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morgan_

Feats

Level 1 Bonus Feat

Initiate of High Sorcery

Prerequisites: Dragonlance Campaign, plus Sorcerer, Wizard, or Mage of High Sorcery

   You’ve received training from magic-users affiliated with the Mages of High Sorcery.

   Choose one of the three moons of Krynn to influence your magic: the black moon, Nuitari; the red moon, Lunitari; or the white moon, Solinari. You learn one cantrip of your choice from the wizard spell list and two 1st-level spells based on the moon you choose, as specified in the Lunar Spells table. (Light)

Lunar Spells

Moon

1st-Level Spell

Nuitari

 

Choose two from dissonant whispers, false life, hex, and ray of sickness

 

Lunitari

 

Choose two from color spray, disguise self, feather fall, and longstrider

 

Solinari

Choose two from comprehend languages, detect evil and good, protection from evil and good, and shield

   You can cast each of the chosen 1st-level spells without a spell slot, and you must finish a long rest before you can cast them in this way again. You can also cast the spells using any spell slots you have.

   Your spellcasting ability for this feat’s spells is Intelligence, Wisdom, or Charisma (choose when you select this feat).

Source: DSotDQ, page 32

 

Level 4 Bonus Feat

Adept of the White Robes

Prerequisite: 4th Level, Initiate of High Sorcery Feat

You chose the moon Solinari to influence your magic, and your oath to use magic to make the world a better place has been recognized by the Order of the White Robes, granting you these benefits:

    Protective Magic. You learn one 2nd-level spell of your choice. The 2nd-level spell must be from the Abjuration or Divination school of magic. You can cast this feat’s 2nd-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast this spell using spell slots you have of the appropriate level. The spell’s spellcasting ability is the one chosen when you gained the Initiate of High Sorcery feat. (Lesser Restoration)

    Protective Ward. When you or a creature you can see within 30 feet of you takes damage, you can use your reaction to expend a spell slot and weave protective magic around the target. Roll a number of d6s equal to the level of the spell slot expended and reduce the damage the target takes by the total rolled on those dice + your spellcasting ability modifier.

 

Source: Dragonlance: Shadow of the Dragon Queen

 

Level 1 Variant Human Feat

Linguist

You have studied 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. (Dwarvish, Kenderspeak, Primordial)
  • You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.

Source: PHB, page 167

Level 4 ASI Feat

Telekinetic

You learn to move things with your mind, granting you the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You learn the Mage Hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this feat.
  • As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved 5 feet toward or away from you. A creature can willingly fail this save.

Source: Tasha's Cauldron of Everything, page 81

morgan_

morgan_

Feats

Level 1 Bonus Feat

Initiate of High Sorcery

Prerequisites: Dragonlance Campaign, plus Sorcerer, Wizard, or Mage of High Sorcery

   You’ve received training from magic-users affiliated with the Mages of High Sorcery.

   Choose one of the three moons of Krynn to influence your magic: the black moon, Nuitari; the red moon, Lunitari; or the white moon, Solinari. You learn one cantrip of your choice from the wizard spell list and two 1st-level spells based on the moon you choose, as specified in the Lunar Spells table. (Light)

Lunar Spells

Moon

1st-Level Spell

Nuitari

 

Choose two from dissonant whispers, false life, hex, and ray of sickness

 

Lunitari

 

Choose two from color spray, disguise self, feather fall, and longstrider

 

Solinari

Choose two from comprehend languages, detect evil and good, protection from evil and good, and shield

   You can cast each of the chosen 1st-level spells without a spell slot, and you must finish a long rest before you can cast them in this way again. You can also cast the spells using any spell slots you have.

   Your spellcasting ability for this feat’s spells is Intelligence, Wisdom, or Charisma (choose when you select this feat).

