Enhancements in Alphabetical Order
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Technological Adaptation
Prerequisite: Construct or Technological Progression Variant
When choosing this enhancement, you must know or be an Inventor specialized in Technology and Medicine, in addition to having access to the materials necessary to make the adaptations to your body, both defined by the GM based on the Inventor's Craft. The cash value is covered by the acquisition of the Enhancement.
To receive the benefits of this enhancement, you must spend at least 8 hours of work applying the technological adaptations in question, the GM may increase this period depending on the circumstances and your choices. After this period of work you receive the following benefits:
- Increase your Strength, Dexterity, or Constitution score by +1, up to a maximum of 20.
- Choose between Stable or Unstable:
- Stable. You must choose one Technological Advantage from the Technological Variant;
- Unstable. You must choose two Technological Advantages and one Technological Disadvantage from the Technological Variant
You can choose this enhancement more than once, if you have 5 or more Technological Advantages, you gain the Technological Progression traits tied to your power source.
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Spiritual Adept
Prerequisite: Possession of a Liturgy, Wisdom 17 or higher
Through your experiences dealing with spiritual forces you have been able to access some powers from another Rite, you receive the following benefits:
- Your Wisdom score increases by +1, to a maximum of 20.
- You may choose a Liturgy from a Rite other than your own. You become able to use it as one of your Liturgies.
- You gain one additional use of your Liturgy per short or long rest.
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Lucky
You seem to be blessed with supernatural luck that seems to act at the most opportune moments.
You have 2 + half your proficiency bonus in Luck Points. When making an attack roll, ability check, or saving throw, you can spend a Luck point to roll an additional d20. This expenditure can be made after you roll the initial die but not after you know the result of the roll. When you make this additional roll, you choose which die to use for that roll.
When you are the target of an attack, you can spend a luck point to roll a d20 and choose whether the attack made against you uses the original die or the one you rolled; luck points spent by different creatures to influence a roll cancel each other out, and no additional dice are rolled. Whenever you spend a luck point and roll a d20, if you get a 1, you must roll a d100 and take an effect from the Yordle Uncontrolled Magic table.
Luck Points are restored after finishing a long rest.
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Agile
You have extraordinary mobility. You gain the following benefits:
- Your speed increases by 10 feet.
- Running on difficult terrain does not cost you any extra movement.
- When you make a melee attack against a target, regardless of whether it hits or misses, you do not provoke attacks of opportunity from that target until the end of your turn.
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Spiritual Alliances
Prerequisite: Shaman
You nurture your relationships with spirits in order to be protected and favored by them. You may learn a new posture from your spiritual ally or even have contact with a new spiritual ally. You gain the following benefits:
- Choose a new Stance. This Stance receives the enhancement from your calling at level 6. If you choose this enhancement after level 6, the Stance already receives this enhancement.
- You receive half your Proficiency bonus in Ki points and recover that same amount during a long rest in addition to the amount you already recover normally.
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Expert Anatomist
Prerequisite: Wisdom 15 or higher, proficiency in Medicine
Through your study of certain creatures, you have learned about their physiology and anatomy, knowing how to defeat them more effectively. When choosing this enhancement, choose two types of creatures from: celestials, constructs, dragons, elementals, spirits, fae, beasts, humanoids, infernals, undead, plants, voidborns, you receive the following benefits:
- Your Dexterity score increases by +1, to a maximum of 20.
- Your attacks against the chosen creature types have their critical hit range reduced by 1.
- Whenever you score a critical hit against the chosen creatures, you add your Wisdom modifier to the damage dealt.
- You subtract your proficiency bonus from the DR of those creatures.
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Battle Enhancement
You have perfected your form in battle, enhancing your destructive capabilities according to the weapons you wield. You gain the following benefits:
- Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
- Choose one of the following three damage options:
- Bludgeoning. When you deal bludgeoning or crushing damage to a target with an attack roll, you can push it 5 feet in any direction, as long as the space is unoccupied and the target is up to one size category larger than you. This effect applies only once per turn. Additionally, when you roll a natural 20 on an attack roll that deals bludgeoning or crushing damage to a creature, until the start of your next turn, all attack rolls made against that creature are made with advantage.
- Slashing. When you deal slashing or lacerating damage to a creature with an attack roll, you can reduce its speed by 10 feet until the start of your next turn. This effect applies only once per turn. Additionally, when you roll a natural 20 on an attack roll that deals slashing or lacerating damage to a creature, until the start of your next turn, the target has disadvantage on all attack rolls and is Bleeding, taking 1d4 damage each turn.
