Armorsmith
Category: Crafting
Unlock the secrets of armor creation and modification with the Armorsmith feat. You gain the following advantages:
- Increase your Constitution, Strength, or Intelligence score by 1, to a maximum of 20.
- You gain proficiency with Armorsmith's Tools. If you are already proficient, you may add 1d4 to related checks.
- When performing the Armorsmithing DT activity, the Smithing Goal is 10 lower than normal. Additionally, the DC required to upgrade armor is reduced by 1.
- When Armorsmithing, add 5 upgrade points to your base upgrade limits.
Armor Master
Category: Crafting
Requires: Armorsmith Feat, Level 8+
Become a legend in armor creation with the Armor Master feat. You gain the following advantages:
- You can identify specialty armor a creature is wearing without making a check. After holding or closely inspecting it for five minutes, you can determine its properties.
- When performing Armorsmithing DT activity, the Smithing Goal is always 10 lower than normal (combined with Armorsmithing feat for a total of 20). Additionally, the DC to upgrade armor is reduced by 4, on top of the reduction granted by the "Armorsmith" feat.
- When Armorsmithing, add 3 additional points to all crafting limits.
Enginecraft
Category: Crafting
Prerequisite: Level 12
You've delved into the same training that Craftsmen under-go, and learn the secret to crafting an engine. By spending 8 DT and 80,000 Beli, you can craft an engine for use as a material component when crafting armor, weapons and ships.
Oceanographer
Category: Crafting
You have an eye for the oceans waves and patterns and are able to map them. You gain the following:
- Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
- You gain proficiency with Cartography Tools, if you already have proficiency with Cartography Tools or would gain it later you gain 1d4 to checks made with them.
- You can perform the reset Log Pose DT or Mapping activity once per game week at no DT cost.
Cartographer
Category: Crafting
Requires: Oceanographer
Your mapping abilities apply to the lands you've visited as well.
- When performing the Mapping DT activity you no longer need to be at the island you're mapping. It can be done for any island you've previously visited.
- Your maps can now provide details about the landscape of their target island. When a finished map is on your person, you gain advantage to Nature or Survival checks on that island. - The threshold for completing a map is reduced by 10.
Locksmithing
Category: Crafting
You know the way of breaking into a lock above the rest of the ruffians. You gain the following:
- Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
- You gain proficiency with Lock Smith's Tools, if you already have proficiency with Lock Smith's Tools or would gain it later you gain 1d4 to checks made with them.
- When you perform the larceny DT activity your locksmithing Goal to do so is always 5 lower than normal. Additionally Once per game week you can perform a lockpicking DT activity at no cost.
Lock Whisperer
Category: Crafting
Requires: Locksmith Feat, Level 8+
Your understanding of locks is told in myths and legends. You gain the following:
You are able to understand locks on a deeper level and you can almost tell what is inside a chest before even opening it . When you perform the Locksmith DT activity you can Lower locksmithing Goal by additional 5 lower than normal. (Paired with LockSmith feat total (10) Also When you perform the Locksmithing DT activity you may also add One additional Item from the existing loot table to any chest open once per game week.
Green Thumb
You know the way around the garden, identifying plants and discovering new species is your thing. You gain the following:
- You gain +1 to your Intelligence, Wisdom or Dexterity score, to a maximum of 20.
- You gain proficiency with Botanist's Tools, if you already have proficiency with Botanist’s Tools or would gain it later you gain 1d4 to checks made with them.
- When you perform the Botany DT activity your Botany Goal to do so is always 5 lower than normal.
- Once per day you can perform a Botany DT activity at no cost. (Note this Does NOT stack with Crafter Feat)
Botanist
Category: Crafting
Requires: Green Thumb Feat, Level 8+
Your study of Botany has shown you plant-life and plant-care on a much deeper level.
- When you perform the Botany DT activity to mature a plant you can subtract an additional 5 from the total threshold.
- Rather than requiring 5 x Tier Plants to extract a seed, you only need 2 x Tier.
- When you perform the Botany DT activity, once per week you may choose one planter you have and increase its harvest yield by one die step larger than it is. (D6s instead of D4s for most plants. D10s instead of D8s for mushrooms.)
Fisher
Category: Crafting
You dabble in ocean fishing in your free time allowing you to gain access to some unique finds.
- +1 to Dex, Wis, or Str of your choice to a maximum of 20.
- You gain proficiency with Angler’s Tool, if you already have proficiency with Angler's Tools or would gain it later you gain 1d4 to checks made with them.
- Furthermore when you roll on the Catch table you can roll twice on the instead of once, and can choose either roll
- When making an Angler's Tools check to attempt to catch a fish, subtract 5 from the DC.
Master Angler
Category: Crafting
Requires: Fisher, Level 4
Your time spent fishing has allowed you to master the trade giving you insight on the best spots to fish.
- The 1d4 bonus you gain from the Fisher feat now becomes a 1d6.
- When you roll on the catch table you can choose one slot higher or lower than your actual roll.
- When you catch something you gain an additional 1d4 amount of the fish caught instead of 1.
- When making an Angler's tools check to attempt to catch a fish, subtract an additional 5 from the DC.
Shipwright
Category: Crafting
You know how to build and expand the capabilities of a ship. You gain the following:
- You gain a +1 to your Strength,
or Intelligence scores, to a maximum of 20.
- You gain proficiency with Carpenter's Tools, if you already have proficiency with Carpenter's Tools or would gain it later you gain 1d4 to checks made with them.
- You subtract (10 x Tier) from the Crafting Goal of a ship you’re building.
- When crafting or working on a ship, you gain 5 additional BP to work with.
Naval Smith
Category: Crafting
Requires: Shipwright’s Feat, Level 8+
You have mastered the art of building ships. You are capable of building some of the greatest ships the world has ever seen. You gain the following:
- When you perform the Shipbuilding DT activity you can build ships with a Shipwright Goal to do so is additionally 10 lower than normal.
- When you perform the Shipwright DT activity you may also add Six additional points (instead of 5) to all your Ship limits. Your ship also gains an additional expansion.
Flag Weaver
Category: Crafting
You are able to create flags that instill loyalty and confidence in a crew
- Increase your Charisma, Wisdom, or Dexterity score by 1, to a maximum of 20.
- You gain proficiency with Weaver's Tools, if you already have proficiency with Weaver's Tools or would gain it later you gain 1d4 to checks made with them.
- You can lower the total goal of any weaver DT by 10 lower than normal.
Flag Mastery
Category: Crafting
Requirement: Level 8
You are able to create flags with immense powers beyond normal understanding. You have mastered the art of weaving flags togethers and the mastery of colors.
- You can now lower the total goal of any weaver DT by 10 lower than normal.
- You may add one additional color to your flag on the color wheel making it a total of four.
Chef
Category: Crafting
You are able to work wonders in the kitchen and most people don't even come close to your skills with the skillet.
- Increase your Intelligence, Dexterity, or Wisdom score by 1, to a maximum of 20.
- You gain proficiency with Cooking Tools. If you already have proficiency with Cooking Tools, you instead gain expertise. If you already have expertise, you instead gain a 1d4 bonus to skill checks you make with your Cooking Tools.
- You can lower the total DC of any desired Star Meal by 5 lower than its requirement.
Master Chef
Category: Crafting
Requires: Chef Feat, Level 8+
You are the kitchen, it doesn't exist without you and when you're not there the food just isn't the same. You have spent hours of blood sweat and tears to get this far and your skills match that level of effort.
- You can lower the total DC of any desired Star Meal by 5 lower than its requirement. This bonus stacks onto the benefit given by the "Chef" feat.
- You gain a d6 Bonus to skill checks you make with Cooking Tools.
- As a Master chef, you have mastered the skill of using all and every resource you have available to create a meal. When you create a meal, you can create the same meal again at no cost immediately thereafter.
Poison Maker
Category: Crafting
You have learned the secrets to making posion's with deadly efficiency, You gain the following:
- Increase your Wisdom or Intelligence by 1, to a maximum of 20
- You gain proficiency in Poisoner's kits if you already have proficiency with Poisoner's kits or would gain it later you gain 1d4 to checks made with them.
- You decrease the crafting goal of any poison you make by 10
- You reduce the cost of any poison you make equal to 1/5 the normal cost
Alchemist
Category: Crafting
You have learned how to optimize the Alchemical process into a fin art, You gain the following:
- Increase your Wisdom or Intelligence by 1, to a maximum of 20
- You gain proficiency in Alchemist's Kit if you already have proficiency with Alchemist's Kits or would gain it later you gain 1d4 to checks made with them.
- You decrease the crafting goal of any potion you make by 10
- You reduce the cost of any potion you make equal to 1/5 the normal cost
Crafter
Category: Skill
You have a knack for crafting; you work with greater efficiency and produce goods of higher quality. You gain the following benefits:
- Increase your Strength, Intelligence or Wisdom score by 1, to a maximum of 20.
- You gain proficiency in one Tool of your choice. If you are already proficient, you instead gain expertise. Once per day you can perform a Crafting DT activity at no DT cost.
Gardener
Category: Skill
You’ve learned to cultivate plants and are an expert in its practice, gaining the following benefits:
- Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
- You gain proficiency with the Herbalist Kit. If you are already proficient, you instead gain expertise.
