Feats

Rotanian Heroes

Your training and experiences in the land of Rotania have granted you particular skills or strengths associated with its legendary heroes. You gain the following benefits:

Increase one ability score of your choice by 1, up to a maximum of 20.

Choose one of the following boons:

Goliath's Boon: You gain proficiency in Strength saving throws and Athletics checks. Additionally, you gain proficiency with the Brewer's Supplies tool.

Undead Boon: You gain proficiency in Performance checks and gain resistance to necrotic damage. Additionally, you gain proficiency with a musical instrument of your choice.

Rabbit's Foot: You gain proficiency in Acrobatics checks. Furthermore, when you make a check to identify an object, you have a 20% chance to learn if the item is cursed, and a 5% chance to learn what the attributes of the curse are. Roll a d20 when making the check, on a 16-20 you learn if the item is cursed, on a 20 you learn the curse details. Recharge daily on a 5-6 (d6).

Dwarven Love: You gain proficiency in Constitution saving throws and Persuasion checks. Additionally, if you are under the effects of the Ceremony spell (Wedding), the effects are permanent as long as that person is alive and the relationship is healthy. This  effect cannot stack.

Gnome Thievery: You gain proficiency in the Stealth skill and with Thieves' Tools. Additionally, you can use a bonus action to hide while in dark environments.

Orca Kindness: You gain proficiency in the Persuasion skill and with three weapons of your choice. Additionally, you gain proficiency in the Religion skill.

Kenku Notes: You gain proficiency in the History skill and with Firearms. Additionally, when you fail a History check, you may choose to roll again and learn adjacent information, to the DM's discretion. 

Giff Genius: You gain proficiency in the Arcana skill and with Firearms. Additionally, you gain the ability to cast Spider Climb on yourself once per long rest without using a spell slot.

Grung Alchemist: You gain proficiency in Herbalism Kits and count as a spellcaster for the purposes of meeting the requirements for creating potions. Additionally, you gain proficiency in the Nature skill and advantage when using it to identify alchemical supplies.

Eladrin Love: You gain proficiency in the Sleight of Hand skill and learn the Elven language. Additionally, if you are under the effects of the Ceremony spell (Wedding), the effects are permanent as long as that person is alive and the relationship is healthy. This  effect cannot stack.

Master Merchant

You have spent years honing your negotiation skills, learning the ins and outs of trade, and building an impressive network of contacts. Your proficiency in the art of commerce provides you with the following benefits:

You gain proficiency in the Persuasion skill. If you are already proficient in it, you can add double your proficiency bonus to checks you make with it when haggling over prices or negotiating trade deals.

You have advantage on Intelligence (Investigation) checks to find specific goods, identify the value of items, or gather information related to trade and commerce.

Due to your network of contacts, you have access to reliable and trustworthy buyers and sellers in any city you visit. This network can also provide a safe place for you to store your goods in any city.

Once per long rest, when selling an item, you can leverage your extensive knowledge of supply and demand to sell the item at a higher price. Roll a Persuasion check. The roll is the % above market price they are willing to pay.

Street Smarts

You're a product of the streets, part of a city's network of informants, thieves, and other unsavory types. This background has honed your instincts and skills, providing you with the following benefits:

You gain proficiency in the Stealth and Deception skills. If you are already proficient in one of them, you can add double your proficiency bonus to checks you make with it.

Your connections within the gang provide you with safe houses throughout the city. In these places, you can hide, rest, or stash small items without attracting attention.

You know the city like the back of your hand. You can navigate its streets and alleys without getting lost, and you always know the fastest route to your destination within the city. You also have advantage on Wisdom (Survival) checks made to navigate or avoid getting lost in the city.

Once per long rest, you can call on your gang for assistance. This help can take many forms: backup in a fight, a distraction elsewhere in the city, smuggling an item or message, etc. The specifics are up to your DM.

Academic Aracnist

You have dedicated your life to studying the arcane arts at a scholarly level. Your extensive education and academic expertise provide you with the following benefits:

You gain proficiency in the Arcana skill. If you are already proficient in it, you add double your proficiency bonus to checks you make with it.

As a respected academic, you have access to vast libraries and resources. You can spend 1 hour studying in a library to gain advantage on your next Intelligence (Arcana) check.

With extensive knowledge of spellcasting principles, you can deconstruct and analyze spells with ease. If you see a spell being cast, you can use your reaction to make an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. On a success, you identify the spell being cast, its effects, and any components it might require. If the same spell is cast again, you have advantage on any counter spells.

Once per long rest, you can leverage your deep understanding of magic to enhance your spellcasting. When you cast a spell that allows a saving throw, you can adjust the save DC by an amount equal to half your proficiency bonus (rounded down). The save DC can't exceed your spell save DC + 3.

Noble Heritage

Your noble upbringing has granted you a number of distinct advantages. Whether it's due to intensive education, grooming in courtly manners, or simply the advantages of wealth and status, you've developed a set of skills that serve you well. You gain 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 in this skill, you add double your proficiency bonus to checks you make with it.

Due to your status, people are inclined to think the best of you. You are treated with a measure of respect wherever you go, and other people tend to give you the benefit of the doubt.

You have access to the resources of your noble house, including its network of contacts and allies. This might help you to gather information, gain audiences with powerful individuals, or obtain favours, at your DM's discretion.

Once per long rest, you can call upon your noble privilege. This can help you bypass lower levels of bureaucracy, avoid minor legal issues, or gain access to exclusive social events or locations that would otherwise be off-limits.

Channeled Arcanum

Prerequisite: The ability to cast at least one spell.

Through focused concentration and the honing of your arcane prowess, you've learned to channel your spells to unleash their maximum potential.

When you use your action to cast a spell that requires a roll for damage, you can choose to channel it instead of releasing its energy. This uses your concentration, as if you were concentrating on a spell. If your concentration is broken before your next turn, you lose the spell slot and the channeled energy dissipates.

On your next turn, you deal maximum damage without needing to roll damage. This ability only works in combat and not to the environment or non-combatants.

Additionally, your spellcasting ability score (Intelligence, Wisdom, or Charisma) increases by +1, up to a maximum of 20.

Die Advantage

When you have advantage on an attack roll, ability check, or saving throw, you can roll three d20s instead of two and use the highest of the three rolls. If all three dice result in a number 15 or higher, you treat the roll as if you rolled a natural 20. Similarly, if all three dice result in a number 5 or lower, you treat the roll as if you rolled a natural 1.

Additionally, once per short or long rest, you can choose to reroll an attack roll, ability check, or saving throw before the outcome is determined but you must take the new roll, even if it is lower.

C2 Level 1 Feats

Your existing skills and knowledge of the world have given you special skills at level 1. This feat is designed to be granted and not selected.

Guild Thief: Gain advantage on knowledge about safes and security. You can identify the skill level required to crack a lock and if it has any security associated with it.

Frost Witch: When you use a spell that uses Cold damage, you may choose to add your proficiency bonus to the damage.

Intellect Wizard: You can cast the Prestidigitation cantrip as if it were a class feature.

Heartstrummer: When you cast spells such as Charm Person or Suggestion, the target creature has disadvantage if they see see you in a positive or romantic light.

Feywild Stalker: You can cast Detect Magic once per long rest but it only detects Fey magic.

Gambler's Stride: Once per short or long rest, when you fail a roll you can call out "Double or Nothing". If you succeed, it counts as a success. But if you fail again, it counts as a critical fail.