Godfall Feats and Backgrounds

by Edian

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Godfall Feats and Backgrounds

Backgrounds

Classic Backgrounds

These backgrounds from other 5e resources have had their flavor text changed to fit the Godfall setting.

Archeologist

Prior to becoming an adventurer, you became fascinated by what little lore remains of the world as it was prior to Godfall. Perhaps your interests began when you were a student at the university, poring over cryptic old records in the archives. You have spent time exploring the ruins in the tunnels below the city, or perhaps ruins that lie outside the city as part of a scavenging crew. In any case, your hunger to uncover secrets of the past drives your passion for exploration and discovery. Whatever initial forays you have made yielded items you managed to sell to earn enough coin to buy proper adventuring gear. You also have held onto a piece of gear or a found item that has great emotional value to you. Roll on the Signature Item table to see what you have, or choose an item from the table.

City Watch

You were formerly employed as a member of Solace’s city guard. (Note: Members of the city guard, while trained by the Wardens, are not actually members of the Wardens. See Factions under Lore on the website for more info about branches of the Wardens and their assigned roles and duties.) You received the same training as every other guard in the city, then were assigned to duties within your home district, and that is where you served to keep your fellow citizens safe. What district are you from? How did your family, friends and neighbors take to your new role as a guard? What made you decide to retire from your post and strike out on your own as an adventurer?

Cloistered Scholar

If you wish, you may flavor your scholar as an expert in linguistics and take the following variant feature:

Feature: Adept Linguist

You can communicate with humanoids who don't speak any language you know. You must observe the humanoids interacting with one another for at least 1 day, after which you learn a handful of important words, expressions, and gestures - enough to communicate on a rudimentary level.

Faction Agent

You are or were a low-level associate of one of three factions in Solace: the Greenhands, the Conservators, or the Framers. How did you come to be aligned with this group? Are you still in good standing with them, or have you left their ranks in disgrace? If the latter, do you seek to restore your good name and reputation and rejoin them, or have you washed your hands of that group entirely? Please note that you can still be affiliated with one of these three factions whether you take this background or not; doing so simply puts more of an emphasis on your association with them.

Hermit

Your hermitage took place somewhere inside the urban sprawl of Solace. Where did you hole up to get away from other people and, in a place so crowded by overpopulation, how did you manage to keep that place to yourself? Likely locales may include hidey-holes in the Underward, the Dead Zone, or the rusted scrap heaps that litter the city’s lower levels.

Outlander

Either you’re a tiefling or one of the newer recruits to a scavenging crew since the Maelstrom began to recede two years back. Where others of your crew may have focused their talents on finding relics of the old world, you were more interested in the land itself and spent your time learning pathfinding and either hunting or foraging. For your tool proficiency, you may choose either a musical instrument, woodcutter’s tools, or hunter’s supplies.

Alternate Feature: Surveyor's Eye

You have an excellent memory for maps and geography, and you can always recall the general layout of the terrain, settlements, and other features around you. In addition, your eye can immediately determine with great accuracy a question of quantity, distance, or rate in your immediate environment

Sage

If you wish, you may flavor your sage as an expert in linguistics and take the following variant feature:

Feature: Adept Linguist

You can communicate with humanoids who don't speak any language you know. You must observe the humanoids interacting with one another for at least 1 day, after which you learn a handful of important words, expressions, and gestures - enough to communicate on a rudimentary level.

Sailor

You are one of the few citizens of Solace who knows your way around a ship, having survived harrowing fishing, gathering, and scavenging runs across the bay and to the nearby islands or the frontier on the mainland. How your captain was able to stay one step ahead of the Maelstrom outside the protective wards that guarded the city from its ravages you still don’t understand, but gods abounding are you grateful they did. Some other brave crews were far less lucky. Alternately, you may number among the elite sailors who were tapped to crew one of Solace’s precious few airships. What adventures did you survive aboard? What were your former captain and crew like, and why did you leave them to strike out on your own in the frontier?

