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FEATS

 

These are additional Feats available in Entrellia.

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BLOOD MAGIC

Prerequisite: The ability to cast at least one spell.

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You learn to empower your magic with your blood essence as a new found resource.

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​Whenever you cast a Necromancy spell or a spell that deals necrotic damage, you can choose to cast the spell without expending a spell slot and instead take necrotic damage equal to 1d8 per level of the spell you are casting. This damage cannot be reduced in any way. In addition, you cannot regain hit points from any source until the start of your next turn.

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​You can use this feature a number of times equal to your Constitution modifier (minimum of 1). You regain all uses of this feature when you finish a long rest. 

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DEADLY STINGER

Prerequisite: Insecta (Aerium)

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Your abdomen protrudes a stinger filled with potent poison. This stinger can be used as a natural melee weapon which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength or Dexterity modifier (your choice), instead of the bludgeoning damage normal for an unarmed strike.

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As a bonus action when you hit with this attack, you can force the target to make a Constitution saving throw, the DC is equal to 8 + your proficiency bonus modifier + your Constitution modifier (minimum of 1). On a fail, the creature takes 1d4 + your Constitution modifier (minimum of 1) poison damage and suffers from the poisoned condition for the next minute. On a success, the creature takes half damage and is not poisoned.

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You can use this feature a number of times equal to your Constitution modifier (minimum of 1) and regain all uses after you finish a short or long rest.

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DRACONIC LUNGS

Prerequisite: 6th level, Drakekin

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Extensive training has granted you greater control over your breath weapon, allowing you to use it more quickly or in unison with your techniques. You gain the following traits:​

  • You can use your breath weapon as a bonus action.

  • If you have access to the Extra Attack action, you can, in place of one of your attacks during the action, use your breath weapon instead.

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HEAVY WIELDER

Prerequisite: Small race

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Training in the arts of larger weaponry and studying from bigger fighters, you learn to fight with weapons usually seen as too heavy for your kind, gaining the following benefits:

  • ​Increase your Strength score by 1, to a maximum of 20.

  • You are considered a Medium sized creature when determining heavy weapon proficiency, negating disadvantage on attack rolls with the weapon due to your size.

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LEATHERED WINGS

Prerequisite: Drakekin, Kobold or Gnome (Gargoyle)

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You sprout leathery wings from between your shoulder blades. Your wings grant you a flying speed of 20 feet if you aren't wearing heavy armor and aren't exceeding your carrying capacity.

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LIGHT SLEEPER

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Through hard bed or a poor sleep schedule, you have survived many toils of sleepless nights, gaining the following benefits:

  • Increase your Wisdom or Constitution score by 1, to a maximum of 20.

  • During a long rest, you can spend up to four hours performing light activities, such as reading, talking, eating, or standing watch, requiring less sleep than normal.

  • While standing watch during long rests, you have advantage on Wisdom (Perception) checks.

  • While suffering from exhaustion, you treat it as if it was one level less and have advantage on saving throws against effects that would apply exhaustion.

  • You require half the amount of food and water that is usually reasonable for your race.

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MAGICAL KNOW-HOW

Prerequisite: Dwarf, Elf or Gnome

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Having a culture focused around magical items, you learn more methods of identification typical to your astute kin. You gain the following benefits:

  • You learn the Detect Magic spell and can cast it at will, without expending a spell slot.

  • You can cast the Identify spell once per day without expending a spell slot. Once you reach 5th level, you can also cast the Dispel Magic spell once per day without expending a spell slot. You regain the ability to cast the spells in this way when you finish a long rest. Intelligence is your spellcasting ability for these spells.

  • The maximum number of magical items you can be attuned to is increased by 1.

  • The duration it takes to magically identify a magic item and attune to them is reduced by half.

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MOONLIGHT MAGIC

Prerequisite: Numenborn

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With proud origins from the divine and celestial heritage, you learn to channel the Moon Numen's might and magic beyond your original gifts. You gain the following benefits:


You learn the Divine Favor spell, the Detect Evil and Good spell and the Moonbeam spell, each of which you can cast once at their lowest level without expending a spell slot. You regain the ability to cast the spells in this way once you finish a long rest. Charisma is your spellcasting ability for these spells.

