Overview
So you're looking for some alternative options? Stuff deemed interesting, cool, or necessary additions to what D&D has to offer as player options. Well, here you'll find all options present in the world of Do'Urm.
Note: each option mentions whether there's an OrcPub import that includes said option.
Faction Feats
A number of feats you can gain access
to through the factions, or other NPCs,
and learn during your downtime.
Class Changes
The ranger is widely considered under-
powered, even by the D&D developers.
Thus behold, the re-revised ranger.
Note: this is not possible on D&D Beyond and requires quite bit of extra work to set up. Playing an original ranger is still viable. Check with the DM first if you feel this isn't the case!
Last updated: Dec 6th 2020
Feats
Feats allow an adventurer to further differentiate themselves; specialise into a specific niche, overcome weaknesses or better express your personal approach. These feats are all special techniques or knowledge passed down across generations. They require an initiated instructor to train you for weeks, to pass it on to you.
Rules
- The feats listed below are acquired by Training during downtime with an appropriate instructor (typically around 5-8 weeks).
- Access to instructors can be obtained based on your faction rank or by adventuring.
- After reaching 4th Level, you can learn one feat this way. You can learn an additional one every 4 levels after that.
★ New Feats
- You cannot pick the new feats instead of an ability score improvement, unless specifically notes by the feat.
- Many feats have an additional requirement for being able to learn the feat.
☆ Existing feats
- Several of the official D&D feats can also be acquired this way, these are listed below.
- You do NOT get any ability score improvements mentioned by the feat.
- The original requirements still apply.
Faction Instructors
Below is an overview of feat instructors available per rank for each faction. Use the buttons on the right to switch factions.
☆ These feats are from the official D&D rules
★ These feats are new and found below.
ASI Exclusive Feats
The feats described here are the exception to the rule and can also be picked instead of an Ability Score Improvement. Through sheer practice and dedication, you could be able to learn these techniques yourself.
.... - Suppressed Lycanthropy
.... - Controlled Lycanthrophy
.... - Drunkard
Battle Prowess Feats
These feats focus on acquiring new options during combat or focusing further on a specialisation.
Fighting Techniques
.... - Option Select
.... - Footsies
.... - Teching
.... - Okizeme (oki)
.... - Roman Cancel
.... - Faultless Defence
.... - Whirlwind Style
.... - Advanced Whirlwind Style
Weapon Focused
.... - Knife Thrower
New ASI Feats
The feats described here are the exception to the rule and can also be picked instead of an Ability Score Improvement. Through sheer practice and dedication, you could be able to learn these techniques yourself.
Suppressed Lycanthropy
Requires having contracted the Lycanthropy curse
You learn to live with the curse and control some of its power. This gives the following benefits:
- A bonus based on the type of lycanthrope (e.g. your strength becomes 15).
- You gain advantage on resisting the transformation.
- You can slightly direct yourself while transformed.
Controlled Lycanthrophy
Requires the suppressed lycanthropy feat
After long hours of training, and many potential accidents, you've learned to control your curse. This gives the following benefits:
- You can control when you transform.
- You have full control of yourself while transformed.
Drunkard
Requires a flaw or trait indicating you frequently drink
You don't remember the evenings, parties, and battles. You can't recall since when, but it's affecting you differently now. Or maybe you drank the right magic concoction.
- Whenever you drink, you must make a Constitution save, DC 5 + total drinks, or increase your inebriation dice;
○ The dice order: none > d4 > d6 > d8 > d10 > d12 > d20
○ You drop unconscious if you fail a safe while it's a d20.
○ The dice decreases 1 step after a short rest and resets after a long rest. - Add your inebriation dice to Constitution and Charisma saves, except for saves against inebriation.
- As a bonus action, you can chug any booze to gain temporary HP equal to your inebriation dice + Con mod.
- Any damage that would drop your HP below 0 instead drops it to 1. You cannot use this again until you regain HP (incl. temporary HP).
- Subtract your inebriation dice from attack rolls, skill checks, saving throws (excl. Con and Cha), and death saves.
Battle Prowess Feats
These feats focus on acquiring new options during combat or focusing further on a specialisation.