- Piercing. When you deal piercing or slashing damage to a creature with an attack roll, you can add one damage die to the attack. This effect applies only once per turn. Additionally, when you roll a natural 20 on an attack roll that deals piercing or slashing damage to a creature, until the start of your next turn, the creature is Weakened.
You can choose this Enhancement more than once, each time choosing a different damage option.
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Beginning Arcanist
Choose from: Acolyte, Arcane Combatant, Shaman. You learn two cantrips from the chosen class's spell list. In addition, choose one 1st-level spell from the same list. You learn this spell and can cast it once at the lowest possible level without spending mana before taking a long rest. This restriction applies only to spells gained through this Enhancement.
The class you choose also determines your casting ability for these spells: Intelligence for Arcane Combatant and Wisdom for Acolyte or Shaman.
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Vital Arcanum
Hit Points
Spell Level
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Life Cost
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1
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4
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2
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6
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3
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10
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4
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12
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5
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14
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6
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18
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7
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22
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Prerequisite: Ability to cast at least one spell
Your body is capable of converting your vital energy into magical energy, receiving the following benefits:
- Your Constitution score increases by +1, up to a maximum of 20.
- When casting a spell of up to level 7, you can choose to use hit points instead of mana points. These hit points are taken from your maximum hit points and are only recovered at the end of a long rest.
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Arcanun
Prerequisite: spellcasting skill, level 4
Through your studies, you have managed to penetrate the secrets of a magical mystery. You receive the following benefits:
- Increase the value of an attribute by 1, up to a maximum of 20.
- Choose any Mystery to gain access to it. If it is an Elemental Mystery, you must fulfill the prerequisites for it.
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Harpooner
Prerequisite: Bilgewater
Hunting Bilgewater sea monsters isn't for everyone, but you know how to ensure your livelihood at the end of the day. You get the following benefits:
- Your Dexterity score increases by +1, up to a maximum of 20;
- As long as you have a rope, you can attach it to your Harpoon as an action, allowing you to always pull it back to you. Additionally, when you make a ranged attack with your Harpoon, if you hit a target up to one category higher than you, you can use a bonus action to pull the target up to 20 feet toward you. The target must make an Athletics saving throw against your Athletics check, and is pulled back on a failed save.
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Archer
Thanks to your extensive practice with bows, you gain the following benefits:
- Being within 5 feet of a hostile creature does not impose disadvantage on your ranged bow attack rolls.
- Once per turn, you can use the Attack action to fire two arrows from your bow; the second arrow rolls with disadvantage.
- Your bow and arrow attacks ignore half the DR of targets within your short range.
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Ars Veneficius
Prerequisite: Constitution 17 or higher
You have trained your body to resist the most different types of poisons, receiving the following benefits:
- Your Constitution score increases by +1, to a maximum of 20.
- You gain resistance to poison damage.
- You have advantage on saving throws to resist the Poisoned and Intoxicated conditions.
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Vitriolic Artisan
You have learned to increase the toxicity of a poison to fortify it, making the doses you prepare lethal. You gain the following benefits:
- All poison damage you deal ignores one level of resistance.
- You can use your bonus action to apply poison to a weapon or piece of ammunition.
- You gain the Apothecary Craft. With one hour of work using an Apothecary Set and 50 gp worth of materials, you can modify the composition of a dose of poison, making it more potent. The modified poison increases the saving throw DC and damage dice category by 1. Additionally, if a creature fails the saving throw to resist the poison, it becomes Poisoned, taking 1d4 poison damage per turn. If the original dose of poison already left the creature Poisoned, the modified poison does not apply the condition again.
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Experienced Assassin
Prerequisite: Mercurial Assassin, level 4 or higher
Your experience in your job has granted you the ability to increase your range of assassination possibilities. You gain the following benefits:
- Your Dexterity or Intelligence score increases by +1, up to a maximum of 20;
- Choose two simple or martial weapons that do not have the Extended, Unsuitable, Heavy, or Versatile properties. These two weapons are considered assassin weapons for you;
- You have advantage on attack rolls against creatures that have not yet acted in combat. Additionally, whenever you score a hit against a creature that is surprised, the hit is considered a critical hit;
- Your sneak attacks ignore half of your targets' DR
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Enhanced Signature
Prerequisite: Arcane, level 4
Your spellcasting greatly benefits from your arcane signature, allowing you to modify its properties. You have the following benefits:
- Increase your Intelligence or Arcane Signature Attribute score by 1, to a maximum of 20.
- You gain access to one Mystery of your choice that you have access to.
- You can change the threads of spells you cast. By spending 3 arcana points and spending mana equal to that of a spell of one level higher than the one cast, you can change the mystery of a spell to one that you have access to.
