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 hail from a particular region of Jokaryn.

Divine Feats
Divine feats require the worship of a god, and represent unique ablities granted to devout followers of any class. 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. Divine feats may not be taken at first level.

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.

Conduit of Power
Prerequisite: You must worship Oelia
Prerequisite: The ability to cast at least one spell

Your body is a conduit for raw magical energy, and you are able to manipulate magic in unique ways more easily than most.

  • Increase your Charisma or Constitution score by 1, up to a maximum of 20.
  • You may pick one metamagic option to gain from the sorcerer metamagic list.
  • You gain 2 sorcery points that can be used to cast your metamagic.

Polymath
Prerequisite: You must worship Ilsoi

You are considered blessed by the Silver Moon, and have become an adept in many different fields of skill.

  • Increase your Dexterity, Intelligence, or Wisdom by 1, up to a maximum of 20.
  • You gain expertise in two skills that you are proficient in.
  • You gain one fighting style of your choice, OR one Cantrip of your choice from any class. You may pick Intelligence or Wisdom as your spellcasting ability for this.

Dark of the Moon
Prerequisite: You must worship Ysera

You are blessed by the Dark moon, and her trickery and beguiling ways guide your mischiefs.

  • When in dim light or darkness, you gain advantage on your first weapon or spell attack roll made in these conditions. You must complete a long rest before using this ability again.
  • You gain proficiency in one of the following skills: Deception, Sleight of hand or Stealth
  • You gain the cantrip Minor Illusion. Your choice of Charisma or Intelligence is your spellcasting ability for this.

Trick of the Mind
Prerequisite: You must worship Ysera
Prerequisite: You must be able to cast at least one spell

With Ysera’s mischevious smile upon you, you feel the barriers into the minds of others become weaker, and you are able to bend your spells to take advantage of this.

  • When you cast a spell that requires targets to make a saving throw, you may instead choose to make it target Wisdom instead of it’s usual ability. When you do this, all damage dealt becomes psychic instead of its usual damage type. You must complete a long rest before you may use this ability again.
  • Your spell save DC for enchantment and illusion spells increases by 1.

Background Feats
Background feats can be chosen to represent unique skills a character has learned from spending substantial time in a particular region. Background feats may be taken at character creation (potentially as a bonus feat with discussion with the DM), or at a later level with discussion with the DM

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.

Adept of the Rivenlands
Prerequisite: Intelligence of 13.
Prerequisite:Character has spent significant time in the rivenlands

You have spent time as an apprentice under the Artificers and arcanotech magi of the Rivenlands and learnt many secrets regarding the proporties and function of magical items.

  • Your Intelligence score increases by 1, up to a maximum of 20.
  • You may cast identify as a first level spell once per long rest.
  • You may attune to one additional magical item.

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