- You gain a 1d4 bonus when attempting to identify the properties of a plant.
- Over the course of any short rest, you can create one Tier I Green Pop of your choice which has no sell value and cannot be planted or combined for the purposes of the Botany DT activity. This Green Pop withers away after 8 hours time.
Genius Toolist
Category: Crafting
You have spent prolonged use with a toolkit, making you a genius when using it. You gain the following benefits:
- Increase your Intelligence score by 1, to a maximum of 20.
- You gain proficiency with any one Toolkit. If you are already proficient, you instead gain expertise.
- Whenever you would use the Toolkit to make a skill check, you can use your Intelligence in place of any other Ability modifier.
- As an action, when viewing a construct, you may make an Intelligence ability check vs a DC (5 + Targets level (if any). On a success, you become aware of any Vulnerabilities it may have (if any).
- If you are viewing a Structure for at least 10 minutes per building size category, you can make an Intelligence Ability check vs a DC 8 + the Size Category of the structure (Small building: 3, Medium Building: 5, Large Building: 7, Huge Building: 9, Gargantuan building: 11). On a success, you become aware of one.
Herbalist
Category: Crafting
You are adept at harnessing the useful properties of herbs and other plants. You gain the following benefits:
- Increase your Intelligence score by 1, to a maximum of 20.
- You gain proficiency in Nature. If you are already proficient, you instead gain expertise.
- You can apply natural cures and medicines to heal your allies. So long as you are near a variety of plants and natural foliage you can make an Intelligence (Nature) check in place of a Medicine check.
- If you are in wilderness, you can treat the surrounding natural foliage as if you have a Medicine kit with 3 charges.
- Over the course of a short rest, you can make an Intelligence (Nature) check to search for special plants which can be used to create a special salve which you or another creature can consume or apply to another willing creature as an action. The DC to find the plants needed to create the salve are listed in the Herbalist chart at the end of this feat. If you succeed on the check, you pick one of the salves you want to make that has a DC lower than or equal to your checks result. You can only make one Salve per rest. You can only have a number of salves equal to your proficiency bonus at any given time. If you ever gain an extra salve, one of the previous salves lose potency and becomes inert. You can only find special plants for these salves in any given location within 10 miles twice per month.
Herbalist Chart
> DC Salve Name Effect
> 10 Bitter Salve End the Poisoned condition or cure one poison effect and recover 2d10 + 4 Hit points.
> 12 Sweet Salve Ends the Disrupted Condition to and recover 2d6 + 4 Energy points.
> 15 Gelatinous Salve Select one damage type. You reduce all damage inflicted by that damage type by 5 for 1 minute.
> 17 Sour Salve End the Charmed or Feared condition and recover 2d12 + 12 hit points.
> 20 Tangy Salve End the Stunned or Paralyzed condition and recover 2d8 + 12 Energy points.
> 22 Salty Salve Regain 1d4 + 1 hit points at the end of each of your turns for 1 minute.
> 25 Rock Salve You gain resistance to all damage for 1 minute.
> 27 Taffy Salve Your AC becomes 15 + Your proficiency bonus for 1 minute if it is lower than the result. Your AC cannot be reduced below this value for the duration.
> 30 Omni Salve Select two of any previous Salves and combine their effects.
Cursed Smith
Category: Crafting
Prerequisites: Level 8, Weaponsmith Feat
You’ve learned how to craft weapons cursed by the sea, Giving them the ability to create devil fruit infused weapons.
You gain a +1 to Strength or Intelligence ability score to a max of 20.
You are now able to craft weapons with a cursed fruit and meet the requirements to the Devil Smithing crafting requirements.
Meito Armorer
Requires: Armorsmith Feat, Level 8+
Master the art of armor creation and elevate your craft to the status of Meito with the Armor Master feat. You gain the following advantages:
- You can discern if a creature is wearing Meito-grade armor without making a check. After holding or closely inspecting it for five minutes, you can determine its properties.
- When performing Armorsmithing DT activity, the Smithing Goal is always 10 lower than normal (combined with Armorsmith feat for a total of 20).
- Additionally, you lower the DC required to upgrade armor by an additional 4, on top of the reduction granted by the "Armorsmith" feat.
- When Armorsmithing, you may add three additional crafting slots to your armor and gain access to a single Tier 3 upgrade and One property. The Tier 3 upgrade and property doesn't count towards your property limit.
-You now gain the ability to craft Meito Armor by spending 3DT and start the process of crafting by following the material and crafting cost of the tiered Meito item you are creating as specified in the Meito section of the One Journey Source Book. Upon creating your armor, you may add 1 T4 property that your armor qualifies for that doesn't count towards your upgrade limit.
Meito Forger
Category: Crafting
Requires: Weaponsmith Feat, Level 8+
Elevate your weapons to mythical status with the Meito Forger feat. You gain the following advantages:
- You can discern if a creature is wielding a Meito without making a check. After holding or closely inspecting it for five minutes, you can determine its properties.
- When performing Weaponsmith DT activity, the Smithing Goal is always 10 lower than normal (combined with Weaponsmith feat for a total of 20).
- Additionally, you lower the DC required to upgrade weapons by an additional 4, on top of the reduction granted by the "Weaponsmith" feat.
- When Weaponsmithing, you may add three additional crafting slots to your weapon and gain access to a single Tier 3 upgrade and One property. The Tier 3 upgrade and property doesn't count towards your property limit.
- You now gain the ability to craft Meito Weapons by spending 3DT and start the process of crafting by following the material and crafting cost of the tiered Meito item you are creating as specified in the Meito section of the One Journey Source Book. Upon creating your weapon, you may add 1 T4 property that your weapon qualifies for that doesn't count towards your upgrade limit.
Hyperactive
Category: Energy
You have a vast reserve of energy flowing through your veins. You gain the following benefits:
- Increase your Constitution score by 1, to a maximum of 20
- When you roll a Energy Die to regain Energy points, you treat all 1’s as 2’s.
Your Energy point maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your Energy points maximum increases by an additional 1 Energy point.
- As a full turn action, you can draw Energy the well of Energy within yourself. You can spend a number of Energy die up to your level. When you do, roll all Energy die spent, gaining Energy points equal to the result. You then gain 1 rank of exhaustion for the next hour.
Super Ultra Hyperactive
Category: Energy
Requires: Hyperactive, Level 8+
The energy reserves you have, are significantly more voluminous than previously thought. You gain the following benefits;
- Increase your Constitution score by 1, to a maximum of 20.
- Your Energy point maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your energy points maximum increases by an additional 1 energy point.
- Your energy point maximum cannot be reduced by any means.
- You gain resistance to Force damage.
Energy Overwhelming
Category: Energy
Your Energy's presence is enough to overwhelm foes in and of itself.
- Increase your Constitution score by 1, to a maximum of 20.
- Select between; Brawl or Special techniques. Techniques that you use that have one of the aforementioned keywords, that require a creature make a Saving throw, increases its save DC by +1.
- Your Energy is heavy and carries a weight unlike any other. Techniques of the chosen type of this feat that gives you temporary health, or damage reduction, you gain a number of additional temporary hit points or damage reduction equal to your Constitution modifier (min 1.) + your proficiency bonus.
Innate Guidance
Category: Energy
You’ve learned to utilize your gift with Energy in a specific unique way. You gain the following benefits.
- Increase your Wisdom or Constitution score by 1, to a maximum of 20.
- Choose a skill in which you are proficient. When you make a skill check with the chosen skill, you can use your Wisdom or Constitution modifier in place of its original ability score.
- Techniques you encounter are far easier to deal with due to your unique quirks with Energy. When you would attempt to interrupt or dispel a Technique another creature casts or are currently concentrating on, you gain a 1d4 bonus towards any checks you make towards interrupting or dispelling their Technique.
- Techniques you cast are far more difficult to recognize, and therefore more difficult to plan against. When a creature would attempt to interrupt or dispel a Technique you cast or are concentrating on, they take a 1d4 penalty to any checks made to do either of those. In the case of "Counter Technique" being cast as a reaction to a technique you are casting, the opposing creature must still make an ability check as if you cast a technique higher than Paradise. The DC remains the same, following these ranks (Basic-1, Blues-2, Paradise-3)
Energy Conservation
Category: Energy
You have gained greater control over your Energy, gaining the following benefits:
- Increase your Constitution score by 1, to a maximum of 20.
- You may select 1 Technique you currently have. You cannot change this choice. That Technique now costs 2 less Energy to use (Min 1).
- You may select one class feature you currently have that costs Energy. You may use this feature at 0 cost, twice per long rest. If the feature selected can have its cost increased for a larger benefit, it cannot be selected as an option for this feat. If a feature has sub-features and/or multiple costs, pick one to apply this feat to.
- If you do not have a class feature that costs Energy, you instead gain 1 additional use of a class feature that would normally refresh when you complete a short or long rest. You cannot switch the feature that this feat benefits.
Strong Concentration
Category: Energy
Your mind and body are focused when they need to be granting you the following benefits:
- Increase your Constitution score by 1, to a maximum of 20.
- Select one Category of Technique between Brawl and Special. The cost to maintain concentration of a technique of the chosen type, is reduced by 1, to a minimum of 1.
- When you would successfully complete a short rest and spend 3 or more energy die, you regain 1 energy die at the conclusion of calculating how much energy you regain.