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Brutal Attacker
Once per turn, you can add your proficiency bonus to the damage roll, and when you roll a 1 on the damage die for a melee attack, you can reroll the damage die.
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Attentive
You are an observant and attentive person and receive the following benefits:
- When you roll initiative, you add +5 to the result rolled.
- While you are conscious, you do not suffer the effects of a surprise round.
- Hidden creatures do not have advantage when attacking you.
- You gain a +1 passive perception bonus.
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Elite Sniper
You have mastered the use of ranged weapons and can perform shots that would be impossible for others. You gain the following benefits:
- Attacking a target beyond normal range does not impose disadvantage on your attack rolls with ranged weapons.
- Your ranged weapon attacks ignore half cover and three-quarters cover.
- Before you make an attack with a ranged weapon you are proficient with, you can choose to take a –2 penalty on the attack roll. If the attack hits, you add 1 die of weapon damage to the attack.
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Athlete
You have undergone arduous physical training to gain the following benefits:
- Increase your Strength or Dexterity score by 1, to a maximum of 20.
- When you are prone, getting up requires only 5 feet of your movement speed.
- You can climb without costing additional movement.
- You can perform a long jump or high jump while running by moving only 5 feet, instead of 10 feet.
- You gain an additional 5 feet of movement speed.
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Auras of Melody
Prerequisites: Heritage - Power Chords, 8th level
You have enhanced your Melodies, causing them to create a temporary aura that provides additional effects to nearby allies. You gain the following benefits:
- Your Charisma score increases by +1, up to a maximum of 20;
- When using a Musical formula, you can spend 1 additional mana point to have the melody cause an additional effect:
- Aura of Valor. When you use the Hymn of Valor Melody, it conjures a 15-foot aura around you. Allies within this aura have their damage increased until the end of their next turn, dealing their base Pulse die in additional energy damage.
- Aura of Perseverance. When you use the Aria of Perseverance Melody, it conjures a 15-foot aura around you. Allies within this aura receive temporary hit points equal to your Character level.
- Aura of Celerity. When you use the Song of Celerity Melody, it conjures a 15-foot aura around you. Allies within this aura gain 15 feet of additional movement until the end of their next turn.
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Crossbowman
Thanks to your extensive practice with crossbows, you gain the following benefits:
- You ignore the reload quality of crossbows you are proficient with.
- Being within 5 feet of a hostile creature does not impose disadvantage on your ranged attack rolls with crossbows.
- When you use the Attack action and attack with a one-handed weapon, you can use your bonus action to attack with a loaded hand crossbow you are holding.
- Your crossbow attacks ignore half the DR of targets within your short range.
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Heavy Armored
Prerequisite: Proficiency with medium armor
You have trained for years so that no one can defeat you in battle, gaining the following benefits:
- Increase your Strength score by 1, to a maximum of 20. * You gain proficiency with heavy armor.
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Quarrelsome
Accustomed to bar fights using anything as weapons, and failing that, your fists, you gain the following benefits:
- Increase your Strength or Constitution score by 1, to a maximum of 20.
- Your unarmed strikes deal 1d4 more damage.
- When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.
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Natural Channeler
Prerequisite: Shaman level 8
You can keep your mind much more focused while channeling. You gain the following benefits:
- You reduce the Ki cost for Spirit Channeling by 1.
- The first saving throw to force a channel is made with advantage. This can only happen once per full rest.
- When you fail to channel a Great Spirit, you ignore the Failure effect. This can only happen once per full rest (stacks with the Heritage - Spirit Fluency).
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Efficient Channeling
Prerequisite: Heritage - Versatile Channeler, Acolyte 4
Your ability to channel your liturgies becomes so natural that you can use it in conjunction with casting a spell. You gain the following benefits:
- Your Wisdom score increases by +1, to a maximum of 20
- You can use a liturgy at the same time as you cast a spell, using the same action for both.
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Powerful Channeling
Prerequisite: Enhancement - Efficient Channeling, Acolyte 8
When you channel your liturgies, your spiritual potency is heightened, causing additional effects. You gain the following benefits:
- Your Wisdom or Intelligence score increases by +1, to a maximum of 20
- When you cast a liturgy, you emanate a pulse of spiritual energy. Allies within a 5-foot circle around you regain hit points equal to half your proficiency bonus on a d6, and enemies within that area must make a Charisma saving throw equal to your spell save DC or take half your proficiency bonus on a d4 energy damage.