Soldier

While you are no longer affiliated with the Wardens, you spent time as a recruit in their military arm, fighting Maelstrom-born horrors and undead along the city’s outer walls. What made you decide to resign your post and strike out on your own as an adventurer?

New Godfall Backgrounds

Apothecary


  • Skill Proficiencies Medicine and your choice of Nature or Survival
  • Tool Proficiency Herbalism kit.
  • Language One of your choice.
  • Starting equipment An herbalism kit, four empty vials, scroll case stuffed full of your notes, a sack, common clothes, and a belt pouch containing 10 gp.

Overview

You are trained in the harvest and preparation of herbs and reagents to create potions and salves used to cure wounds and basic ailments, and to neutralize poisons. Maybe you attended one of the Greenhands’ training programs at the university, or perhaps you completed an apprenticeship under a master apothecary. Did you procture your herbs from the city’s terraced farms and greenhouses, or did you travel with a scavenging crew to gather outside Solace’s walls? In any case, you

Feature: Medical Professional

You have a reputation as a healer of the sick, and are often called upon by those who are diseased or injured. You can usually gain an audience with anyone who needs treatment — even if protocol would normally prevent you from doing so — simply by agreeing to offer your assistance. By spending a few moments examining a chemical — a vial of liquid, a packet of ground powder, or the like — you can determine whether the substance is intended to harm or heal (or neither). This examination does not reveal any specific information about the substance(such as that a powder is actually an inhaled poison, or that it paralyzes its victim), only that it is either harmful or helpful to those that it is used on.

Chirurgeon


  • Skill Proficiencies Insight, Medicine.
  • Tool Proficiency Herbalism kit.
  • Language One of your choice
  • Starting Equipment A healer’s kit, herbalism kit, scroll case stuffed full of notes and anatomical diagrams, small set of sharp surgical blades in leather wrappings, common clothes, and a belt pouch containing 10 gp.

Overview

You are a trained physician. You probably started out as a simple barber surgeon but you’ve had proper training since then. Maybe you attended one of the Greenhands’ training programs at the university, or perhaps you completed an apprenticeship under a master physician. Either way, you know more about the mysteries of the humanoid body than those around you. You can identify wounds and have a strong grasp of the materials and methods needed to attend to them.

Feature: Doctor’s kit.

Amid the city’s rationing, you’ve learned to make the most of your healer’s kit. Instead of 10 uses, you can get 20 uses out of a healer’s kit. Another creature who lacks this feature and uses a kit of yours consumes 2 uses of it.

Farmer


  • Skill Proficiencies Animal Handling, Nature
  • Tool Proficiency Vehicles (land), your choice of cook’s utensils or brewer’s supplies
  • Starting Equipment One set of tools you are proficient with, a farm implement (such as a pitchfork or shovel), common clothes, a wide-brimmed hat, a sack containing 5 gp worth of trade goods (see PHB Equipment chapter), and a belt pouch containing 10 gp.

Overview

You have spent much of your life working with the Greenhands to produce food for the city, either tending crops or livestock or both. Are you from one of the wealthy families that owns terraced farmland sloping down from the city’s walls, or greenhouses on the upper levels where plants can get sunlight? Or did you labor as a simple farmhand? In either case, you are accustomed to long days of hard work. If you were of one of the wealthy farming families, however, you also enjoyed the privileges of your station, including frequent meals made with real food rather than bland but filling conjured foodstuffs.

Feature: Farmer's Almanac

Thanks to a lifetime growing food in every imaginable condition, you are able to provide simple information and goods for your companions. You can accurately predict the weather in a maelstrom free area for the next week. You know what food is really worth, and you can often haggle a better price for produce.

Additionally, when looking for shelter in farmlands, the common folk are always willing to offer aid. Your hosts will provide shelter and a modest lifestyle, so long as you offer aid around the property. The hosts will not shelter you from the law if it would bring harm to themselves.