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MUTE CASTER

Prerequisite: The ability to cast at least one spell.

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You master the art of silent casting, using unique hand gestures to bend the rules of required wording. You gain the following benefits;

  • Increase your Wisdom, Intelligence or Charisma ability score by 1 to a maximum of 20.

  • You can commune with sign language to others that understand it.

  • When you cast a spell that requires verbal components, providing you have a free hand, you can replace the verbal component with a somatic component. 

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OCEAN DEEP MAGIC

Prerequisite: Deep Sea Spawn or Malori

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Your ties to sea magic improve, you gain the following traits:

Increase your Constitution, Wisdom or Charisma score by 1, to a maximum of 20.
You further master the elemental magic of water. You learn the Shape Water cantrip and can cast it at will. Additionally, you learn the Create or Destroy Water spell as a 1st level spell and the Water Breathing spell and can cast them each once without expending a spell slot. You regain the ability to cast these spells again after you finish a long rest.

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PRECISE FLINGER

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You have mastered throwing weapons and can make shots that others find impossible. You gain the following benefits:

  • Attacking at long range doesn't impose disadvantage on your thrown weapon attack rolls.

  • Your thrown weapons ignore half cover and three-quarters cover.

  • Before you make a ranged attack with a thrown weapon with which you are proficient, you can choose to take a -5 penalty to the attack roll. If you do so and the attack hits, it deals +10 damage.

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RUNE SCARRED

Prerequisite: Wizard

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You learn the art of runic tattoos and can implement them across your body, rather than books, granting you the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.

  • You gain proficiency in Calligrapher’s Supplies.

  • When using your Spellbook feature to copy a spell, you can instead use Calligrapher’s Supplies  to transcribe it to a location on your body as a tattoo, rune or scar with an appearance of your choosing, large enough to see. The process takes the same amount of time and cost as it would to copy the spell to your Spellbook.

  • You can use your skin as an alternative to your Spellbook and can use it as an arcane focus to cast the spells you have transcribed with this feature.

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SYLVAN TOUCH

Prerequisite: Faun, Firbolg, Rabbitfolk, Onodrim

 

Hailing from your own forestry or nature rich realm, you’ve become so akin to wildlife, you learn how to communicate with it effortlessly. You gain the following benefits:

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You learn the Animal Friendship and Speak with Animals spells and can cast them at will, without expending a spell slot. You also learn the Summon Beast spell, which you can cast once without expending a spell slot. You regain the ability to cast the spell in this way when you finish a long rest. Wisdom or Charisma (your choice) is your spellcasting ability for these spells.
 

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TRAMPLER

Prerequisite: Centaur, Loxodon or Minotaur

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Your stampeding stature and size allow for rush downs during open field combat. You gain the following benefits;

 

  • Increase your Strength score by 1, to a maximum of 20.

  • After you move at least 20 feet in a straight line and attack a creature that is Large or smaller with a melee attack, you can choose to trample the target, moving through their space as though it were empty. The creature must make a Dexterity saving throw against your initial to-hit total as the DC. On a fail, they take bludgeoning damage equal to your Strength modifier and cannot take reactions until the end of your turn.

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UNLESHED MATTER

Prerequisite: Planeling

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Your body is more attuned to your birthright element having muddled with the likes of both genie and elementals. As an action, you can invoke your elemental unshackling, becoming more formless and dangerous. For the next minute, or until you end it as a bonus action, you gain the following benefits:

  • Your creature type becomes Elemental and you can only communicate in Primordial or the language’s dialects.

  • You can enter a hostile creature’s space without penalty.

  • You gain a fly speed (hover) equal to your movement speed.

  • When you enter a creature's space on your turn for the first time, that creature takes damage equal to your level. The damage type is determined by your subrace, fire for Fire, cold for Water and magical bludgeoning for Air and Earth. A creature cannot take damage from this feature more than once per turn.