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Combat Surgeon
You are a skilled surgeon, allowing you to quickly treat injuries and bring your allies back into the fight. You gain the following benefits:
- When you use a first-aid kit to stabilize a dying creature, the creature regains 1 hit point instead.
- As an action, you can expend one use of the first-aid kit to treat a creature and restore 1d6 + 4 hit points plus an additional hit point equal to the creature’s total number of hit dice. The creature can’t regain hit points through this enhancement again until it finishes a short or long rest.
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War Caster
Prerequisite: Spellcasting
You are experienced at casting spells in the midst of combat, learning techniques that grant you the following benefits:
- You have advantage on Constitution saving throws to maintain your concentration on a spell when you take damage.
- You can perform the somatic components of a spell even when you are holding a weapon or shield in one or both hands.
- You can use your reaction to cast a spell on a creature instead of making an opportunity attack. The spell must have a casting time of 1 action and must target only one creature.
- Your spell attacks ignore half of their targets’ DR
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Efficient Conjurer
Prerequisite: Enhancement - Volatile Conjurer, Shaman 8
By calling upon spiritual entities, you are able to adapt to the unexpected. You gain the following benefits:
- Your Wisdom or Constitution score increases by +1, up to a maximum of 22
- The bonus Ki points granted by the “Volatile Conjurer” Heritage are doubled.
- You can cast a spell from the Shaman list that is not among your prepared spells at the cost of additional Ki points equal to half the spell’s level rounded up. You can use this ability a number of times equal to your proficiency bonus for a full rest.
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Volatile Conjurer
Prerequisite: Heritage - Natural Conjurer, Shaman 4
Understanding more deeply how magic works allows you to manipulate it with greater versatility. You receive the following benefits:
- Your Wisdom or Constitution score increases by +1, up to a maximum of 20
- You can now exchange the chosen spell for the Natural Caster heritage during a Full Rest, maintaining its limitations,
- When casting the chosen spell using Ki points, you can cast it as a spell of 1 level higher at no additional cost.
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Element Controller
Prerequisite: Ability to cast at least one spell
Your elemental control is enhanced by an element. You master the aspects of an element, giving you greater control and power over spells that use that element. When selecting this Enhancement, choose from one of the following elemental damage types: acid, electric, cold, fire, thunder, or poison.
- Spells of the chosen element, when cast, ignore resistance and in the case of immunity, cause damage reduced by half instead of causing no damage. Additionally, damage dice that fall as 1 are treated as 2.
- This Enhancement can be chosen multiple times, each time with a different elemental damage.
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Dramatist
An expert in mime and drama, you gain the following benefits:
- Increase your Charisma score by 1, to a maximum of 20.
- You have advantage on Act and Deception checks when you are trying to impersonate someone else.
- You can imitate another person’s articulation or the sounds made by other creatures. You must have heard the person speaking or heard the creature making the sound for at least 1 minute. A successful Insight check contested by your Deception check allows a listener to determine that the effect is false.
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Defensive Duelist
Prerequisite: Dexterity 13 or higher
When you're wielding a finesse weapon with which you're proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss.
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Ironclad
Prerequisite: Proficiency with light armor
You trained for a few months so that you could have greater resistance in combat, gaining the following benefits:
- Increase your Strength score by 1, to a maximum of 20.
- You gain proficiency with medium armor and shields.
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Dual Wield
Your arduous training has led you to master two-weapon combat, gaining the following benefits:
- While wielding a melee weapon in each hand, you gain a +1 bonus to AC.
- You gain a rank in Two-Weapon Fighting
- When making an attack of opportunity, you can roll a second attack with your other hand with disadvantage.
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Primate Grip
Prerequisite: Strength 15
The strength of your hand is very well developed, allowing you to carry weapons larger than those made for you, you receive the following benefits.
- Increase your Strength score by 1, to a maximum of 20.
- Choose a one-handed melee weapon with which you are proficient. You can use a melee weapon of one size higher than your own in your off hand. Instead of taking a -5 penalty on attack rolls and having disadvantage on those rolls, you take only a -2 penalty and no longer have disadvantage. Your weapon damage increases according to the Creature Size table.
You can wield a larger size category light weapon as a light weapon, or a two-handed weapon as a one-handed weapon. You can't use a larger size category weapon with your off hand, and you can't use this enhancement in conjunction with Dual Wield. This enhancement can be taken multiple times, each time with a different weapon.