- You reduce energy damage you take by an amount equal to your proficiency bonus.
- You ignore the effects from a hostile creature or environment would increase the cost of techniques you cast or restrict you from casting techniques of a certain cost or rank.
Energy Resonance
Category: Energy
Your mastery over your internal energy allows you to resonate with the energy around you, enhancing your abilities and providing unique advantages in combat and beyond. You gain the following benefits:
- Increase your Constitution or Wisdom score by 1, to a maximum of 20.
- When you successfully hit a creature with an attack, you can channel resonant energy to disrupt its focus. The creature has disadvantage on concentration checks made as a result of taking damage from your attack.
- When you take the Dodge action, you can spend 2 Energy points to create an aura of harmonizing energy around you. Until the start of your next turn, any creature that hits you with a melee attack takes force damage equal to your Constitution or Wisdom modifier (your choice).
- As an action, you can release a pulse of resonant energy that helps to stabilize and invigorate your allies. You and all friendly creatures within 10 feet of you regain a number of hit points equal to 1d8 + your Constitution or Wisdom modifier (your choice). You can use this feature once per short or long rest.
BLOODTHIRSTY
Category: Combat
Prerequisite: Level 8+
You fight with reckless abandon, caring not of your own safety. You use your pain to fuel your attacks, causing your enemies even greater pain. You may die one day, but that day won’t be today. You gain the following benefits:
- When you would make an attack, you may spend 10 Energy. If you do, you may increase the critical threat range by +1. You may do this multiple times. Each time you do this, the next attack targeting you gains a bonus to its critical threat ranged equal to your bonus.
- When a creature within 5 feet of you misses you with a melee attack, you can use your reaction to cause the attack to hit you. You can immediately make a melee weapon attack against that creature. On a success, treat the hit as a critical.
- When a creature scores a critical hit against you with an attack, the next attack you make, before the end of your next turn, that hits the creatures who scored a critical hit against you, counts as a critical hit.
- If you score a critical hit as a result of this feature, you double all non-dice damage
FANATIC
Category: Combat
Every blow that hits your enemies make you feel closer to victory, making you shake in excitement. You gain the following benefits:
Select one of the following. Attacks made with the select type have a +1 critical threat range;
- Brawl Technique attacks
- Special Technique attacks
- Melee Weapon and Unarmed attacks.
- Ranged Weapon Attacks.
- When you score a critical hit on a creature that reduces their hit points to 0, you can spend your bonus action or reaction to make one additional weapon attack.
- Whenever a creature you can see within 30 feet is reduce to 0 hit points, you go into a fervor regaining hit points equal to 1d4 + your constitution modifier.
You can take this feat more than once, each time selecting the same or different attack type.
GRAPPLER
Category: Combat
You've honed your skills to excel in close-quarters grappling, making you a formidable opponent in any fight. You gain the following benefits:
- Once per turn, when you hit a creature with a melee attack, you can attempt to grapple them as a bonus action.
- You have advantage on attack rolls against a creature you are grappling.
- When you successfully grapple a creature, you can choose to pin them as part of the same action. To do so, make another grapple check immediately. If you succeed, the creature becomes restrained until the grapple ends.
- You can grapple creatures up to one size larger than you.
- When you are subjected to an effect that would move you or knock you prone, you can use your reaction to have advantage on the saving throw against the effect. If you already have advantage on the saving throw, you instead gain a +5 bonus to the roll.
SHARPSHOOTER
Category: Combat
You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
- Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
- Your ranged weapon attacks ignore half cover and three-quarters cover.
- Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
GREAT WEAPON MASTER
Category: Combat
You are a master of large weapons, delivering powerful strikes. You gain the following benefits:
- On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
- Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
RANGED WEAPON EXPERT
Category: Combat
Thanks to extensive practice with crossbows and one-handed firearms, you gain the following benefits:
- You ignore the loading quality of crossbows and one-handed firearms with which you are proficient.
- Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
- When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a hand crossbow or one-handed firearm you are holding.
PIERCER
Category: Combat
You have achieved a penetrating precision in combat, granting you the following benefits:
- Increase Dexterity or Strength: Increase your Strength or Dexterity score by 1, to a maximum of 20.
- Once per turn, when you hit a creature with an attack that deals piercing damage, you can reroll one of the attack’s damage dice, and you must use the new roll.
- When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes.
CRUSHER
Category: Combat
You are practiced in the art of crushing your enemies, granting you the following benefits:
- Increase Strength or Constitution: Increase your Strength or Constitution score by 1, to a maximum of 20.
- Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.
- When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn.
SLASHER
Category: Combat
You’ve learned where to cut to have the greatest results, granting you the following benefits:
- Increase Dexterity or Strength: Increase your Strength or Dexterity score by 1, to a maximum of 20.
- Once per turn when you hit a creature with a slashing weapon, you can reduce the speed of the target by 10 feet until the start of your next turn.
- When you score a critical hit that deals slashing damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls.
LUCKY
Category: Combat
You have inexplicable luck that seems to kick in at just the right moment. You gain the following benefits:
- You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the roll.
- You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker’s roll or yours.
- You regain your expended luck points when you finish a long rest.
DUAL SHOT
Category: Combat
You have mastered the art of wielding two ranged weapons simultaneously. You gain the following benefits:
- You can use two-weapon fighting even when the one-handed ranged weapons you are wielding aren't light.
- When you use the Attack action and attack with a ranged weapon, you can use a bonus action to attack with a different ranged weapon you are holding.
- You can reload two one-handed ranged weapons when you would normally be able to reload only one.
MASTER TACTICIAN
Category: Combat
Your keen mind allows you to outmaneuver and outthink your opponents. You gain the following benefits:
- You can take the Help action as a bonus action.
- When you take the Dodge action, you can move up to half your speed as part of the same action.
- Once per turn, when you hit a creature with a weapon attack, you can choose to add your Intelligence modifier to the damage roll.
RELENTLESS ASSAULT
Category: Combat
You are unyielding in battle, pressing the attack without hesitation. You gain the following benefits:
- When you take the Attack action, you can make an additional melee weapon attack as a bonus action.
- When you score a critical hit with a melee weapon attack, you can make one additional melee weapon attack immediately.
- When you reduce a creature to 0 hit points, you gain temporary hit points equal to your Constitution modifier (minimum of 1).
JUGGERNAUT
Category: Combat
You use your sheer size and strength to dominate the battlefield. You gain the following benefits:
- When you move through the space of a creature that is your size or smaller, that creature must make a Strength saving throw against your Brawl DC or be knocked prone.
- You have advantage on saving throws against being moved or knocked prone.
- When you move at least 20 feet straight toward a creature and then hit it with a melee attack on the same turn, that target must succeed on a Strength saving throw against your Brawl DC or be knocked prone.
IMPROVED CRITICAL
Category: Combat
Prerequisite: Level 12+
You learn how to capitalize on the faults in your opponent’s guard and control the flow of combat. You gain the following benefits:
Select one of the following. Attacks made with the select type have a +1 critical threat range;
- Brawl Technique attacks
- Special Technique attacks
- Melee Weapon and Unarmed attacks.
- Ranged Weapon Attacks.
- Your maximum critical threat range is increased to +5 for the chosen attack type. This is to overcome reductions to critical threat.
- When you score a critical hit, you add one additional damage die to the damage dealt.
- You can take this feat more than once, each time selecting the same or different attack type and adding one additional damage die to the damage dealt on a critical hit.
Alter Fate(Balistik)
You follow your idol or higher being, They grant you the ability to alter fate bit by bit.
Your intelligence or wisdom score increases by 1 to a maximum of 20.
Every long rest you start out with 3 Fate Dice, These dice can be used to reduce or increase the result of any saving throw, attack roll, or skill check. A fate dice is 1d4, but increases to a 1d6 at level 7, 1d8 at level 12, and 1d10 at level 17. (You can only use one dice on an instance of a single roll)
Silent Fighter (Egg)
You have trained yourself to become a silent fighter.
When you take this feat, choose one weapon you have proficiency in. This choice can't be changed later.
The weapon chosen gains the silent property and any techniques that would use this weapon become "silent". This means that any noise a technique would create with using this weapon is dampened.
As a bonus action, you can roll stealth against a targets AC. If you beat their AC, your next attack roll gains advantage.
Hasshoken Adept (Tghil)
Prerequisites: Level 5, Hasshoken Stance
Your mastery over the hasshoken stance has increased, allowing you to strike even harder up to the point that your fists feel like giant weapons.
- Your unarmed attacks gain an extra damage die to creatures affected by your shockwave.
- Your unarmed attacks count as having the deadly property.
- As a bonus action on your turn, you can reverberate shockwaves from your palm. When making unarmed attacks during this turn you can subtract 1d6 from the enemies AC for every attack until the beginning of the targets next turn.
- As a free action, you can change your unarmed damage to thunder damage. You can do this change a number of times equal to half your proficiency bonus rounded down and this recharges every long rest.
Beast-like Swordplay (Zero)
Prerequisites: 20 Con, 18 STR and Level 4
Description:
You have lost most of your human-like traits and run on all fours like a beast, you don't feel pain or emotion anymore.
- Passive/free action:
Your skin has become tough, from all the damage you took, you gain Universal DR equal to your Proficiency bonus.
