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Your murder eyes are hard enough to cut diamonds, and

Invividualized Feats betray nothing of your inner feelings (of which there aren’t
many to begin with). You gain the following benefits:
Unique feats for unique characters
These are a few feats that I made for the players in my Other creatures have disadvantage on insight checks
campaign. They are mostly inside jokes and aren't intended made to read your mood or intentions.
for actual use, but I tried to make them close to usable. These You can cast the calm emotions spell at will, targeting only
feats could be used by characters in other games who happen yourself.
to fit with their theme, but are intended to provide inspiration You gain proficiency with the Intimidation skill. If you
to other DMs looking to make feats to suit their individual already have proficiency with this skill, your proficiency
players. bonus is doubled for this skill.

Digestive Regular
Your travels into the belly of various monsters have taught
you unique skills for surviving in the most voracious of
environments, and you gain the following benefits:
You gain resistance to acid damage.
Being swallowed by another creature does not impose the
restrained condition upon you, and you have advantage on
attack rolls while inside another creature. Existential Unsettler
Creatures have disadvantage on Constitution saving Your penchant for situationally inappropriate comments
throws made to resist regurgitating you. swathes others in robes of befuddlement and doubt. You gain
I Got Better the following ability:
When you make a deception (1), intimidation (2),
Your foray into the afterlife has taught you how to brush away performance (3), or persuasion (4) check, before you roll the
the icy black hand of death, and you gain the following check, you can choose to roll 1d4. If you roll a number
benefits: corresponding to a skill other than the one you made the
check with, the check is instead made with that skill. The
You have advantage on death saving throws. opposing creature must make a Wisdom saving throw against
When you roll a 19 on a death saving throw, you regain 1 a DC equal to your check. On a fail, that creature is charmed
hit point. by you for 1 minute. Once you use this feature, you can’t use it
When you are stabilized by another creature or an effect, again until you finish a short or long rest.
you regain 1 hit point.
Slippery as a Tentacle
You have a knack for getting yourself into and out of trouble.
You gain the following benefits:
You have advantage on athletics or acrobatics checks
made to evade and escape being grappled.
As a bonus action, you can call for your allies to buy you
time to escape. Your speed increases by 10 feet for each
willing ally within 60 feet, and each willing ally’s speed
decreases by 10 feet. This effect lasts until the end of your
next turn. Once you use this feature, you can’t use it again
until you finish a short or long rest.
Steely Disposition

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