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Arcane Scholar
Prerequisite: Heritage - Arcanist Acolyte, Acolyte 4
Your manipulation of arcane and spiritual energy is similar, giving you greater expertise in casting spells. You gain the following benefits:
- Your Wisdom or Intelligence score increases by +1, to a maximum of 20
- You can choose an Improved Spellcasting Focus from the Arcane to use as your Spellcasting Focus. You gain the benefits of that Improved Spellcasting Focus
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Squire
You know how to use shields for both defense and attack. You gain the following benefits while wielding a shield:
- When you make a melee attack against a creature, you can attempt to use your shield to knock it prone as a bonus action; the creature must make a Strength saving throw against your Strength check.
- While you are conscious and not incapacitated, you can add your shield's AC bonus to Dexterity and Strength saving throws.
- You gain proficiency with shields
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Medium Armor Specialist
Prerequisite: Proficiency with medium armor
You are used to wearing medium armor, which gives you some advantages:
- You do not have disadvantage on Stealth checks while wearing medium armor.
- When you are wearing medium armor, you have no limit on your Dexterity modifier.
- You add +1 to the Damage Reduction of your medium armor.
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Heavy Armor Specialist
Prerequisite: Proficiency with heavy armor
You become nearly unbeatable… while wearing armor. You gain the following benefits:
- Increase your Strength score by 1, up to a maximum of 20.
- When you are wearing heavy armor, you reduce all physical damage you take by 3.
- You add +1 to the Damage Reduction of your heavy armor.
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Shield Expert
Prerequisite: Shield Proficiency
Your constant training with weapons and shields has granted you greater maneuverability in combat. You gain the following traits:
- You can now don or remove a shield using a bonus action.
- When the shield is worn, you can attack normally with a weapon that has the extension and two-handed properties. If you are using a heavy or tower shield, you are unable to gain advantage on your attack, except through magic or runes. If you have the Phalanx fighting style, this inability no longer applies to polearms.
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Versatile Spiritualist
Prerequisite: Shaman 4
Your relationship with the spirit world is good and allows you to receive teachings more easily. You receive the following benefits:
- Your Wisdom or Constitution score increases by +1, up to a maximum of 20
- You can exchange an invocation for another of the same level and that you meet the prerequisites for during a full rest
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Weapons Scholar
You have trained your skill with different types of weapons, you gain the following benefits:
- Increase your Strength or Dexterity score by 1, to a maximum of 20.
- You gain proficiency with four simple or martial melee, ranged, or other weapons of your choice.
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Born Explorer
You have a natural ability to find hidden passages, treasures, and traps. You have the following benefits:
- You have advantage on Perception and Investigation checks to find hidden passages or traps, and you have advantage on Dexterity saving throws to avoid a trap.
- Traps deal half damage to you.
- As you travel, you can search for traps set in your path without slowing down.
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Adrenaline Rush
Prerequisite: Strength or Dexterity 17 or higher
You have learned to control your metabolism, getting the most out of your body, pushing it to limits far beyond its natural limits, you receive the following benefits:
- Your Strength or Dexterity score increases by +1, to a maximum of 20.
- As a free action on your turn, you can perform an adrenaline burst. Until the start of your next turn, your Strength or Dexterity score becomes 25. You can do this once per long rest. You can perform additional adrenaline bursts, gaining 1 level of exhaustion per use beyond 1st.
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Alternate Focus
Prerequisite: Arcane 4
You can quickly attune to more than one spellcasting focus, and you can switch between them quickly. You gain the following benefits:
- Your Intelligence or Constitution score increases by +1, to a maximum of 20
- You can switch your active spellcasting focus as a bonus action. You can use this feature a number of times equal to half your proficiency bonus per long rest. (When using Crystals in this way, you regain only half the mana you would normally regain.)
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High Rage
Prerequisite: Brute
Fury runs through your blood in a supernatural way, and when channeled more efficiently, you receive the following benefits:
- Your Constitution score increases by +1, to a maximum of 20.
- When you finish a short rest, you regain a number of uses of rage equal to half your Constitution modifier.
- At the end of your turn, if you have not attacked a hostile creature, your Rage does not end prematurely.
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Grand Conjurer
Prerequisite: Ability to cast at least one spell
You have learned spellcasting techniques with certain types of magic, gaining the following benefits:
- Spells and cantrips that require a hit have double range.
- Your spells that require a hit ignore half cover or three-quarters cover.
- You learn one cantrip that requires an attack roll. Choose the cantrip from the Acolyte or Arcane Fighter spell list. Your spellcasting ability for this cantrip depends on the spell list from which you chose the cantrip: Intelligence for Arcane Fighter and Wisdom for Acolyte.