Alternative Feature: Kept in Style

While you are in Solace, your house sees to your everyday needs. Your name and signet are sufficient to cover most of your expenses; the inns, taverns, and festhalls you frequent are glad to record your debt and send an accounting to your family's estate in Solace to settle what you owe.

Geas'd Conscript


  • Skill Proficiencies Choose any two from Athletics, Deception, Insight, Perception and Survival.
  • Language Proficiencies One of your choice.
  • Tool Proficiency Your choice of one artisan’s tools related to the kind of work you did in Solace as part of your geas.
  • Starting Equipment One set of tools you’re proficient in, a 10-foot pole, an official writ detailing your sentence, a metal bracelet identifying you as a geas’d conscript that cannot be removed until the end of your sentence, common clothes, pouch, 5 gp.

Overview

Convicted of a crime in Solace, you have been sentenced to dedicate a year of your life to bettering the city and improving the lives of its citizens. This punishment was imposed through the geas spell, and may have initially taken the form of either manual or martial labor, depending on your character’s talents, skills, and experience. Were you assigned to a batallion along the outer walls, defending the city from Maelstrom-born horrors alongside the Wardens? Or did you work as part of a clean-up crew duty in the Dead Ward, rebuild damaged city buildings, or some other type of duties? At this point, you’ve been reassigned to finish out the rest of your sentence in the frontier as a conscript adventurer. Was this something you had to fight for, or yet another unwanted burden imposed by city officials? What was your crime? And how much time is left on your geas? What are your plans for when your life is your own again?

Feature: The Invisible Ones

You are familiar with how the dirty parts of Solace's city infrastructure works, and as soon as people notice the bracelet on your arm, that's all they really see. As a result, you can easily gain access to the city's low- to mid-level-security military fortifications, as well as sites where city work crews are common, such as the Dead Ward and various government facilities. What's more, other geas'd conscripts are inclined to commiserate. If you spend at least 10 minutes in friendly conversation with a geas'd conscript NPC, they tend to be inclined to help you out, though not necessarily to stick their own neck out for you.

Heretic


  • Skill Proficiencies Deception, Religion
  • Language Two of your choice
  • Starting Equipment A holy symbol (subtly modified to represent your own heretical belief), a prayer book or prayer wheel, vestments, a bottle of invisible ink, a quill, a set of common clothes, and a pouch containing 10 gp.

Overview

Once an acolyte or a priest, you came to believe in a doctrine considered heresy by others of your faith, taught to you in secret by other heretics or perhaps born of some other personal experience. Have you kept your beliefs a secret, or are others aware of them? And if so, did you choose to divulge this information or were you found out somehow? If others know of your heretical beliefs, you have likely been excommunicated from your temple. Whatever your story’s origins, once others learn of your blasphemy, you are shunned by the faithful.

Feature: Heretical Contact

You know where to find heretics in Solace, as well as in any future settlements where your faith is represented. If no heretics are present, you can indoctrinate weak-willed souls if you spend 8 hours preaching in-game (you may not spend CP for this purpose). Where heretics are present, you can always find a place to hide, rest and recuperate. If needed, they can help you escape the settlement on a cart or through a secret tunnel.

Heretical belief

Choose a belief of your own devising that defines you as a heretic, or choose one from (or roll on) the table below.

d6 Belief
1 You believe that the Architect created the Tradeforged using necromancy and stolen humanoid souls.
2 You believe that the Dawnbringer rules over a vast network of spies with its hooks sunk in every facet of life in Solace, secretly controlling the lives of its citizens from behind the scenes. Whether you venerate this perceived aspect of his divinity or are intensely paranoid and seek to discover proof and unmask him to the world is up to you.
3 You believe the clergy of the Earthheart to be inherently corrupt, since many of his clerics and paladins are drawn from among Solace’s elite: the wealthy and powerful farming families. The only way to root out this corruption, you and others of your thinking maintain, is for His clergy to be headed instead by the city’s druid circles.
4 You believe that the Bastion isn’t actually a single entity or a god at all, but rather several mortals playing the role of a god by donning a set of magical armor, at the bidding of the actual Sovereigns.
5 You believe that the Martyr, generally regarded as a saint, is actually a dead god and revere him as such. Others who share your faith speak of the day when he shall be reborn and take his rightful place among the Sovereign Four, making their number Five, and ushering in a golden age of peace and prosperity for all of Solace’s people.
6 You believe in the divinity of the Maelstrom as the living essence of the slain titan of Magic…

