Feats

Feats are meant to either be used in combat or enhance role-play by granting some cool effect.

Archetypes

The archetypes should be used as a guideline to create new feats: it should fit anywhere on the big circle, but not inside.

For example, a feat cannot be both a DPS feat and a Support feat, but it can be a DPS feat and a Blaster feat.

Definitions

Spells of an archetype follow these guidelines: DPS : focus on average sustained damage per round Blaster: focus on limited high damage Support: focus on heals, buffs and debuffs Tank: focus on debuffs and heals Bruiser: focus on self buffs and self heals

Composition of a Feat

  • Name
  • Prerequisites List
  • Effects
  • Costs (Stamina, actions)
  • Range

Balance

The stronger the effect, the harsher the prerequisites. Given the horizontal progression, one single high skill as prerequisite night not be enough. Combine multiple skills for prerequisite.

Additionally the stronger the feat the tighter the niche it belongs to. Each upside needs to be reflected by an equal downside somewhere else. Downsides can be explicit. If the niche is very small, taking the feat can be a downside in and of itself.


DPS Feats

Weapon Mastery

Prerequisite
+6 Fight

Pick a weapon. It is now your favorite weapon. You have disadvantage on all Fight and Shoot rolls with other weapon types.

Gain advantage to Fight or Shoot with your favorite weapon.

Dual Wielding

Prerequisite
+6 Fight
+6 Dexterity

Attacks with your secondary weapons no longer have disadvantage.

Improved Dual Wielding

Prerequisite
+6 Physique
Dual Wielding

Your secondary weapon can be the same size as your primary weapon, up to medium.

Dual Shot

Prerequisite
+6 Dexterity
+6 Shoot

Whenever your shoot, you may shoot an additional projectile at the same target. It deals 50% damage (rounded down). [1 stamina]


Blaster Feats

Brutal Strike

Prerequisite
+4 Fight or Shoot

On an attack roll, if you rolled +4 or more than your target, roll double the amount of dice for the damage.

Smite

Prerequisite
+3 Combat
+3 Magic

Make a melee attack. If you hit use your Magic proficiency modifier instead of the weapon’s flat damage. [2 stamina][1 action]

Fireball

Prerequisite
+6 Magic

Shoot a Fireball from your hand, dealing 3d4+4 fire damage in a 3m area around your target. Magic vs Dexterity [1 stamina][1 action][25 feet]

Sneak Attack

Prerequisite
+8 Stealth
+6 Fight or Shoot

When you attack a creature that isn’t aware of your presence, double the damage you deal to them (multiply after rolling) [2 stamina]


Support Feats

Heal

Prerequisite
+3 Magic

Touch an ally to heal them by 2d4. [2 stamina][1 action][5 feet]

Blessing

Prerequisite
+4 Magic

Give an ally 1d4 bonus on all rolls for 10 minutes. [1 stamina][1 action][10 feet]

Radiant Barrier

Prerequisite
+2 Magic

Give an ally an additional 5 armor for 1 minute. [1 stamina][1 action][10 feet]

Tricks

Prerequisite
+1 Magic

Conjure something small or create a small effect

Flat DC at GM discretion


Tank Feats

Taunt

Prerequisite
+2 Social

Make a Social vs Will roll to taunt an enemy. On a success, if it tries to attack anyone else but you, it has disadvantage on the attack roll for the next 2 turns. [1 stamina][1 action]

Bane

Prerequisite
+2 magic

The target’s next roll has disadvantage. Can stack. [1 stamina][1 action][30 feet]

Prerequisite
+4 Physique
+2 magic

Choose an ally, for the next 5 rounds, whenever they take damage, you take half of that damage instead [1 action][1 stamina]

Rejuvenate

Prerequisite
+4 Physique
+4 Magic

Heal 5HP per turn for the next 5 turns. [1 action][1 stamina]


Bruiser Feats

Second Wind

Prerequisite
+6 Physique

Regain one third of your max HP rounded down. [1 stamina][1 action]

Shield

Prerequisite
+4 Magic

Make a magic roll, reduce the damage taken by the result divided by half (rounded down). Use as a reaction after you’ve been hit

[1 stamina][1 action]

Haste

Prerequisite
+4 Magic

For up to 10 turns, you move twice as fast and can take an additional action each turn. [2 stamina][1 action]

Vampiric Strike

Prerequisite
+6 Fight
+6 Magic

Make a melee attack, on a hit deal 3d4+MagicProficiency and heal for the same amount [1 action][2 stamina]

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