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Skilled
This Enhancement can be chosen more than once, each time you receive it, you can choose 3 from the items below:
- Gain proficiency with a Skill
- Gain proficiency with a Craft
- Increase the level of a Major Craft (respecting its limits)
- Learn formulas from a Major Craft
- Receive a new Discipline from a Minor Craft
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Immobilizer
Prerequisite: Strength 13 or higher
You have developed the skills necessary to maintain a melee grapple. You gain the following benefits:
- You have advantage on attack rolls against a creature that is already grappled.
- You can use your action to attempt to immobilize a creature you are grappling. To do so, make another grapple check. If successful, you and the creature are restrained until the grapple ends.
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Interpreter
You have extensive knowledge of several languages and codes, gaining the following benefits:
- Increase your Intelligence score by 1, to a maximum of 20.
- You learn three languages of your choice.
- You can create complex codes and ciphers. Creatures attempting to decipher these codes must succeed on an Intelligence saving throw (DC equal to your Intelligence score + your proficiency bonus) or use a spell to decipher them.
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Uncontrollable Charge
You can, after taking the Dash action, make a melee attack or knock a creature prone as a bonus action.
If you move at least 10 feet in a straight line, you can choose to gain a +5 bonus to hit with a melee attack or have advantage to hit a creature prone.
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Intense Summoner
Prerequisite: Shaman 8
Your spirit responds to the heat of battle with great intensity, momentarily aligning you with the spirit world. You gain the following benefits:
- Your Wisdom or Constitution score increases by +1, to a maximum of 22
- When you enter combat, your first Summon has a Ki point cost reduced by 1, and can be reduced to 0 this way.
- When you spend Ki points on a Summon, you gain resistance to one type of spiritual damage for a number of rounds equal to your proficiency bonus.
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Bladecaller
Prerequisite: Heritage - Plumdaggers' Control
You learn to better control the magic of your plumdaggers, knowing how to use their innate spiritual magic to bind your enemies. You gain the following benefits:
- Your Wisdom score increases by +1, up to a maximum of 20.
- When using Return of the Blades, if a creature is hit by two or more feather daggers, it must make a Constitution saving throw of DC 8 + your proficiency bonus + your Wisdom modifier. On a failed save, the creature is Restrained until the end of its next turn.
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Mastery
Prerequisite: Craft 5, level 18
This Enhancement can be chosen more than once, each time you choose this Enhancement, you can choose 1 Greater Craft.
- You gain 6th level in this Craft
- You learn a number of 6th-level formulas from this Craft equal to your Intelligence modifier (minimum of 1)
- You learn a number of formulas equal to half your Intelligence modifier (minimum of 1) for each level from 1st to 5th in this Craft.
- You gain Expertise with this Craft.
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Blessed Magic
Prerequisite: Enhancement - Arcane Scholar, Acolyte 8
Your spells reflect the creed of your rite, so you can enhance the capabilities of your spells through arcane synthesis. You gain the following benefits:
- Your Wisdom score increases by +1, up to a maximum of 20
- Once per long rest, you can use one Arcane Metamagic (of your choice) on one of your Acolyte spells without spending Arcana points. You can spend one use of Liturgy to gain an additional use of this feature.
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Iron Hands
Prerequisite: Strength 15
You become proficient with war gauntlets, and they count as Bodhisattva weapons. Additionally, you deal 1 additional point of damage with them, bringing your total to +2.
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Strengthened Mind
Prerequisite: Constitution 15 or higher
While you are no more resistant to damage than other people, your training has created a greater tolerance in you, and you receive the following benefits:
- Your Constitution score increases by +1, to a maximum of 20.
- When you fail a saving throw to maintain your Concentration on a spell, you can repeat the saving throw and keep the new result.
- When you fail a saving throw or save against a Mystery of Illusion spell, you can repeat the save and keep the new result.
- You gain advantage on saving throws against any form of mind control.
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Single Mind
Your mind is unique, making your way of thinking very different from your peers. You gain the following benefits:
- Increase the score of one of the following attributes by +1, up to a maximum of 20: Wisdom, Intelligence, or Charisma.
- You are proficient in saving throws with the chosen attribute.
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Combat Master
Prerequisite: Proficiency with a martial weapon
Your martial training is ongoing and always seeks to adapt to your tendencies. As a result, you learn a Fighting Style option of your choice from the Fighter class. You cannot choose the same Style more than once. Additionally, when you gain a level that receives an Enhancement, you can choose a Fighting Style you know and replace it with one you do not already have. This Enhancement can be chosen more than once.
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Complex Naturalness
Prerequisite: Heritage - Elemental Principle, Arcane 4
Your habit of dealing with your elemental principle grants you greater ease and benefits. You receive the following benefits:
- Your Intelligence or Constitution score increases by +1, up to a maximum of 20
- You receive half your character level in Mana points that can be used to cast only spells of the Mystery (or Element) defined in Elemental Principle. These points are recovered during a long rest.