Magewright


  • Skill Proficiencies Arcana and your choice of Perception or Performance
  • Tool Proficiency One tool set or kit of your choice.
  • Language One of your choice.
  • Starting Equipment One set of tools with which you are proficient, a few pages torn from a user manual for an obscure piece of magitech, common clothes, and a belt pouch with 10 gp.

Overview

In Solace, magic is a tool that’s incorporated into many jobs. There are entirely magical careers, such as the medium or oracle. But much of the time, mundane skill and magic are combined together. A lamplighter can work with mundane lanterns, but also learns the vagaries of of maintaining the everbright lanterns that light the city’s streets. Chefs often heat and flavor food with a cantrip. A locksmith may learn to cast arcane lock, and an actor may learn thaumaturgy to help project their voice or create stage effects. If you take this background, it is recommended that you play either some sort or caster and/or take Magic Initiate as your free feat, choosing a few spells that would have served you in your line of work. What was your profession? How did your grasp of magic aid you? And how did your work influence the rest of your life. What district did you live in? Did your work earn you the respect or contempt of your family, friends, neighbors, and colleagues?

Feature: Arcane Knack.

You are you skilled in the practical application of magic to mundane skills and pursuits. You may use Intelligence (Arcana) when attempting to discern how to use, disable or bypass an otherwise mundane object to, at the discretion of the DM, come up with a novel magical solution to the challenge facing you, involving one of your known or prepared spells, or a magic item or piece of magitech that you have on you or otherwise have access to.

Miner


  • Skill Proficiencies Athletics, Survival
  • Tool Proficiency Miner's tools
  • Languages One of your choice.
  • Starting Equipment A set of miner's tools, a block and tackle, a climber's kit, a set of common clothes, and a belt pouch containing 5 gp.

Overview

You have spent a great deal of time in the mines of the Underward searching for hidden veins of ore, gems, and mineral wealth. As such, you know well the thrill of following the geologic clues hidden in bands of rock and soil to pockets of precious metals or gemstones. You have also cried tears of frustration when the vein of ore that could make you rich and famous petered out after only a few feet, yielding barely enough wealth to pay for repairing your tools before moving on to search another promising claim.

Feature: Rustic Hospitality.

Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.

Polymorphed


  • Skill Proficiencies Survival and choose one additional from either Animal Handling or Deception.
  • Languages Two of your choice.
  • Starting Equipment A bag of caltrops, a realistic ink drawing of your polymorphed form, a set of common clothes, and a belt pouch with 10 gp.

Overview

You were transformed into a beast, a monstrosity, or a mundane object, and lived that way for years. You most likely entered this form unwillingly, but how you came down with this affliction is up to you. A caster with an axe to grind may have cast polymorph or true polymorph for some petty offense committed by you or a loved one. Maybe you unwittingly donned a cursed magic item. Perhaps you activated some arcane trap when you accidentally stumbled into an ancient ruin in the tunnels below the city. You also should decide who or what changed you back into your true form. You were in your alternate form for years. How was living in that form different from the way you lived your life before? In what ways were you more powerful? Less powerful? Do you miss the strength of your old form, or are you glad to be back in your own flesh? If you were a wild animal or a monster, how did you survive in the crowded urban environment of Solace? Were you kept in a menagerie or a circus? Or as an exotic pet? If you were an object, what were you used for and by whom? Was your owner aware of your true nature?

Feature: Kindred Spirit

Non-hostile creatures of the same type as your previously polymorphed form are inclined to like you. These creatures might help guide you to a place if they know its location, provide you with shelter, or shield you from danger, provided they aren’t put directly into harm’s way.

