Character Options
Feats
The following new feats offer options for any character to touch the latent power of Zakhara. At the GM’s discretion.
Ambusher
You may treat all simple weapons with the light property as if they had the hidden property.
Artificers Prodigy
Prerequisite: Level 10 or higher
Your exposure to the great workings of the artificers of old has expanded your understanding of magical items. You may attune to one additional item.
You may not take this feat more than once.
Counter Magic Specialist
Prerequisite: Intelligence 15 or higher
As a reaction, you may make an Arcana (Intelligence) check to identify a spell as it is being by a source that you can see at DC = 10 + the spells level. If you succeed, you know the name of the spell and may select one of the following actions:
Impose disadvantage on spell attacks against allies within earshot
Grant advantage to saving throws to all allies within earshot
These benefits only affect the identified spell.
Desert Dweller
Prerequisite: Constitution 15 or higher
You are a creature of the desert and are comfortable there, no matter the region. As a result, you gain the following benefits.
- Your movement speed increases by 5 ft while on sand, gravel or stone.
- You ignore the effects of extreme heat and extreme cold.
- You are aware the direction and distance to the nearest source of water.
Divine Guidance
Prerequisite: Aasimar
The blessings of your forbears grant you divine grace. Choose two skills you are proficient in, you may roll a 1d4 in addition to the d20 roll for checks that use those skills.
Empowered Spell Caster
Prerequisite: The ability to cast 3rd level spells or higher.
Before you cast a spell attack that targets one or more creatures you may choose to apply one of the following effects.
- You take a -5 penalty to your spell attack. If the spell hits, you can add 1d6 force damage to the spell.
- You add a +5 bonus to your spell attack. If the spell hits, you subtract 1d6 from the spells damage, minimum damage of 1.
Improved Critical
Prerequisite: Level 10 or higher
You are a deft hand at identifying the weaknesses of foes. Your weapon attacks score a critical hit on a roll of 19 or 20.
This effect does not stack with other sources that improve your critical range.
Light Armor Mastery
While wearing light armor, add half your proficiency modifier to your AC.
Moment of Thought
Prerequisite: Intelligence 13 or higher
As a bonus action, you can consider a situation and then add your Intelligence modifier to the next attack roll, ability check, or saving throw you make before the start of your next turn.
Sand Dancer
Prerequisite: Dexterity of 15 or higher
As a bonus action, if you move 10 feet or more in a line over sandy or dusty terrain, you may create a cloud of dust 5 feet wide that follows your path of travel. This cloud obscures creatures on either side of it from each other, granting the effects of half-cover. This cloud lasts for one minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
Titanic
Prerequisite: Powerful Build Racial Feature
As a member of the stronger races, you have access to and proficiency weapons with the Oversized property. This does not grant you proficiency with weapons you would not normally be proficient with.
Oversized Weapons
Some races in Zakhara are renowned for wielding weapons of absurd proportions. These weapons have the oversized property as described below. Any weapon without the light property may possess the oversized property.
Oversized: Oversized weapons add an additional die to their damage. Additionally the cost and weight of this weapon are doubled.
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