- Action:
As an Action, you can use the dash action and at the end of the movement, if you are in range of a target make a 1 attack. With that attack you can have adv.
- Reaction:
Because of the loss of your human-like traits, to reduce the damage you take by 1d12+ prof, you can use this ability as the number of your prof bonus. At 7, it increases by 2d12, then 11 level increases by 3d12.
Sprout's Safeguard (Nobody)
Prerequisites- You must @SOMEBODY AWESOME and tell him how your day has been. Lvl 4
You've taken time to learn how to protect yourself when combat, physical or not, becomes to overwhelming to bear.
- Increase any ability score by one as well as your maximum for the score, up to a maximum of 24.
- Whenever your are forced to make a saving throw using the ability score you chose for this feat, you can choose to make this save at advantage. You can only do this a number of times equal to your proficiency bonus rounded down and this recharges on a long rest.
- As a bonus action on your turn, you focus and steel yourself for the battle ahead. Until the beginning of your next turn, you gain UDR equal to the stat chosen + half of your proficiency bonus rounded down. You can only do this a number of times equal to your proficiency bonus rounded down and this recharges on a long rest.
You can only take this feat once.
Aequita’s Blazing Fury (Balistik)
You undergo a weird form of training that focuses on a certain aspect of your person:
Prerequisite: Zoan User, When taking this feat you must @halfbalistik and call Aequita a scary guy.
- Upon taking this feat, You undergo a transformation unlike any others. When you would go unconscious while in your Hybrid or Full Zoan Form you instead drop to 1 HP and gain the benefits of “Monster Point” as listed below.
- You undergo drastic changes in your body, Changing into a form more resembling a raging beast. When you go into your Monster Point you gain the following benefits:
Choose one physical stat that you gain a bonus from your Zoan, That stat temporarily increases by 2.
All attacks and techniques deal extra damage equal to double the modifier you chose.
You gain temporary HP equal to your Con modifier x Proficiency bonus.
This can only be used once per long rest and lasts until a minute has passed or when you would die or fall unconscious.
Mounted Combatant (Balistik)
You’ve mastered combat while mounted on a creature your size or larger. You gain the following benefits.
Mountable- You can mount any willing creature your size or larger, It takes a bonus action to mount the creature. When mounting a creature, you instead use it's movement speed to move. And the creature takes it's turn on your initiative.
High Ground- While mounted, you have Advantage on Attack Rolls against any creature that is within 5 feet of your mount and is at least it's Size or smaller.
Partnered Strike- When you take the attack action your mount can make one attack.
Specialized Simple Mastery (Sundrew)
Category: Combat
Prerequisites: 18+ Strength and
14+ Wisdom, Level 4
You've studied all common forms of weaponry. You gain the following:
- Increase the die size done by Simple Melee weapons by one.
- Upon gaining this feat choose one simple weapon. You may double your proficiency modifier when using the chosen weapon.
- Upon gaining this feat choose one simple weapon. You treat that weapon as if it was one tier higher in terms of damage and attack rolls. For example, a basic weapon would be treated as a +1 weapon. A +1 weapon would be treated as a +2, etc. This does not effect crafting.
Windlike Movement (Tghil)
Youre way of fighting trying to move out of the way of attacks and then strike back quickly has vastly improved. Making you move like the wind.
Prerequisites: 20 Dexterity, Level 4.
**Agile Movement** *You can focus on more defense then offense. As an bonus action you gain +2 AC for a minute or until. you decide to stop using it as a free action. When you do this, your weapon damage decreases by 3 dice steps as you focus on dodging instead of damage. You can do this a number of times equal to your prof bonus per short rest. This cannot be stacked.*
**Swift Strikes** *Your agile movement allows you to make rapid weapon attacks with ease. After having used a attack action, you can make an additional attack a number of times equal to up to half your prof bonus (rounded up) per long rest.*
**Fast Speed** *You gain +30 to all your base speed that you currently posses.*
Elite Sniper (Zero)
Prerequisite: Proficiency with long-range weapons, 17 dex
You are a master of long-range precision, able to make shots that others would consider impossible.
Benefits:
Steady Aim: When you take the "Attack" action, add your prof to your attack roll. If you forgo your attack action this round, your next attack made allows you to add your damage die twice.
Long Shot Mastery: Your effective range with sniper rifles increases by 100 feet. You can shoot through light cover and smoke.
Mobile Marksman: You can move up to half your speed and still attack without a disadvantage. When you use the Attack action, you can move up to 10 feet and still gain the bonus.
Haki Adept (Jazz)
Prerequisites: Ability to use OH,AH or CH
Benefits:
- When you use a Haki ability, you can reduce the energy cost by 2 (minimum 1 energy).
- You can use one Haki ability without expending energy once per long rest.
- When you activate Haki, you can grant yourself advantage on one attack roll, saving throw, or ability check you make before the end of your next turn.
Firearm Safety (ZERO)
You master the art of using ranged firearms. You master using these weapons at long and short ranges. You gain the following benefits:
- You gain a +1 bonus to firearm ranged attack damage and rolls.
- As a bonus action you can take the Safety Stance, This stance increases your to hit for ranged attack rolls equal to half your proficiency bonus rounded down until the start of your next turn.
- As a reaction to missing an attack you can make an attack roll at disadvantage to an enemy within 10ft of the original target.
Song of Storms (FLUFFY JESUS)
Prerequisites: Lightning Affinity
You harness the storm to enhance your attacks.
- Attacks made with lightning or thunder damage have a +1 critical threat range;
- Additionally when you hit a creature with a melee weapon attack, you can choose to deal an additional 1d8 Lightning damage and 1d8 Thunder damage, You can do this a number of times equal to your proficiency bonus, and you regain all expended uses after a long rest.
- When you roll a critical hit with a melee weapon attack, the target is stunned until the end of your next turn.
- You gain resistance to Thunder and Thunder Affinity.
Weapon Specialty (FLUFFY JESUS)
You take the time to hone your skills with a particular weapon type. (Slashing, Bludgeoning, Piercing)
- Choose one weapon type when you take this feat, this choice can not be changed later, You may add your proficiency bonus to damage and attack rolls with them.
- Increase your DEX or STR score by 1, to a maximum of 20.
- learn One style and One Stance of your choice to reflect this proficiency.
- Additionally, while wielding a weapon of your selected type, you can use Strength or Dexterity for Brawl Technique Attack and Save DC calculations. Finally, Once per round, you may switch weapon stances and fighting styles that you have learned as a free action.
Mounted Expertise (FLUFFY JESUS)
Requirements: Mounted Combatant
You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits:
You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
You can force an attack targeted at your mount to target you instead.
If your mount is subjected to an effect that allows it to make saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Nimble Brawling
Category: Brawl
You’ve learned to hone your Brawl Techniques in a way that utilizes precision and finesse rather than raw strength. You gain the following benefits:
- You may use Dexterity or Strength when determining the Attack Bonus and Save DCs of your Brawl Techniques and for the attack and damage rolls of unarmed attacks.
- Once per short rest when you would perform a Brawl Technique that requires a target to make a Strength or Dexterity Saving Throw you may change it to the other type of save instead (Strength to Dexterity or vice versa).
Punishing Techniques
Category: Brawl
You've learned to throw everything you have into your brawl techniques leaving nothing to chance. You gain the following:
- When you cast a Brawl Technique you can spend 5 Energy. If you do, you increase your weapons damage die by 1 step. (d4>d6>d8>d10>d12>2d6)
- When a creature would make a saving throw to resist a Brawl Technique you cast; If they fail by 10 or more, they take double damage.
- When you would make a Constitution (Endurance) check to maintain concentration on a Brawl Technique you cast, you can add your weapons or Unarmed damage die to the result of the check.
Marksman Slayer
Category: Brawl
You have practiced techniques useful in melee combat against Special Techniques gaining the following benefits:
- When a creature within your weapon's or unarmed range would cast a Special Technique, you can use your reaction to make an attack of opportunity using your weapon/unarmed targeting the triggering creature.
- When you damage a creature that is concentrating on a Special Technique, that creature has disadvantage on skill checks made to maintain concentration.
- You have advantage on saving throws against Special Techniques cast by creatures within 10 feet of you.
Light Step Mastery
Category: Brawl
You’ve mastered the art of fighting while minimally armored, treating combat as an elegant dance. While you are wearing light or no armor, you gain the following benefits:
- Increase your Dexterity score by 1, to a maximum of 20.
Whenever an attack roll misses you, you may move 5 feet without triggering attacks of opportunity.
- Once per turn, when a creature misses you with an attack, your next attack against them deals an additional 1d8 damage.
- Your base movement speed increases by 10 feet.
- When a creature misses you with an attack, you gain a +1 bonus to your AC, up to a maximum of +3, until the beginning of your next turn.
Sentinel
Category: Brawl
You’ve mastered techniques to take advantage of every drop in any enemy’s guard; in tight spaces you are indomitable. You gain the following benefits:
- When you hit a creature with an attack of opportunity, the creature’s speed becomes 0 for the rest of the turn.
- Creatures within 5 feet of you provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
- When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
Weapon Expert
Category: Brawl
You have practiced extensively with a variety of weapons, gaining the following benefits:
- Increase your Strength or Dexterity score by 1, to a maximum of 20.
- You gain proficiency with four weapons of your choice.