Alternative Feature: Mundane Insight

You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks related to the item with which you were polymorphed into.

Scavenger


  • Skill Proficiencies Your choice of any two from Investigation, Perception, and Survival.
  • Tool Proficiencies Thieves’ tools and your choice of either navigator’s or cartographer’s tools.
  • Starting Equipment One set of tools with which you are proficient, a 10-foot pole, a map of a location you or someone you know have explored, traveler’s clothes, and a belt pouch with 5 gp.

Overview

You once made your living as a professional scavenger, seeking out useful objects cast off by their former owners or abandoned after the destruction of Godfall. Most likely, you were a member of an established scavenging crew, in which case you are a tiefling if you’ve been scavenging in the Broken Lands for a period longer than the past two years. In doing so, you provided a valuable service by providing your fellow citizens with much-needed resources, and did so at considerable danger to your own person. As such, members (whether current or former) of scavenging crews that explored the Broken Lands are looked on with favor and admiration by their fellow citizens. Who were the other people on your crew, and how long did you work together? Are you still close, or did you have a falling out with them? What kind close calls with the Maelstrom or other dangers did you survive together--or did you lose people along the way in your dangerous line of work? Alternately, you may have never left the city at all and simply be a denizen of the lower levels who scrounges discarded tech that has fallen from the upper tiers of the city. What secondhand treasures have you unearthed in Solace’s scrap heaps? Did you have allies or rivals who sought to aid or stymie you in your scavenging forays in the city?

Feature: Appriasal

Other harvesters respect your life of hard labor, and are available to consult on the value of non-magical gems and art objects for free. In addition when you find an object of value, you know the value of the object and you know what sort of person would be interested in buying such an object.

Alternative Feature: Historical Knowledge

When you enter a ruin or dungeon, you can correctly ascertain its original purpose and determine the race of its builders, whether those were dwarves, elves, humans, or some other known race. In addition, you can determine the monetary value of art objects more than a century old.

Seer


  • Skill Proficiencies Insight, Perception
  • Tool Proficiency One gaming set of your choice (cards, bone dice, or some other divination tool).
  • Language One of your choice
  • Starting equipment A gaming set of your choice, a token of appreciation from a past client, a set of common clothes, and a belt pouch containing 5 gp

Overview

Seers are rare individuals endowed with the gift to see beyond the mundane veil cloaking the world to the truth illuminated by those stars… or at least, they believe this to be so. Cause and effect run in scattered lines to a seer’s eyes, linking individuals and events seemingly unrelated to the casual observer. Do you truly possess some means to see the twists of fate? Perhaps it may be so. In any case, you believe this strongly enough that you’ve convinced others of the veracity of your visions. Your clients seek out your services and regard you with a certain degree of respect, if not awe. Where do you believe your visions come from? The gods? The arcane tumult of the Maelstrom? Or something else entirely…?

Feature: Glimpse Of Fortune

Using a minor method of divination, you are able to see a glimpse of a target’s future. You must spend one hour in conversation with the subject and consultation with your divination method. At the end of this time you can offer insight into the subject’s possible future. These details are always vague, and both the information and its accuracy are up to the DM’s discretion. Regardless of the information attained, the reading affords you the chance to gain insight into your subject and possibly enter their good graces. After giving a reading, you can expect a client to be more relaxed and willing to favorably consider any proposal you make (treat them as one category more favorable for purposes of social interaction, DMG p. 244). Additionally, you can receive minor favors or consideration from past subjects in a variety of locations. Assume you can find at least one friendly contact in a city in which you have spent at least some time in the past.

Feats

Crafting Feats

Alchemist

You have studied the secrets of alchemy and are an expert in its practice, gaining the following benefits:

  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • You gain proficiency with alchemist's supplies. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
  • As an action, you can identify one potion within 5 feet of you, as if you had tasted it. You must see the liquid for this benefit to work.
  • Over the course of any short rest or long rest, you can temporarily improve the potency of one potion of healing of any rarity. To use this benefit, you must have alchemist's supplies with you, and the potion must be within reach. If the potion is drunk before your next short or long rest, the creature drinking the potion can forgo the potion's die roll and regains the maximum number of hit points that the potion can restore.

