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Ghostly Magic Lucky Card
Prerequisite: Awakened undead (ghost) Prerequisite: Charisma 13 or higher Your soul is especially powerful, and you may channel its You have stumbled across a card that seems to have a power into a semblance of mortal magic. magical connection to you. This card is a spell card, meant When you take this feat, choose either Charisma or for a card master, though you show some aptitude for card Wisdom. You may use this feature up to three times to cast a magic. spell from the following list: blink, catapult, charm person, If you have no levels in the card master class, you learn the fear, and invisiblity (self only). Use the chosen ability as your cantrip card throw, using Charisma as your spellcasting spellcasting ability for these spells. ability for it. Additionally, when you take this feat, choose a You regain unspent uses of this feature at the end of a long 1st level spell from the card master spell list. You can use rest. your lucky card to cast this spell. Once it is used, you can't use it again until after you complete a long rest. Gremlin If you have this feat, then gain a level in the card master class, or if you are already a card master when you take this You're particularly good at seeking out and finding the feat, you do not gain the benefits listed above. Instead, when weakness in gears, drive mechanisms, and the like, and can constructing your deck, add 5 points to your Deck Points confidently disable a mechanical device with a single fell total. swoop, if you so desire. As a bonus action, you may make an Intelligence Mechanical Advantage (Investigation) check to attempt to identify the weakness of a Prerequisite: one or more limbs replaced with a prosthetic mechanical device or construct. If you can find such a weakness, you may make a Sleight of Hand check, attack roll, You have turned your unfortunate circumstance into a mark or other similar means to attempt to take advantage of this of pride. You gain the following benefits: weakness, at the DM's discretion. When grappling another creature of your size or smaller, you may use your action to lock your prosthetic limb in place, forcing their Athletics or Acrobatics check to escape your grapple to be made at disadvantage. When grappled by another creature, you may use your action to disengage your prosthetic limb from your body and automatically succeed the attempt to escape grapple. (You will, of course, need to retrieve your prosthetic afterwards...) If your prosthetic is concealed, you may choose to reveal it to a creature and gain advantage on a single Persuasion or Intimidation check against that creature. Whether the check succeeds or fails, you cannot use this benefit against that creature again.
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