  • While in this form, your unarmed strikes deal 1d4 of the corresponding damage type as mentioned above, rather than 1 bludgeoning damage.

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Once you use this trait, you can't use it again until you finish a long rest.

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VERSATILE MASTER

 

Attacks you make with weapons that have the versatile trait while you wield them with both hands gain a +1 to hit. In addition, while wielding them with both hands, their damage die is increased by 1, i.e a d6 becomes a d8, a d8 becomes a d10 and a d10 becomes a d12. 

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BACKGROUNDS

 

These are additional Backgrounds available in Entrellia.

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CALLED TO ADVENTURE

 

As a commoner with little to their name, you grew knowing only of a humble life. You worked and made ends meat to keep yourself afloat, having little expectations of greatness to fall upon you. But deep down you longed for something more. That was before you experienced a change of fate and mentality. A change of destiny. Something awoke inside of you. An urge to strive and make something of yourself. A yearning for a change of pace, scenery and adventure. The time was now for your legend to be carved!

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Skill Proficiencies: Athletics and Survival

Tool Proficiencies: Vehicles (land)

Languages: One language of your choice

Equipment:  A set of traveler's clothes, a cloak, a shovel, a crowbar, a trophy from your first adventure, and a small pouch containing 15gp.


Destined for Greatness. You have a knack for finding adventure and seeking out those who need help. You find quests easy to come by, as you have a natural sense for the perfect taverns to ask around and the best streets to find rumours in. A guild is also often welcoming to any aid you wish to offer them, assisting in work and arranging jobs for fair pay.

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FARMER

 

You lived a quiet life, growing crops and tending to fields of vegetables or common animals. Learning a lot from the lands you worked, the world of Entrellia taught you the basics of agriculture and how to live from the ground you walked.

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Skill Proficiencies: Choose two from among Animal Handling, Medicine, Nature or Survival

Tool Proficiencies: One type of artisan's tools, Herbalism kit

Languages: None

Equipment: A sickle, a pouch of seeds, a set of common clothes, a herbalism kit, and a belt pouch containing 10gp


Agricultural Adept. You have an innate knowledge for farms and animals used in general trade and consumption and can recognise any agricultural plots of land. This includes land marked for livestock or general farms for food products. In addition, you can identify what livestock are being kept or what type of organic food is being grown provided that is the purpose of the land being examined.

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FREED SLAVE

 

Enslaved for perhaps years of your life, you waited for the opportunity to break free from your shackles. Whether by your own doing, or a hero who saved you, you escaped captivity and appriciate the second chance you have been given.

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Skill Proficiencies: Choose two from among Athletics, Performance, Stealth or Survival

Tool Proficiencies: One type of artisan's tools

Languages: One of your choice

Equipment: A whip, a set of manacles, a set of common clothes, a pickaxe, and a small pouch containing 1gp


Scarred. You have scars across your body that remind you of your forced labour. These can be in the form of whipping slashes, branding, or the tight clamping of chains around your joints. The form of capture and methods to your scarring is recognisable and traceable back to those who did this to you. Asking the right people can lead you back to your imprisoners, should you wish to seek revenge or free more of your kind. Commoners may be fearful to engage with you, or willing to offer help in search of justice.

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REDEEMED CULTIST


Seeing the corruption in front of your eyes for so long, the cruelness, evil and dark magic was too much to watch any longer. For a long time it was revealed as not the budding group you thought you had signed up for and now plagues your mind. Regardless of your dabble in cults, you have moved on with a regret for ever joining. You now walk the path to redeem your actions and absolve the shame of having ever dipped that low to begin with.

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Skill Proficiencies: Deception and Religion

Tool Proficiencies: Disguise kit

Languages: One language of your choice

Equipment: A holy symbol, a dark book written in a strange language, a set of dark common clothes including a hood, and a belt pouch containing 15gp


Fleeing the Cult. Thanks to your long affiliation with a cult community, you can very easily identify anyone who is a member of a commune similar to your own. All cults have their tells and their members exhibit the same behavioral patterns. By extension, you can also recognize drug addicts, compulsive liars and people with various behavioral disorders easier than others.

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