- Select one weapon, with which you are proficient. Once per turn, when you roll damage for the chosen weapon, you can reroll its damage, using either total.
- When you would use a Brawl Technique using a weapon or make an attack with one, your weapon increases its weapon damage die by +1. This is only applied to the weapon proficiencies selected when gaining this feat.
Fighting Stylist
Category: Brawl
You adopt a particular style of fighting as your specialty, gaining the following benefits:
- Increase your Strength or Dexterity score by 1, to a maximum of 20.
- Choose one of the Fighting Styles from Chapter 13.
- You can select this feat once.
Stance Mastery
Category: Brawl
You adopt a particular stance of fighting as your specialty, gaining the following benefits:
- Increase your Strength or Dexterity score by 1, to a maximum of 20.
- Choose one of the Fighting Stances from Chapter 13.
- You can select this feat once.
Insightful Specialty
Category: Special
You’ve learned to utilize your senses when performing Special Techniques rather than intellect alone. You gain the following benefits:
- Increase your Wisdom or Intelligence score by 1, to a maximum of 20.
- You may use Wisdom or Intelligence when determining the Attack Bonus and Save DCs of your Special Techniques.
- Once per short rest when you would perform a Special Technique that requires a target to make a Saving Throw you can force the target to make the roll with a 1d4 penalty.
Ruinous Techniques
Category: Special
You learn to empower your Special Techniques with more elaborate ploys. You gain the following benefits:
- When a creature attempts a saving throw to resist a Special Technique you cast on them, you may, as a reaction, spend 10 Energy. If you do, until the end of the current turn, the affected creature rolls a number of d4 equal to the rank of the Special Technique cast, reducing their saving throw by half the result (Min 1). (Blues/Paradise: 1, Ocean Floor/New World 2, Laugh Tale: 3)
- Special Techniques you cast that deal damage on a failed save, now deals half damage on a successful save.
- When you would make a Constitution (Endurance) check to maintain concentration on a Special Technique you cast, roll a number of d4 equal to the highest rank of the Special Technique you are currently concentrating on adding half of the result to your check. (Min 1). (Blues/Grand Line: 1, Ocean Floor/New World 2, Laugh Tale: 3)
Close-up Techniques
Category: Special
You've worked on practicing your Special Techniques in the most dire of circumstances. You gain the following benefits:
- When you make a ranged attack roll with a Special Technique while in melee range you no longer suffer disadvantage.
- Once per short rest when you use a Special Technique with a range of 30ft or more while within 10ft of the target you gain advantage on the attack roll.
Focused Techniques
Category: Special
You’ve practiced making your technique more difficult to avoid, learning techniques that grant you the following benefits:
- When a creature would make a saving throw against a Special Technique you cast that deals damage and they would roll equal to or under your proficiency bonus on the d20, they take double damage.
- When a creature would make a saving throw against a Special Technique you cast that inflicts a condition on a failed save and they would roll a number on the d20 equal to or under your proficiency bonus, they cannot make any more saving throws to end the condition for 1d4 turns or the technique’s duration, whichever is longer.
- As a bonus action you can spend 10 energy. When you do, the next Special Technique you cast that requires a saving throw forces one creature of your choice to have disadvantage on the save.
Elemental Warrior
Category: Elemental
You have harnessed the power of the elements to enhance your combat abilities. You gain the following benefits:
- Choose one of the following damage types: acid, fire, cold, radiant, necrotic, wind, lightning, thunder, or mental. Once per turn, when you hit a creature with a weapon attack, you can deal an additional 1d6 damage of the chosen type.
- You gain resistance to the damage type you chose for Elemental Infusion.
- As an action, you can release a burst of elemental energy. Each creature in a 10-foot radius centered on you must make a Dexterity saving throw against your Brawl DC. A creature takes 2d6 damage of your chosen type on a failed save, and half as much damage on a successful one. You can use this feature once per long rest.
Elemental Affinity
Category: Elemental
You've learned how to manipulate an elemental via naturally or other methods, you gain the following benefits:
- Increase your Intelligence score by 1, to a maximum of 20.
- You select one of the Following Elemental Affinities. Acid, Fire, Wind, Cold, Radiant, Poison, Necrotic, Lightning, Thunder, or Mental. You are now able to add techniques with the corresponding Elemental Affinity to your technique list.
- You learn one technique with the corresponding Elemental Affinity that you selected, that you qualify for.
- You can take this feat more than once, each time selecting a different Elemental Affinity.
Elemental Specialization
Category: Elemental
Requires: Any Elemental Affinity, level 8
You have begun to specialize in a particular element of your choice. You gain the following benefits:
- Select one Elemental Affinity Keyword that you have access to. (Acid, Fire, Cold, Poison, Radiant, Necrotic, Lightning, Thunder, Wind or Mental).
- You deal additional damage with techniques with your chosen Elemental Affinity Keyword, equal to its rank. (Blues: 1, Paradise: 2, Ocean Floor: 3, New World: 4, Laugh Tale: 5)
- You reduce the energy cost of techniques with your chosen Elemental Affinity keyword by an amount equal to its rank. (Blues: 1, Paradise: 2, Ocean Floor: 3, New World: 4, Laugh Tale: 5) (Min 1) If a technique has multiple selected keywords, this cost reduction is only applied once.
- You can take this feat multiple times, each time selecting a different element.
Medical Support
Category: Elemental
You've learned how to provide healing and support to your allies, you gain the following benefits:
- You gain +1 to your Intelligence or Wisdom score to a maximum of 20.
- You gain the Restorative Affinity you are now able to add techniques with the Restorative keyword to your technique list.
- You learn one technique with the Restorative keyword that you qualify for.
Elemental Penetration
Category: Elemental
Requires: Any Elemental Affinity
When you gain this feat, choose one of the following damage types: Acid, Wind, Fire, Cold, Radiant, Poison, Necrotic, Lightning, Thunder or Mental. You gain the following benefits:
- Choose one of the following Melee Attacks, Ranged Attacks, Brawl Techniques, or Special Techniques. When you deal the selected damage type with the selected attack type you ignore resistance to your chosen damage type.
- In addition, when you roll damage that deals damage of that type with your chosen attack type, you can reroll 1’s and 2’s, keeping the second result.
- You can select this feat multiple times. Each time you do so, you must choose a different damage type.
6 Powers: Kami-e Specialist
Requires: Level 5, Dexterity 15
Your mastery of Kami-e allows your body to move like paper to avoid attacks.
- Your Dexterity score increases by 1, to a maximum of 20.
- You gain Kami-e Attunement (K) meaning you can now use Techniques with the Kami-e (K) tag. You immediately learn 1 Kami-e technique of your choice, that you are eligible for.
- You can take the Dodge action as a bonus action a number of times equal to your proficiency bonus per long rest.
- You may add your Wisdom or Intelligence modifier to a Dexterity save a number of times equal to your Proficiency bonus per short rest.
6 Powers: Rankyaku Specialiast
Requires: Level 5, Str 15 minimum
- Increase your Strength or Dexterity score by 1, to a maximum of 20.
- You gain Rankyaku Attunement meaning you may now use Techniques with the Rankyaku (RY) tag. You can learn 1 Rankyaku technique of your choice that you are eligible for.
- Up to your proficiency bonus per long rest, you can increase an unarmed attack’s range by 30 ft and change the damage type to slashing.
6 Powers: Soru Specialist
Requires: Level 5, Dex 15 minimum
- Increase your Strength or Dexterity by 1, to a maximum of 20.
- You gain Soru Attunement, meaning that you may now use techniques with the Soru (S) tag. You can learn 1 Soru technique of your choice that you are eligible for.
- Increase your land movement speed by 25 feet.
6 Powers: Tekkai Specialist
Requires: Level 5, Con 15 minimum
- Increase your Constitution score by 1, to a maximum of 20.
- You gain Tekkai Attunement meaning you may now use Techniques with the Tekkai (T) tag. You can learn 1 Tekkai technique of your choice that you are eligible for.
- You gain 6 UDR on top of any DR/UDR you already have.
- You gain the "Tekkai Kempo" Brawl Stance, and can change into it from another stance as a free action once per long rest.
6 Powers: Geppo Specialist
Requires: Level 5, Dex 15 minimum
- Increase your Strength or Dexterity score by 1, to a maximum of 20.
- You gain Geppo Attunement, meaning you may now use Techniques with the Geppo (G) tag. You can learn 1 Geppo technique of your choice that you are eligible for.
- Your standing long and high jump distances are doubled. Additionally, you reduce falling damage you take by amount equal to 5 x your character level.
Six Powers: Shigan Specialist
Requires: Level 5, Str 15 minimum
- Increase your Strength or Dexterity score by 1, to a maximum of 20.
- You gain Shigan Attunement meaning you may now use Techniques with the Shigan (SHI) tag. You can learn 1 Shigan technique of your choice that you are eligible for.
- Your unarmed strikes gain the "Piercing (6)" property.
- You gain the "Shigan Kempo" Brawl Stance, and can change into it from another stance as a free action once per long rest.
6 Powers Basic
Requires: Level 5+
You have started your training as a 6 Powers master.
- Increase your Strength, Dexterity, or Constitution ability score by 1, to a maximum of 20.