Blacksmith

You have studied the secrets of Blacksmithing and are an expert in its practice, gaining the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • You gain proficiency with smith's tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
  • As an action, you can identify the material and craftsmanship of one weapon or piece of armor learning it's value, damage and properties. You are not able to identify enchantments or magitech applied to weapons this way.
  • Over the course of any short rest, you can repair a weapon or piece of armor, removing a single -1 penalty to damage rolls or AC. To use this benefit, you must have smith's tools with you and the weapon or armor must be within reach.

Brew Master

You have studied the craft of brewing intensely, and have learned to craft fine artisanal brews. You gain the following benefits:

  • Your Constitution, Intelligence, or Wisdom score increases by 1, to a maximum of 20.
  • You gain proficiency with brewer’s supplies. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
  • You have advantage on saving throws vs. the effects of alcohol and can accurately identify any alcoholic beverage by taste, provided you have tasted it at least once before.
  • You can drink a specialty brew as an action, instead of the usual 1 minute required.

Carver

You have studied woodcarving and from that learned the art of making intricate spellcasting foci. You gain the following benefits:

  • Increase your Dexterity or Constitution score by 1, to a maximum of 20.
  • You gain proficiency with woodcarver's tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
  • If you spend 1 minute examining a wooden carving such as a piece of furniture or an idol, figurine or statue, you can accurately estimate its value and, at the discretion of the DM, you gain one further piece of information about it: its age, cultural origins, or some other snippet of potentially useful information.
  • Over the course of a short or long rest, you can polish and shine a single focus or holy symbol made of wood or bone and choose one of the following effects. Until your next short or long rest, whenever someone casts a spell for which these effects are applicable and using this focus, the chosen effect is applied to the spell (whether it triggers or not). Once a number of spells equal to your proficiency modifier have been modified this way, the focus loses the benefits of this feature until it is again shined and polished by someone with this feat.
    • You may reroll a single damage or healing die.
    • Add a +1 bonus to the spellcaster’s first concentration check for this spell.

Fletcher

You have studied woodcarving and learned the art of fletching, allowing you to use your talents to improve arrows or bolts. You gain the following benefits:

  • Increase your Dexterity or Constitution score by 1, to a maximum of 20.
  • You gain proficiency with woodcarver's tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
  • As an action, you can look at an arrow, bolt, or other projectile, as well as the markings on the ground and area to determine the direction the projectile came from, the rough distance it traveled, and the speed it impacted.
  • Over the course of any short or long rest, you can temporarily improve a number of arrows, bolts or darts equal to your proficiency modifier. To use this benefit, you must have woodcarver's tools with you and the arrows, bolts, or darts must be within reach. Until your next short or long rest, these missiles gain one of the following effects of your choice:
    • +1 to attack rolls vs. targets wearing medium or heavy armor, or targets with natural armor.
    • +1 damage to unarmored targets or those wearing light armor, or targets with natural armor.

Inventor

You have studied the secrets of tinkering and inventing new magitech, and are an expert in the practice of both, gaining the following benefits:

  • Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
  • You gain proficiency with tinker's tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
  • You have advantage on Intelligence (Arcana, Investigation) checks made to invent or figure out how both mundane machines and magitech work. This feature applies to research and experimentation performed during downtime, as long as your line of inquiry relates to figuring out or inventing a machine or a piece of magitech.
  • As an action and using at least one free hand, you can sabotage an invention, a piece of magitech, or a crossbow, causing it to cease to function for one round the next time it is used (or starting on its wielder or wearer’s next turn, if it is currently in use). If the item is currently being held, used, or worn by another creature who is aware of your presence, you must first win a Dexterity (Sleight of Hand) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) in order to sabotage it. Otherwise the DM may require you to make a Dexterity (Sleight of Hand) check to see if your sabotage is noticed.