- When you use a metamagic with a spell of the mystery defined by Elemental Principle, if the spell is successful, you recover half the mana points spent to cast it
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Eye of Death
Prerequisite: Proficiency with a ranged weapon, Dexterity 17 or higher
Your ranged weapon training has reached a supernatural level, you gain the following benefits:
- Increase your Dexterity score by 1, up to a maximum of 20.
- Choose a ranged weapon with which you are proficient. When you make an attack with this weapon, you can choose to take a -2 hit on the hit roll and decrease your critical hit range by 1 with this weapon. You can repeat this ability up to 3 times in a single attack.
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Expert Thrown Weapons Expert
You have mastered the art of throwing weapons, drawing quickly and striking accurately. You gain the following benefits:
- Being within 5 feet of a hostile creature or attacking a target beyond normal range does not impose disadvantage on your ranged attack rolls with thrown weapons.
- You can draw a weapon that has the thrown property as part of your Attack action.
- Weapons you throw have their damage category increased by 1.
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Firearms Expert
Prerequisite: Proficiency with one firearm category
Thanks to your extensive practice with firearms, you gain the following benefits:
- You gain the Gunsmith Craft
- You can repair a firearm for half the time and cost required.
- Being within 5 feet of a hostile creature does not impose disadvantage on your ranged attack rolls with firearms.
- When you use the Attack action with a light firearm, you can use your bonus action to attack with another loaded light firearm that you are wielding.
- Your firearm attacks ignore half the DR of targets within your maximum range
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Polearm Expert
You are a powerful enemy while using polearms. You gain the following benefits:
- When you take the Attack action and attack with a glaive, halberd, quarterstaff, spear, longspear, or trident, you can use a bonus action to make a melee attack with the other end of the weapon. This attack uses the same ability modifier as your primary attack. The weapon damage die for this attack is a d6, and the attack deals bludgeoning damage.
- While you are wielding a glaive, halberd, quarterstaff, spear, longspear, or trident, other creatures provoke an attack of opportunity from you when they come within your reach.
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Large Weapons Expert
Você aprendeu a controlar o peso e balanço de sua arma a seu favor. Você ganha os seguintes benefícios:
- Ao acertar um ataque crítico com uma arma corpo a corpo pesada, ou reduzir os pontos de vida de uma criatura a 0, você pode realizar um ataque corpo a corpo com sua arma pesada com uma ação bônus.
- Antes de você realizar um ataque corpo a corpo com uma arma pesada com a qual você tenha proficiência, você pode optar por sofrer –2 de penalidade em sua jogada de ataque. Se este ataque atingir o alvo, você adiciona 1 dado de dano da arma ao seu dano + seu bônus de proficiência.
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Perito em Escopeta
Pré-requisito: Proficiência com armas de fogo médias, Destreza 17 ou maior
Através do seu treinamento com a escopeta, você alcançou uma habilidade quase que sobrenatural, você recebe os seguintes benefícios:
- Aumente seu valor de Destreza em 1, até o máximo de 20.
- Você recebe +1 em suas jogadas de ataque com armas de fogo médias.
- Ao atacar objetos inanimados seu dano sobe em duas categorias.
- Uma vez por turno, ao realizar um ataque com uma arma de fogo média, você pode fazer com que o alvo de seu ataque realize uma salvaguarda de Força CD 8 + seu bônus de proficiência + seu modificador de Destreza. Em uma falha, o alvo ficará Caído. Você pode fazer isso um número de vezes igual ao seu bônus de proficiência por descanso longo.
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Perspicaz
Você possui uma grande percepção de seus arredores e das pessoas que estão neles. Você ganha os seguintes benefícios:
- Aumente seu valor de Sabedoria em 1, até o máximo de 20.
- Você pode ler os lábios de uma criatura que você possa ver. Caso ela esteja falando em um idioma que você compreenda, você pode interpretar suas palavras.
- Você possui um bônus de +5 em sua percepção passiva.
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Plenitude de Combate
Seja servindo o exército ou treinando com algum professor, você aprendeu algumas técnicas de combate. Você ganha os seguintes benefícios:
- Você ganha +1 em Força ou Destreza, à sua escolha, até o limite de 20.
- Escolha uma entre as Técnicas de Combate da classe Combatente que você atenda os pré-requisitos. Caso a técnica usada obrigue o alvo a realizar uma salvaguarda, a CD será igual a 8 + seu bônus de proficiência + seu modificador de Força ou Destreza (à sua escolha).