- Choose one of the following: Soru, Shigan, Tekkai, Kami-e, Geppo, Rankyaku. You gain attunement to that 6 Power, allowing you to take techniques, feats, or stances that require attunement to it. This choice cannot be changed later.
- You may learn one technique associated with the 6 Power attunement you chose. This does not count against the number of techniques you can learn.
- You can take this feat multiple times, choosing a different 6 Power each time you take it.
6 Powers Mastery
Requires: At least three 6 Powers attunements, Level 8+
You have trained in the 6 powers long enough to use it as though it were an extension of your own body.
- As part of taking this feat, you can take up to three techniques with a Six Powers tag.
- You can concentrate on any number of 6 Powers techniques at the same time, given they are all from different attunements, treating it as though you were focusing on only one technique. When you are made to lose concentration on a technique, you can choose to lose concentration on just one 6 Powers technique, rather than all of them.
6 Powers: Supreme Technique
Requires: Mastery of all 6 Powers, Level 15+
You have achieved the pinnacle of 6 Powers training, unlocking a supreme technique.
Increase any one ability score by 1, to a maximum of 20.
Choose one supreme technique from the list below:
- Kami-e Rendan: As a reaction, you can completely negate one physical attack that would hit you.
- Rankyaku Supa: You can unleash a Rankyaku that creates a massive shockwave, all creatures in a 60-foot cone must make a dex saving throw vs your Brawl DC or take 8d8 slashing damage on a failed save and half as much on a successful one.
- Soru no Jin: Instantly move to any unoccupied space you can see within 120 feet.
- Tekkai Utsugi: For 1 minute, you gain resistance to all damage except psychic damage.
- Geppo Kugi: Gain a flying speed equal to twice your walking speed for 10 minutes.
- Shigan Dangan: Make an unarmed strike that deals double damage and has a range of 60 feet.
Feats of Mankind
• Human Adaptability
Prerequisite: Mankind
Humans naturally ability to learn and adapt is quite acute, you gain the following effects:
• You increase any one ability score by 1, to a maximum of 20.
• You gain proficiency in one skill and tool of your choice
• You gain expertise in one skill or tool that you have proficiency in of your choice.
Nothing Special
Prerequisite: Mankind (Human), Level 4
While others might think of humans as the least extraordinary race it is humans who understand their lack of extraordinary features is their most extraordinary feature. Constantly seeking innovation and improvement they find themselves highly flexible in their ways and always ready for any occasion.
• You may add half your proficiency bonus to any skill check you make that does not already utilize your proficiency bonus.
• When learning new Skill, Tool, or Vehicle proficiencies from downtime you may pay twice the Downtime cost and half the Berri cost rather than the normal costs.
Inordinate Capability
Prerequisite: Mankind (Modified), Level 8
Compared to the others of your ilk you are far superior, stronger, faster, maybe even smarter, whatever the case is you stand out amongst your peers like a sore thumb being great where others are just good.
• You gain proficiency in the Athletics skill, if you were already proficient you instead gain expertise, if you already have expertise then you gain proficiency in one skill of your choice.
• Your "Uncanny Strength" racial trait recharges on a short rest rather than long rest.
• You gain a climbing speed equal to your walking speed, additionally your swim speed also becomes equal to your walking speed.
Feats of Mink Tribe
Static Charge
Prerequisite: Mink Tribe, Level 4
Your understanding of your electrical capabilities has greatly improved allowing you to not just discharge jolts but even absorb them to an extent.
- Whenever you take lightning damage you may restore one charge of your "Electro" racial trait, additionally you gain resistance to lightning damage.
- Whenever you use your "Electro" racial trait you can forgo the additional die of damage and range increase, when you do you do not expend a usage of the trait.
Sulong Awakening
Prerequisite: Mink, Level 8
Tapping into your primal animal potential you become capable of undergoing a transformation known as Sulong which greatly heightens your physical capabilities turning your mink white and enveloping you within a cloud of sparks.
- As an action you may enter your Sulong form for a minute. While in Sulong form your Strength or Dexterity score increases by 4 and can exceed your score maximum, all your movement speeds double, and you become capable of using your "Electro" racial feature without expending a charge. In addition creatures who hit you or are hit by you with an unarmed strike or melee metal weapon must succeed a Dexterity saving throw against your Special DC or gain one rank of shocked. For the full duration of your Sulong form you are considered afflicted by the Berserk condition even if you would normally be immune, you cannot be cured of this condition and it will go away automatically upon exiting your Sulong form. Whenever you exit your Sulong form you gain one rank of exhaustion, you may only enter your Sulong form once per long rest.
Sulong Mastery
Prerequisite: Mink, Level 12
You have trained tirelessly to gain control over your Sulong state, this hard work has produced great effects bringing you to a state that many may even refer to as mastery.
- While in your Sulong state you are no longer considered to be Berserk.
- You may enter your Sulong state without needing to take a rest in between uses, though the amount of exhaustion gained by being in your Sulong form becomes equal to the amount of times you have entered Sulong form before long resting.
- Whenever your Sulong form would end you may choose to prevent it from ending by making a Constitution saving throw at the end of your turn against a DC 30, on a success you maintain Sulong form for an additional turn, on a failure you gain a rank of exhaustion and maintain Sulong form for an additional turn.
Hunter Predator
Prerequisite: Mink Tribe (Canine), Level 4
In tune with your animal instincts you find yourself becoming more vicious as your fighting style adjusts around your heightened senses and physical form.
- Your "Pack Animal" racial trait can be used a number of times equal to your proficiency bonus before needing to be recharged.
- You gain a bonus towards survival and perception checks made to track a creature that you have met before, alternatively if you can find something with the creatures scent you may make a perception check against the creatures deception gaining this benefit on a success, you are not able to make this check on a creature you have already failed the check on until you complete a long rest.
Nine Lives
Prerequisite: Mink Tribe (Feline)
Your feline luck allows you to survive blows that would otherwise knock you unconscious. You gain the following benefits:
- You gain advantage on death saving throws.
- When you are reduced to 0 hit points but not killed outright, roll 1d20. On a 9 or lower, you instead drop to one hit point and gain a number of temporary hit points equal to your level. If damage from a critical hit is what reduced you to 0 hit points, then this trait cases to function.
- Each time you successfully use this ability, you must roll a number equal to '9 - the number of times this succeeded' or less. After you finish a long rest, the 'number of time this succeeded' resets.
Trigger Hoppy
Prerequisite: Mink Tribe (Lapine)
You unusually quick to act than others of your kind, you gain the following benefits:
- When you roll initiative, you can treat a roll of 9 or lower as a 10.
- When you roll for initiative, you may use your reaction to move up to your speed and then take an action, or bonus action. If you cast a technique, it must be one with a casting time of 1 action that targets only one creature. If you target another hostile creature, the target must have an initiative lower than yours. When you move in this way, you don't provoke opportunity attacks.
- You can do this a number of times equal to your proficiency bonus, after which you must finish a long rest before you can do so again.
Bear's Tenacity
Prerequisite: Mink Tribe (Ursine), Level 4
Your connection to the bear enhances your tenacity and fortitude, granting you the ability to withstand punishment and endure adversity with unmatched resilience.
- Increase your Constitution score by 1, to a maximum of 20.
- While you are wearing no armor and not wielding a shield, your Armor Class equals 10 + your Constitution modifier + your Dexterity modifier.
- When you are reduced to 0 hit points but not killed outright, you can use your reaction to drop to 1 hit point instead. Once you use this ability, you can't use it again until you finish a short or long rest.
- You have advantage on saving throws against being grappled, restrained, or knocked prone, as your bear-like strength and size make you difficult to restrain or incapacitate.
- While you are not incapacitated, you have advantage on Strength checks and saving throws to resist being moved against your will, such as when being pushed or pulled by spells or effects.
Dexterous Tail
Prerequisite: Mink Tribe (Feline, Rodent, or Primate)
You have mastered using your tail to perform complicated tasks in order to use it much as one would use a hand. You gain the following benefits:
- You can perform any action with your tail that you could do with one hand.
- Your tail is able to wield one handed weapons, use tools, and activate haki-infused items.
- If you attack with a weapon you are wielding with your tail, your range increases by 5 feet.
Master Glider
Prerequisite: Mink Tribe (Flying Squirrel)
You have spent your time mastering gliding and how to maximise your ability to do so. By manipulating air currents, you can give gained aerial maneuverability unmatched by many of your race. You gain the following benefits:
- While gliding you can keep yourself aloft temporarily.
- While you are gliding, you can choose to only fall a maximum of 5 feet.
- While using your gliding, your movement doesn't provoke attacks of opportunity unless the attacker would have advantage.
Gore or Glory
Prerequisite: Mink Tribe (Horned), Level 4
You've sharpened and cared for your horns to make them into deadly lacerating weapons. You gain the following benefits:
- When making an attack with your horns, your critical hit range increases by 1.
- When you hit a creature with your horns you can Gore them, leaving them bleeding. The target must make a Constitution saving throw at the start of each of its turns. On a failure, the creature takes one rank of bleeding. You can use this feature a number of times equal to your proficiency bonus, after which you must finish a short or long rest before you can do so again. If you land a critical hit with the horns, you regain one use of this feature.
Creature of the Night
Prerequisite: Mink Tribe (Bat), Level 4
You excel in hunting compared to other minks of your kind, especially so in the dead of night, honing your incredible senses to your advantage. You gain the following benefits:
- You gain an additional blindsight of 10 feet.
