Feats

Blood Elf Magic

Prerequisites: Elf (Blood)
You learn the magic of the primeval woods, which are revered and protected by your people. You learn one druid cantrip of your choice. You also learn the longstrider and pass without trace spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. Wisdom is your spellcasting ability for all three spells.

Disappearing Act

You’ve learned a basic illusion trick, allowing you to turn invisible when you suffer harm.
  • Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
  • Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can’t do so again until you finish a short or long rest.

Dwarven Fortitude

Prerequisites: Dwarf (Rock or Sand)
You have the blood of dwarf heroes flowing through your veins. You gain the following benefits:
  • Increase your Constitution score by 1, to a maximum of 20.
  • Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).

Elven Accuracy

Prerequisites: Elf (Cloud)
The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:
  • Increase your Dexterity, Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.

Exu Celerity

Prerequisites: Adalor (Exu)
The Exu swift travelling nature applies in short bursts as well. You gain the following benefits:
  • Increase your Intelligence or Charisma score by 1, to a maximum of 20.
  • As a bonus action you can move up to your movement speed not provocing opportunity attacks. After using this feature you cannot repeat it until after a short or long rest.

Intimidating Roar

You learn to use your voice to strike fear into your enemies’ hearts.
  • Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20.
  • As a bonus action, you release an intimidating roar/shout, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + the chosen modifier). A target automatically succeeds on the save if it can’t hear or see you. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.

Master Æthersmith

Prerequisites: Æthersmith Feat
You have masterd forging ore into more powerful crystals.
  • You increase your Intelligence score by 1 to a maximum of 20.
  • You can refine a quantity of ore up to your proficiency modifier granting +1 point of power up to a maximum of 8.

Orcish Honor

Prerequisites: Garasky (Orc)
Orcs value honor above all else and will die to defend their people.
  • You raise your constitution or dexterity score by 1 up to a maximum of 20
  • When an ally near you takes damage from an attack you can use your reaction to take half of the damage to yourself.

Ore Sense

You are naturally able to sense æther ore in your immediate vicinity.
  • You increase your Intelligence score by 1 to a maximum of 20.
  • You gain proficiency in Æther Mining Tools.
  • You are able to spend a short or long rest refining a quantity of ore up to your proficiency bonus to grant 1 point of power.

Prodigy

Prerequisites: Human (Sapien)
You have a knack for learning new things. You gain the following benefits:
  • You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.
  • Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn’t already benefiting from a feature, such as Expertise, that doubles your proficiency bonus

Sea Legs

Prerequisites: Dwarf (Sea)
A life at sea has granted you stability in environments that are unstable. You gain the following benefits:
  • You increase your dexterity score by 1 to a maximum of 20
  • You can move at full speed through difficult terrain
  • You have advantage on rolls whose result would cause you to fall prone

Titan's Constitution

Prerequisites: Garasky (Titan)
Titan warrior blood runs strong in you, unlocking a resilience akin to that possessed by some ancient Titan warriors. You gain the following benefits:
  • Increase your Constitution score by 1, to a maximum of 20.
  • You have resistance to cold damage and poison damage.
  • You have advantage on saving throws against being poisoned.

Unwavering Resolve

Prerequisites: Human (Deathling)
Your single mindedniess is stronger than even your bretheren. You cannot be charmed or frightened.

You Can't See Me

Prerequisites: Adalor (Slaugh)
Being of Slaugh lineage you are able to temporarily confuse creatures who attack you. You gain the following benefits:
  • Increase your Dexterity, Constitution, or Charisma score by 1, to a maximum of 20.
  • When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can’t use it again until you roll initiative at the start of combat or until you finish a short or long rest.

Æthersmith

Prerequisites: Ore Sense Feat
You have learned to forge ore into more powerful crystals.
  • You increase your Intelligence score by 1 to a maximum of 20.
  • You gain proficiency in Æthersmith tools.
  • You can refine a quantity of ore up to your proficiency modifier granting +1 point of power up to a maximum of 4.