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Praticante Dedicado
Esse Aprimoramento pode ser escolhido mais de uma vez. Dedicar-se ao Ofício fortalece o corpo e a mente. Você se desenvolve mais em um Ofício, ou aprende um novo. Você recebe os seguintes benefícios:
- Seu valor de um Atributo à sua escolha aumenta em +1, até o máximo de 20.
- Você recebe proficiência em um Ofício á sua escolha, ou um nível em um Ofício que já possua
- Você recebe 5 fórmulas adicionais para algum Ofício que já possua
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Princípio Arquimago
Pré-requisito: Arcano 8
Mais do que conhecer muitas magias, você busca formas de conhecer profundamente a magia em si e como extrair o máximo de cada uma de suas muitas magias. Esse aprimoramento pode ser escolhido mais de uma vez. Você recebe os seguintes benefícios:
- Você recebe 2 pontos de Arcana
- Você pode escolher uma metamagia adicional
- Quando você usa qualquer quantidade de pontos de Arcana, você pode rolar 1d4 e recuperar o valor em pontos de mana.
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Resistente
Você ganha os seguintes benefícios:
- Aumente o valor de um dos seguintes atributos em +1, até o máximo de 20: Força, Destreza ou Constituição.
- Você possui proficiência em salvaguardas com o atributo escolhido.
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Revestido
Você treinou por algum tempo para que armaduras não atrapalhem seus movimentos, ganhando os seguintes benefícios:
- Aumente seu valor de Força em 1, até o máximo de 20.
- Você recebe proficiência com armadura leves.
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Robusto
Você ganha metade do seu dado de vida em seu máximo de pontos de vida no 1º nível, sempre que sua vida aumentar ao subir de nível, caso você tire menos que 1 + metade do dado de vida, você pode jogar o dado novamente e escolher o maior número entre os dois.
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Sagaz
Pré-requisito: Destreza 13 ou maior
Você é particularmente hábil em esgueirar pelas sombras. Você ganha os seguintes benefícios:
- Ao tentar se esconder de alguma criatura, estando levemente obscurecido, você tem vantagem em seu teste de Furtividade.
- Errar um ataque a distância feito enquanto escondido, não revelará sua localização para o alvo.
- Você não recebe desvantagem em testes de Percepção relacionados à visão quando em penumbra.
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Senso do Navegador
Você possui uma memória como a de nenhum outro. Você ganha os seguintes benefícios:
- Aumente seu valor de Inteligência em 1, até o máximo de 20.
- Você sempre sabe a posição de todos os pontos cardeais.
- Você sabe a quantidade de tempo exata para o nascer ou pôr do sol, independente da época do ano.
- Você sabe dizer exatamente qualquer coisa que tenha visto ou ouvido no último mês.
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Tempestade de Plumas
Pré-requisito: Vastaya Lhotlan, nível 12
Você aprendeu a controlar todas suas plumas com uma precisão inigualável. Você recebe os seguintes benefícios:
- Seu valor de Destreza aumenta em +1, até o máximo de 20.
- Utilizando uma ação, ou uma reação ao ser alvo de um ataque, você salta no ar fazendo com que o ataque seja feito com desvantagem e dispara todas as plumadagas que você possui em um cone de 25 pés a partir de você. Todos os alvos nessa área devem realizar uma salvaguarda de Destreza CD 8 + seu bônus de proficiência + seu modificador de Destreza. Em uma falha, um alvo afetado sofre o dano de todas as suas plumadagas disparadas e tem seu deslocamento reduzido em 15 pés até o final de seu próximo turno.
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Versatilidade Arcana
Pré-requisito: Aprimoramento - Foco Alternativo Arcano 8
Você aprendeu como manipular suas capacidades arcanas naturais com ainda mais facilidade. Você recebe os seguintes benefícios:
- Você pode utilizar 2 focos arcanos aprimorados ao mesmo tempo, ou receber dois benefícios de um mesmo foco arcano aprimorado mixto. Ex. Uma espada em chamas concede a você os benefícios de foco aprimorado de Armas Cortantes e Elemento.
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Vigilante
Você domina técnicas para obter vantagens em combate, ganhando os seguintes benefícios:
- Ao atingir uma criatura com um ataque de oportunidade, o deslocamento da criatura se torna 0 pelo resto do turno.
- Criaturas que saírem do seu alcance, mesmo usando a ação de Desengajar, provocam ataques de oportunidade.
- Quando uma criatura que esteja a 5 pés de você realizar um ataque que não tenha você como alvo, você pode utilizar sua reação para realizar um ataque corpo a corpo na criatura atacante.
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