- You gain proficiency in the Wisdom (Perception) skill. If you already have proficiency in the Wisdom (Perception) skill, then you gain expertise in it.
- You gain advantage on Wisdom (Perception) checks that rely on hearing
Feats of Fishman/Merfolk/Wotan
Spear of the Ocean
Prerequisite: Fishman, Merfolk
Your prowess with the Trident is unmatched, the true weapon of the sea at home in your hands. You gain the following benefits:
- You gain proficiency with tridents.
- While wielding a trident, you gain a +1 bonus to your armour class.
- Tridents that you wield gain the finesse property.
- You can add your proficiency bonus to the damage you deal with tridents.
- When you take the attack action and attack with a trident, you can use a bonus action to make another attack with that weapon.
- You have advantage on attack rolls when you and the target you are attacking are completely submerged in water.
Agile Swimmer
Prerequisite: Fishman, Merfolk
You are nimble and quick in the water, giving you an edge over others.
- Your swim speed increases by 10 feet.
- You have advantage on Dexterity saving throws while swimming.
- When you take the dodge action while swimming, it lasts until the end of your next turn instead of the start.
Child of the Current
Prerequisite: Fishman, Merfolk Level 4
You were born in the water, and have learned to use it to increase your vitality. You gain the following benefits:
- Your hit point maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 1 hit points.
- You gain resistance to cold damage.
- You gain advantage on Strength and Dexterity skill check while underwater.
- If you spend an entire short rest submerged in water, you may treat a number of hit dice equal to your constitution modifier (minimum of 1) as having rolled their max.
Hunters of the Deep
Prerequisite: Fishman, Wotan, Level 4
With sharp fangs and acute sense of smell, these fishmen take clear influence from the powerful sharks that share their waters. When you take this feat you gain the following benefits:
- You gain a natural weapon, your teeth, that does 1d6 + Strength Piercing damage.
- When you take the attack action you may use your bonus action to make a bite attack against an adjacent creature.
- When a creaturer's hit points are below their maximum, any 1s you roll on your bite damage die are considered 2s.
Feats of Giant Folk
The Unshaken Mountain
Prerequisite: Giant, Wotan
You the blood of the old heroes makes you fearless in the face of grave danger and challenge. You gain the following benefits:
- You have advantage on saving throws against being frightened.
- If you fail a Strength or Constitution saving throw you can instead choose to succeed. Once you use this ability, you must finish a long rest before you can do so again.
Feats of Kuja Tribe
Snake Whisperer
Prerequisite: Kuja Tribe, Level 4+
You have a special bond with Kuja snakes, understanding their behavior and needs instinctively. You gain the following benefits:
- You can communicate simple ideas and concepts with Kuja snakes, and they understand your intentions as if you were speaking their language.
- You have advantage on Animal Handling checks when interacting with Kuja snakes.
- You can spend 1 hour bonding with a Kuja Snake to form an awakened bond with it, allowing you to perceive through its senses and communicate telepathically with it while you are on the same region, such as any of the four Blues, Paradise, or the New World.
Feats of Sky Island Tribe
Attuned with the Sky
Prerequisite: Sky Island Tribe
Your study of the air and winds has unlocked power that few other Skypeian's possess. Drawing on your ancestry, you can manipulate the air to create several effects. You gain the following benefits:
- Increase your Wisdom, Intelligence, or Charisma score by 1, to a maximum of 20.
- You gain the Rankyaku affinity, and learn the Gust technique.
- Choose from either the Cloud of Daggers technique, or the Warding Wind technique. You learn the chosen technique and can cast it once without expending energy. You regain the ability to cast it in this way when you finish a short or long rest. Intelligence, Wisdom or Charisma is your ability modifier for these techniques.
- When you make an attack roll and hit, you can direct a force of wind toward the target and force it to be pushed up to 5 feet away from you. A creature or object that is up to 2 sizes larger than you is unaffected by this.
Divine Health
Prerequisite: Sky Island Tribe, Level 4
Your devout connection to your God gifts you with better health and resistance to harm. You gain the following effects:
- Your Constitution score increases by 1, to a maximum of 20.
- Your hit point maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 1 hit point.
- You become resistant to poison damage and you gain advantage on saving throws against being poisoned and diseased.
Storm Born
Prerequisite: Sky Island Tribe, Level 8
You were either born with, or, at some point in your life granted the boon of the storm. The fury of the storm lies within you. You gain the following benefits:
- Increase your Wisdom, Intelligence, or Charisma score by 1, to a maximum of 20.
- Choose Lightning or Thunder, you gain affinity in that element.
- You learn the Lightning Lash or the thunderclap techniques, as well as one Lightning or Thunder affinity technique you qualify for, depending on what affinity you chose.
- As a reaction to taking either Lightning or Thunder damage (depending on the affinity you chose), you can grant yourself resistance to that damage. You can do this a number of times equal to your proficiency bonus per long rest.
Feats of the Long-Arm Tribe
Grappling Limbs
Prerequisite: Longarm Tribe
Your limbs are built to help you when it comes to grappling, you gain the following benefits:
- Increase your Strength score by 1, to a maximum of 20.
- You have advantage when rolling to grapple a creature, and creatures have disadvantage when rolling to escape your grapples.
- You can have up to two creatures grappled at a time. If you attempt to grapple a third, the other two are set free.
- You can add your proficiency bonus to the damage roll of any creature that you are grappling.
Feats of the Long-Leg Tribe
• Legs of Steel
Prerequisite: Long Leg Tribe, Level 4
You have developed your legs to be as tough as steel, increasing their striking power. You gain the following benefits:
• You increase either your Dexterity or Strength score by 1
• You increase leg whips damages to a d8 and increases it critical range by 1
• You use your full proficiency modifier to calculate the number of uses Leg Whip has instead of half
Feats of the Three-Eye Tribe
Planar Perception
Prerequisite: Three-Eye Tribe, Level 4
You have improved visual sight that is atypical for others among your race. You gain the following benefits:
- Your darkvision increases to 120 ft and you gain blindsight of 10 ft.
- You gain expertise in Wisdom (Perception) or Intelligence (Investigation) checks.
- Dim light doesn't impose disadvantage on your Wisdom (Perception) or Intelligence (Investigation) checks relying on sight.
Feats of the Tontatta Tribe
Fade Away
Prerequisite: Tontatta
Your people are clever, with a knack for disappearing. You have learned a magical trick for fading away when you suffer harm. You gain the following benefits:
- You gain proficiency in Dexterity (stealth) checks. If you already have proficiency in Dexterity (stealth) checks then you gain expertise in them.
- Immediately after you take damage, you can use a reaction to become invisible until the end of your next turn. You can do this a number of times equal to your proficiency bonus, and you regain all expended uses whenever you finish a short or long rest.
Feats of the Kungfu-Dugong
Born at Sea
Prerequisite: Kung Fu Dugong
You have honed your swimming abilities to perfection, allowing you to move through water with incredible speed and agility. You gain the following benefits:
- Your swimming speed increases by 15 feet.
- You gain advantage on Strength (Athletics) checks made to swim against strong currents or to perform underwater maneuvers.
- You can hold your breath for twice as long as normal before needing to make Constitution saving throws to avoid suffocating.
Unyielding Training
Prerequisite: Kung-Fu Dugong, Level 4+
- Increase your Constitution score by 1, to a maximum of 20.
- Once per turn, you can cause your unarmed strikes to deal 1d4 additional damage.
- Your hit point maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 1 hit points.
- You have trained your body to withstand punishment in combat. When you are reduced to 0 hit points but not killed outright, you can choose to drop to 1 hit point instead. Once you use this feature, you can't use it again until you finish a short or long rest.
Feats of the Living Constructs
Undead Fortitude
Prerequisite: Living Construct Zombie, Level 8
- Increase your Constitution score by 1, to a maximum of 20.
- Your hit point maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 1 hit points.
- If damage reduces you to 0 hit points, you must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Enhanced Armour Plating
Prerequisite: Automata Living Construct, Level 8
Your creator made you from an atypical material, or included your natural armour with protective magic that has enhanced your ability to resist damage. Choose one of the following options:
- Adamantine Plating: Your body has been reinforced with Adamantine, granting you greater resistance to attacks. You become immune to critical hits. If a hit was to be a critical one, it instead becomes a normal one.
- Ironwood Body: Your body is constructed from a light, organic wood that is as hard as steel that allows you to be more nimble without giving up protection. Your movement speed increases by 10 feet.
- Elemental Warding: Your body is enchanted with magic that helps ward against the elements. You may choose a damage type: acid, cold, fire, lightning, or thunder. You gain resistance to the chosen damage type.
Feats of the Buccaneers
Berserker's Fury
Prerequisite: Buccaneer, Level 4
Your people's rage and wild fighting style has left its mark on you. As a action, you can enter a fury while in combat. This state lasts for 1 minute, and confers the following benefits:
- When you make a melee weapon attack using Strength, you add your proficiency bonus to the damage dealt.
- As a reaction to taking bludgeoning, piercing, or slashing damage, you can reduce that damage by half. You may only do this three times, and then your fury ends.
- Your speed increases by 5 feet if you aren't wearing heavy armour.