Source: DSotDQ, page 32

 

Level 4 Bonus Feat

Adept of the White Robes

Prerequisite: 4th Level, Initiate of High Sorcery Feat

You chose the moon Solinari to influence your magic, and your oath to use magic to make the world a better place has been recognized by the Order of the White Robes, granting you these benefits:

    Protective Magic. You learn one 2nd-level spell of your choice. The 2nd-level spell must be from the Abjuration or Divination school of magic. You can cast this feat’s 2nd-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast this spell using spell slots you have of the appropriate level. The spell’s spellcasting ability is the one chosen when you gained the Initiate of High Sorcery feat. (Aid)

    Protective Ward. When you or a creature you can see within 30 feet of you takes damage, you can use your reaction to expend a spell slot and weave protective magic around the target. Roll a number of d6s equal to the level of the spell slot expended and reduce the damage the target takes by the total rolled on those dice + your spellcasting ability modifier.

 

Source: Dragonlance: Shadow of the Dragon Queen

 

Level 1 Variant Human Feat

Linguist

You have studied 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. (Dwarvish, Kenderspeak, Primordial)
  • You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.

Source: PHB, page 167

Level 4 ASI Feat

Telekinetic

You learn to move things with your mind, granting you the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You learn the Mage Hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this feat.
  • As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved 5 feet toward or away from you. A creature can willingly fail this save.

Source: Tasha's Cauldron of Everything, page 81

morgan_

morgan_

Feats

Level 1 Bonus Feat

Initiate of High Sorcery

Prerequisites: Dragonlance Campaign, plus Sorcerer, Wizard, or Mage of High Sorcery

   You’ve received training from magic-users affiliated with the Mages of High Sorcery.

   Choose one of the three moons of Krynn to influence your magic: the black moon, Nuitari; the red moon, Lunitari; or the white moon, Solinari. You learn one cantrip of your choice from the wizard spell list and two 1st-level spells based on the moon you choose, as specified in the Lunar Spells table. (Light)

Lunar Spells

Moon

1st-Level Spell

Nuitari

Choose two from dissonant whispers, false life, hex, and ray of sickness

Lunitari

Choose two from color spray, disguise self, feather fall, and longstrider

Solinari

Choose two from comprehend languages, detect evil and good, protection from evil and good, and shield

   You can cast each of the chosen 1st-level spells without a spell slot, and you must finish a long rest before you can cast them in this way again. You can also cast the spells using any spell slots you have.

   Your spellcasting ability for this feat’s spells is Intelligence, Wisdom, or Charisma (choose when you select this feat).

Source: DSotDQ, page 32

 

Level 4 Bonus Feat

Adept of the White Robes

Prerequisite: 4th Level, Initiate of High Sorcery Feat

You chose the moon Solinari to influence your magic, and your oath to use magic to make the world a better place has been recognized by the Order of the White Robes, granting you these benefits:

    Protective Magic. You learn one 2nd-level spell of your choice. The 2nd-level spell must be from the Abjuration or Divination school of magic. You can cast this feat’s 2nd-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast this spell using spell slots you have of the appropriate level. The spell’s spellcasting ability is the one chosen when you gained the Initiate of High Sorcery feat. (Aid)

    Protective Ward. When you or a creature you can see within 30 feet of you takes damage, you can use your reaction to expend a spell slot and weave protective magic around the target. Roll a number of d6s equal to the level of the spell slot expended and reduce the damage the target takes by the total rolled on those dice + your spellcasting ability modifier.

Source: Dragonlance: Shadow of the Dragon Queen

 

Level 1 Variant Human Feat

Linguist

You have studied 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.

    (Dwarvish, Kenderspeak, Celestial)
  • You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.

Source: PHB, page 167

Level 4 ASI Feat

Telekinetic

You learn to move things with your mind, granting you the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

  • You learn the Mage Hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this feat.

  • As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved 5 feet toward or away from you. A creature can willingly fail this save.

Source: Tasha's Cauldron of Everything, page 81

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