Feats of Jokaryn

Here you can find some custom feats that you can choose from within the Jokaryn campaign. Several of these require the worship of a particular god, or to be from a particular region of Jokaryn. The Gods play an active role within Jokaryn, and as such they have been known to grant abilities to the faithful outside of the clergy. There are no class requirements to these feats.

Divine Feats
Divine feats require the worship of a god, and represent unique ablities granted to devout followers of any class

Stormbringer
Prerequisite: You must worship Dakri.

Like the sudden ocean storms, your devotion allows you to strike fast and without warning, your body imbued with crackling energy.

  • You gain a +2 bonus to initiative.
  • When you move at least 15 feet during your turn, the next weapon attack you make that hits before the end of your turn deals an additional 1d6 lightning damage, or an additional 1d10 lightning damage if you move 30 feet or more.
  • You gain one of the following cantrips: Booming Blade, Lightning Lure or Shocking Grasp. You may choose either Charisma, Intelligence or Wisdom as your spellcasting ability for it.

Capacitor
Prerequisite: You must worship Dakri.
Prerequisite: The ability to cast at least one spell.

Your body has become a conduit for the storm and you can convert and store some of the energy you spend, then unleash it upon your foes.

  • As a bonus action, when you cast a spell of 1st level or higher that deals lightning or thunder damage, you may gain temporary hit points equal to 2+ the spells level.
  • As a bonus action, when you cast a spell of 1st level or higher that deals lightning or thunder damage, you may sacrifice any number of temporary hit points in order to deal additional lightning damage equal to the number of hit points sacrificed.
  • You gain one of the following cantrips: Booming Blade, Lightning Lure or Shocking Grasp. You may choose either Charisma, Intelligence or Wisdom as your spellcasting ability for it.

Mountain Adept
Prerequisite: You must worship Krom.

Your devotion to Krom shows in your actions and none can fault your loyalty in battle. You endure, and you are able to lend your allies the means to endure.

  • Increase your Strength or Constitution score by 1, up to a maximum of 20
  • When a creature is within 5 feet of you, you may choose to take a -2 penalty to your AC. If you do so, that creature gains a +3 bonus to AC. This effect ends if the creature moves more than five feet away from you.
  • Before you make an attack with a melee weapon, you may choose to take a -5 penalty to attack rolls until the end of your turn. If you do so, you may grant a creature within 5 feet of you 10 temporary hit points.

Undead Hunter
Prerequisite: You must worship Erepose

You have trained in methods to combat those most hated by Erepose; the foul undead.

  • Your weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
  • When you have advantage on a weapon attack roll and you hit, you deal additional radiant damage equal to your constitution modifier.
  • Your hit point maximum cannot be reduced.

Background Feats
Background feats can be chosen to represent unique skills a character has learned from spending substantial time in a particular region.

StormCliff Resilience
Prerequisite: Character hails from the StormCliffs

People from the StormCliffs are used to being battered by the wind and water. Come Storm or Gale, they stand strong.

  • Increase your Constitution or Dexterity score by 1, up to a maximum of 20.
  • You gain a Swimming speed and climbing speed equal to your normal speed.
  • You can push through, even at your most tired. You may spend one hit dice to ignore the disadvantage on ability checks gained from your first point of exhaustion.
  • You have advantage on ability checks and saving throws made against being knocked prone.

Student of Gethia
Prerequisite: Character hails from the Gethian Coast

Even the most lowly peasant along the Gethian Coast has some form of education, even if it’s just basic literacy and numeracy. You have taken this further and spent time in one of the great colleges and studied lore and tactics.

  • Increase your Intelligence or Wisdom score by 1, up to a maximum of 20.
  • You have an area of scholarly expertise. You gain proficiency in one of the following skills. Arcana, History, Investigation, Medicine, Nature or religion. If you are already proficient in one of these skills, then you may gain expertise in that skill instead.
  • Before your first turn in combat, you may choose to take a -5 penalty to your initiative roll, before your roll initiative, in order to gain a +2 bonus to your AC, attack rolls and saving throws until the end of your first turn in combat. You may not use this ability if you are surprised.

Shining Scoundrel
Prerequisite: Character hails from the Shining City

Life’s tough and shit happens. As long as the shit doesn’t happen to you your just fine. You’ve had to use your brain and your reflexes to survive the city of Scoundrels.

  • Increase your Dexterity or Intelligence score by 1, up to a maximum of 20.
  • When you make an opportunity attack, rather than making a melee attack, you may instead choose to perform a shove or grapple against the creature with advantage on the roll.
  • You fight dirty and know just the moment to throw dirt or sand into your attackers eyes. When you have advantage on an attack roll, you may choose instead to forgo advantage in order to cause your enemy to be blinded until the end of your next turn.

Island Born
Prerequisite: Character hails from the Archipelago

You were born in the archipelago, and the elements that suffuse the islands have made their mark upon you. Just don’t let the Caliphs find out.

  • Increase your Constitution or Wisdom score by 1, up to a maximum of 20.
  • Select one of the following element types: acid, cold, fire, thunder or lightning. When you score a critical hit, you deal an additional 1d6 damage of your chosen element. Traces of your elemental heritage can be seen when you display strong emotion.
  • You gain proficiency in the Survival skill. If you already have proficiency you instead gain expertise.

Story Feats
Story feats cannot be chosen when a character gains a level, and must be earned through deeds or downtime activities. Ask your DM if you are interested in gaining a story feat!

Camel Racer

You can make the Camel Run in under 12 Parsecs, a standard unit of time in the Camel races of the archipelago. You have spent time training with your mount and gain several benefits.

  • Your mount is a hardy creature, and it gains 2d8 additional hit points.
  • You have trained with your mount extensively, and may spur your mount towards glory. If you move more than 30 feet on your turn whilst mounted, you may spend one of your hit dice and add the resulting number to both the attack and damage roll of the next melee attack made before your turn ends.

Feats of Jokaryn

The Apparatus of Jokaryn Mils