Jeweler

You have mastered not only the art of beautiful and finely crafted jewelry, but also the finer points of improving spellcasting focii. You gain the following benefits:

  • Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
  • You gain proficiency with jeweler's tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
  • As an action, you can assess someone's social status and lifestyle based on their clothing and accessories. Additionally, if you spend 1 minute examining a gemstone or a piece of jewelry, you can accurately estimate its value and, in the case of jewelry and at the discretion of the DM, you gain one further piece of information about it: its age, cultural origins, or some other snippet of potentially useful information.
  • Over the course of a short or long rest, you can polish and shine a single focus or holy symbol made of metal or gemstone and choose one of the following effects. Until your next short or long rest, whenever someone casts a spell for which these effects are applicable and using this focus, the chosen effect is applied to the spell (whether it triggers or not). Once a number of spells equal to your proficiency modifier have been modified this way, the focus loses the benefits of this feature until it is again shined and polished by someone with this feat.
    • You may reroll a single damage or healing die.
    • Add a +1 bonus to the spellcaster’s first concentration check for this spell.

Leatherworker

You have studied the secrets of Leatherworking and are an expert in its practice, gaining the following benefits:

  • Increase your Dexterity, Wisdom, or Constitution score by 1, to a maximum of 20.
  • You gain proficiency with leatherworker's tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
  • For the purposes of researching any special properties of a specific type of monster hide, you may use leatherworker's tools (Intelligence or Wisdom) instead of Investigation.
  • Your mastery of leather work has allowed you to optimize your personal storage through tweaking your clothing, belt, and bag. You gain 1 additional belt slot and 3 backpack slots.

Master Builder

Your advanced knowledge of the finer points of construction make you a force to contend with as a builder. You gain the following benefits:

  • Increase your Dexterity or Strength score by 1, to a maximum of 20.
  • You gain proficiency with either carpenter’s tools or mason’s tools. If you are already proficient with the tool you choose for this feature, you add double your proficiency bonus to checks you make with that tool.
  • Your experience in construction gives you a keen eye for damage and wear to buildings and other structures. While inspecting a building or a room, if you are within 60 feet of a section of wall, floor, roof, or ceiling that you can see and you spend 1 minute examining such constructions, you can identify signs of material stress or fatigue that indicate the remaining life of the structure, including any likelihood of imminent collapse.
  • On a successful construction check in downtime, you make progress at a rate of 2 progress per 1 CP spent.

Poisoner

You have studied the secrets of poison and are an expert in its practice, gaining the following benefits:

  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • You gain proficiency with a poisoner's kit. If you are already proficient with it, you add double your proficiency bonus to checks you make with it.
  • As an action, you can identify if a creature within 30 feet of you is poisonous or wielding a poisoned weapon.
  • Over the course of any short rest or long rest, you can temporarily improve the potency of one poison of any rarity. To use this benefit, you must have poisoner's kit with you, and the potion must be within reach. If the poison is administered before your next short or long rest, the first application deals max damage.

Scribe

Your extensive study and mastery of penmanship allows you to spot forgeries and create more economically sized scrolls. You gain the following benefits:

  • Increase your Intelligence, Wisdom or Charisma score by 1, to a maximum of 20.
  • You gain proficiency with calligrapher's tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
  • When comparing 2 examples of writing side by side you are able to tell if they are from the same person and have advantage on any investigation checks to spot forged handwriting.
  • Your economical penmanship has allowed you to develop a special filing system for scrolls that only you can make sense of. You may treat one of your belt slots as a special container in which you can keep a number of scrolls you have crafted equal to your proficiency modifier, but it takes anyone else 1 minute to retrieve one of these complexly stored and sorted scrolls.