- If you drop to 0 hit points but do not die outright, you may instead drop to 1 hit point. Regardless of whether you choose to drop to 1 hit point or not, your fury then ends.
- If you are able to cast Special techniques, you can't cast them or concentrate on them while in your fury.
- Your fury lasts for 1 minute. You can also end your fury on your turn as a bonus Action. You may use this ability once per short or long rest.
Body of Steel
Prerequisite: Buccaneer, Level 8
Your bloodline make you more endurable than the average humanoid. You gain the following benefits:
- You gain advantage on Constitution saving throws.
- Your hit point maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 1 hit points.
- When an attacker that you can see hits you with an attack, you can use your reaction to half the bludgeoning, piercing, and slashing damage, for that attack.
General Racial Feats
Squat Nimbleness
Prerequisite: Small or Tiny Size
You are uncommonly nimble for your race. You gain the following benefits:
- Increase your walking speed by 10 feet.
- You gain proficiency in the Dexterity (acrobatics) or Strength (athletics) skill (your choice).
- You have advantage on any Strength (athletics) or Dexterity (acrobatics) check you make to escape from being grappled.
- You can take the disengage action as a bonus action on each of your turns. Additionally, you can dodge a number of times equal to your proficiency bonus per long rest.
Feats of the Lunarian
Flame Mastery
Prerequisite: Lunarian
Your control over your inner flames has become more refined and potent.
- Enhanced Ignite Form: When in Ignite Form, you deal additional fire damage equal to your full proficiency bonus instead of half.
- Scorching Retaliation: When you take damage from a melee attack while in Ignite Form, you can use your reaction to deal fire damage to the attacker equal to your proficiency bonus.
- Fire Control: You can cast the *Conjure Flame* basic technique, this does not couunt to your total teechniques known.
Aerial Supremacy
Prerequisite: Lunarian
Your wings and control over your body make you a master of the skies.
- Enhanced Flight: Your flying speed increases by 10 feet.
- **Aerial Maneuverability:** When you are flying, you gain a +1 bonus to AC against ranged attacks.
- **Swift Transition:** Switching between Fire Forms no longer requires a bonus action and can be done as a free action once per turn.
Inferno Guardian
Prerequisite: Lunarian
Your flames burn brighter and hotter, offering greater protection and power.
- Improved Fire Resistance: Your resistance to fire damage becomes immunity.
- Enhanced Hellish Rebuke: The damage dealt by your Hellish Rebuke Technique increases by 1d10.
- Flame Shield: While in Pillar Form, any creature that hits you with a melee attack takes fire damage equal to your proficiency bonus.
Flame Burst
Prerequisite: Lunarian
You can unleash bursts of fiery energy to devastate your enemies.
- Fire Burst: Once per long rest, as an action, you can release a burst of fire in a 15-foot radius centered on you. Each creature in the area must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). A target takes 4d6 fire damage on a failed save, or half as much damage on a successful one. The damage increases to 5d6 at 11th level and 6d6 at 17th level.
- Controlled Burst: At 5th level you can exclude a number of creatures from the Fire Burst equal to your proficiency bonus.
Enduring Flames
Prerequisite: Lunarian, Level 5
Your flames offer you enhanced resilience and protection.
- Fire Healing: When you take fire damage, you can use your reaction to absorb the flames, healing yourself for half the fire damage taken (rounded down). You can use this feature a number of times equal to your proficiency bonus per long rest.
- Persistent Flames:** The duration of any fire damage effects you cause increases by one round.
- Flame Aura: While in Ignite Form, any creature that starts its turn within 5 feet of you takes fire damage equal to your proficiency bonus.
Feats of the Snake-Neck Tribe
Boa's Strength
Prerequisite: Snake-neck Tribe
Your neck is built to help you when it comes to grappling, you gain the following benefits:
- Increase your Constitution score by 1, to a maximum of 20
- You have advantage when rolling to grapple a creature, and creatures have disadvantage when rolling to escape your grapples.
- You can add your proficiency bonus to the damage roll of any creature that you are grappling.
Blood of The Komodo
Prerequisite: Snake-neck Tribe, Level 8
You produce a deadly venom which you can use to augment your attacks. You gain the following benefits:
- You gain resistance to poison damage and the Poisoned condition.
- You secrete a dangerous venom. Your Venom Fangs bite attack now deals 1d6 piercing damage rather than 1d4 and on a failed save the target takes 2 ranks of poison rather than 1. They can continue to make the save at the end of each of their turns, shrugging off both ranks of Poisoned on a success.
- As an action, you can expend a use of your venomous bite and coat a weapon, or up to 5 pieces of ammunition with poison. The poison retains its potency for 1 minute. The poison does the same damage and has the same effect as the poison added to your bite attack.
- The poison damage for both your bite and coated weapons increases as you level; At 6th level the damage dice increases to a d8, at 11th level the damage dice increases to a d10, and at 16th level the damage dice increases to a d12. Your save DC for this poison is the same as your Venom Fangs DC (8 + Proficiency + Con Mod)
Feats of The Oni
Oni’s Fortitude
Prerequisite: Oni race, Level 4
You gain the following benefits:
- Increase your Constitution score by 1, to a maximum of 20.
- When you reduce a creature to 0 hit points with a melee weapon or unarmed strike, you can immediately use your reaction to make another melee attack against a creature within range.
- At the start of your turn, if you have fewer than half your hit points remaining, you deal additional damage equal to your Constitution modifier on the first melee attack you hit that turn.
- You can hold your breath for an additional 10 minutes.
- You gain advantage on saving throws against exhaustion from environmental effects.
Oni Vanguard
Prerequisite: Oni race, Level 8
You gain the following benefits:
- Increase your Strength or Constitution score by 1, to a maximum of 20.
- You gain immunity to one non-haki damage type of your choice from bludgeoning, piercing, or slashing (chosen when you gain this feat).
- When you hit with an unarmed strike or claw attack, you can push the target 5 feet away from you.
- Your carrying capacity doubles, and you count as two sizes larger when determining the weight you can push, drag, or lift.
Oni’s Fury
Prerequisite: Aka Oni subrace
You gain the following benefits:
- Increase your Strength or Constitution score by 1, to a maximum of 20.
- When you use The Revel Continues feature, you can make a single melee attack as a reaction.
- When you score a critical hit with a melee weapon or unarmed strike, you can roll one additional damage die.
Oni’s Insight
Prerequisite: Ao Oni subrace
You gain the following benefits:
- Increase your Intelligence score by 1, to a maximum of 20.
- You gain proficiency in Insight and Persuasion, or expertise in one if you are already proficient.
- You can impose disadvantage on one creature’s ability check or saving throw a number of times equal to your proficiency bonus per long rest.
Oni’s Twilight Step
Prerequisite: Shiro Oni subrace
You gain the following benefits:
- Increase your Wisdom or Constitution score by 1, to a maximum of 20.
- You can use your Spirit Walk feature a number of times equal to your proficiency bonus per long rest.
- When you use Spirit Walk, you can teleport up to 60 feet instead of 30 feet and no longer require the area to be in a shadow.
- After teleporting with Spirit Walk, you gain advantage on your next melee attack made before the end of your turn.
Small but Mighty (Nobody)
Prerequisites: Small or Tiny size, Lvl 4
You've had to stand up to, and outsmart, far bigger than yourself for most of your life and have grown accustomed to fighting below the belt.
-Add a +1 to Constitution, Strength, or Intelligence up to a maximum of 20
- You've learned to put more force into a smaller surface area.
Whenever you hit with an attack, you can choose to roll one of your energy die + your level and add it to the damage roll. You can use this ability a number of times equal to half your proficiency bonus rounded up and these uses regain themselves on a long rest.
- You've adjusted to taking punches from weapons that seem to dwarf you size.
When you are hit by a weapon attack from a character of Medium or larger size, you gain 2 UDR against the incoming blow. This stacks with any other DR source you can have.
Sky Seeker (Zephyr)
Category: Racial
Requirement: Sky Islander, Level 4+
- Increase your Dexterity, Wisdom or Charisma score by 1, up to a maximum of 20
- You gain a Fly Speed equal to Half your movement.
- You gain 10 ft of movement
- You have advantage on saving throws against negative Wind based effects that would affect your Perception or Movement
Ursine Blood (Garu)
Prerequisite: Mink Tribe (Ursine) , Living Construct (Zombie)
Your connection to the bear greatly increases, granting you the following benefits:
- Increase Your wisdom Score by 1, to a maximum of 20.
- You gain access to all the Ursine mink subrace features.
Beastial Sulong (HADOOM)
Prerequisite: Mink, Level 12 may not have sulong mastery
"You have trained tirelessly in working to let out more of the inner beast. Instead of control you seek ferocisty, power at the cost of your own mind."
- While in your Sulong state you are still considered Berserk but as your body grows even more animalistic you gain an additional +4 to your str or dex score that also raises your maximum while in this form
- You may enter your Sulong state without needing to take a rest in between uses, though the amount of exhaustion gained by being in your Sulong form becomes equal to the amount of times you have entered Sulong form before long resting.
- while in this form your lightining is so strong it bypasses most forms of resistance when you deal lighting damage to a creature it treats any resistances as 1 step lower immunity turns to resistance resistance turns to normal normal adds 1 extra damage dice