Tailor

You have become a master of sewing, weaving, and clothing design, and have developed an eye for how to make the most of any outfit. You gain the following benefits:

  • Increase your Dexterity or Wisdom score by 1, to a maximum of 20.
  • You gain proficiency with weaver's tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
  • As an action, you can assess someone's social status and lifestyle based on their clothing and accessories. Additionally, if you spend 1 minute examining a piece garment or piece of fabric, you can accurately estimate its value and, at the discretion of the DM, you gain one further piece of information about it: its age, cultural origins, or some other snippet of potentially useful information.
  • As a reaction, when a willing creature within 5 feet of you makes a Charisma check, you can “adjust their tie” to grant advantage on the check. You can use this feature once per short or long rest.

Gathering Feats

Herbalist

You have studied the craft of herbalism, mastering the art of gathering and cultivating alchemical reagents, along with a few other tricks of the trade.

    • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • You gain proficiency with the herbalism kit. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
  • Over the course of ten minutes, you can expend one use of a healer’s kit to rub your trademark salve into one creature’s wounds, speeding up their natural healing process. At the end of that ten minutes, the creature may expend a single hit die, gaining hit points from this as if having just completed a short rest. A creature may benefit from this feature only once per long rest.
  • When you roll a natural 20 on an herbalism check in downtime, you gain one extra success than you normally would.

Hunt Master

A master of hunting, tracking, and harvesting usable materials from monsters and beasts, you gain the following benefits:

  • Your Strength, Dexterity, or Wisdom score increases by 1, to a maximum of 20.
  • You gain proficiency with hunter’s supplies. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
  • You have advantage on hunter’s supplies and Wisdom (Survival) checks made to harvest useable parts from monsters. This feature does not apply to downtime activities outside of of games.
  • When you roll a natural 20 on a hunter’s supplies check in downtime, you gain one extra success than you normally would.

Ore Hound

A mix of intuition and dogged practice has given you a miner’s sixth sense for how to find and follow a vein to the motherlode. You gain the following benefits:

  • Your Strength or Constitution score increases by 1, to a maximum of 20.
  • You gain proficiency with mining supplies. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
  • All the time you’ve spent underground has sharpened your senses. You gain darkvision 5 feet. If you already have darkvision from another source, the range of your darkvision increases by 5 * feet. Additionally, you make Perception checks in dim light normally instead of at disadvantage.
  • When you roll a natural 20 on a mining tools check in downtime, you hit a rich vein and find a gemstone of your choice worth 50 gp.

Woodchuck

No tree can stand against you and your axe! You gain the following benefits:

  • Your Strength or Constitution score increases by 1, to a maximum of 20.
  • You gain proficiency with woodcutter’s supplies. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
  • You are accustomed to lugging around large pieces of timber and, as such, you count as one size larger for determining the number of inventory slots on your belt. You can also carry one additional large object on your belt using only one slot.
  • When you roll a natural 20 on a check to gather wood in downtime, you gain one extra success than you normally would.

Scavenger

A master in the trade of scrapping, you’ve learned how to make the most of whatever materials you have on hand. You gain the following benefits:

  • Your Intelligence or Wisdom score increases by 1, to a maximum of 20.
  • You gain proficiency in one of the following skills: Investigation, Perception, or Survival.
  • For the purposes of scrapping, you are considered to be proficient in any toolset needed to scrap an item. If you are already proficient in that toolset, you are considered to have expertise with the toolset only for the purposes of scrapping items with it.
  • When scrapping items, add an additional 10% to the value you're able to recover in useable scrap.

Revised Feats

These feats have been revised and updated to be more balanced and work better within Godfall. Any feat listed here completely replaces the regular version of that feat as an option.

Brawny

You become stronger, gaining the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.
  • You gain proficiency in the Athletics skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
  • You count as one size larger when determining your carrying capacity, inventory slots, and the weight you can push, drag, or lift.

Lucky

You have inexplicable luck that seems to kick in at just the right moment.

You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw. If you have disadvantage on the roll, you instead must choose between the result of the disadvantage roll, or the extra d20

You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.

You regain your expended luck points when you finish a long rest.

 

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