Option Select
Extensive strategic practice has taught you to move with multiple situations in mind.
- When you take the ready action, you can ready 2 different actions. When either readied action is triggered, you can choose which one you use. note: you cannot use both.
- You can ready extra attacks, if you have any.
Footsies
Requires having extra attack
Extensive combat experience has thought you how to read your opponents and hold off attacks until you find the perfect opening to strike for maximum hits.
- As a bonus action, if you haven't made any kind of attack this turn, you can add the number of attacks of your attack action to your next turn's attack action (this stacks).
- The effect of the True Strike spell changes to apply to all your attacks until the end of your next turn.
Teching
Arduous training of getting combo'd has taught you the skill of regaining your composure faster after getting hit.
- As a reaction, when something would knock you prone or move you against your will, you can land standing at any position within 10ft of where you otherwise would've ended up.
- As a reaction, while falling, you can cancel your vertical momentum. You can only do this once until you land.
Okizeme (oki)
Most people are defenseless while prone on the ground. Yet you have mastered various oki techniques, giving you new options while prone.
When you get attacked while prone, you can do one of the following as a reaction:
- Get-up attack: make an attack of opportunity against the attacker.
- Get-up roll: move 10ft and make a DEX save against the attack roll to avoid the attack.
Knife Thrower
Requires proficiency with at least 1 throwing weapon
You have mastered the art of fast and accurate throwing.
- You can throw 3 throwing weapons in one attack. Make an attack roll for each to see how many hit. If at least one hits, the attack hits. For each hit, you include that weapon's dice to the damage, otherwise it counts as a single attack.
- Drawing a throwing weapon that is readily available is part of the attack.
For example in easily accessible knife holsters or on the ground. An extra clip to keep them sheathed makes them not readily available.
Whirlwind Style
Requires Proficiency with martial weapons
Storm across the battlefield as a tornado of weapons. This old fighting style focuses on maintaining mobility while making as many attacks as possible.
As part of any attack, you can enter the whirlwind stance. While in the whirlwind stance, the following applies:
- After every attack, you must move 5ft and can make an attack with your offhand weapon (as per two-weapon fighting).
Note: you can use your regular movement to move further than those 5ft. - You can only use the attack action.
- You cannot use bonus actions.
- You can spend an action to end the whirlwind stance.
- If you fall prone or when your speed is reduced to 0, you automatically end the whirlwind stance and must spend your next action to recover from the dizziness.
Advanced Whirlwind Style
Requires Whirlwind Style feat
Having fully mastered the art of blade-dancing, you get the following benefits while in Whirlwind Stance:
- You can use your bonus action
- You cannot be flanked
- Opportunity attacks have disadvantage against you
Re-Revised Ranger
A modified ranger class that aims to address the issues from the different versions of rangers that have been around. The Re-revised ranger is based on the original one, takes inspiration from the UA revised and variant rangers and improves balance and flavour.
The original 5E ranger was lackluster, with very situational abilities and some underwhelming ones compared to the other classes. Especially the Beast Master Archetype. WotC released an Unearthed Arcana trying to address the issues, yet made the ranger a bit to powerful, trivializing survival challenges. A recent Unearthed Arcana did another stab at improving the ranger yet at the cost of specialization options.
Overview
Use the original ranger of the player handbook with the following changes:
- Replace these features with those described below
• Favoured Enemy
• Natural Explorer
• Primeval Awareness
• Hide in Plain Sight - Add the spells listed below to the ranger spell list
- If you want to be a Beast Master, use the Beast Conclave from the variant ranger instead
Note: Class Features, Fighting Style, Spellcasting, Ranger Archetypes, Ability Score Improvement, Extra Attack, Land's Stride, Vanish, Feral Senses and Foe Slayer are still the same.
Spells
The following spells expand the ranger spell list:
1st Level
- Entangle
- Searing Smite
2nd Level
- Aid
- Gust of Wind
- Magic Weapon
- Enhance Ability
- Warding Bond
3rd Level
- Meld into Stone
- Revivify
- Tongues
4th Level
- Death Ward
- Dominate Beast
5th Level
- Awaken
- Greater Restoration
Hunter's Intuition
Beginning at 1st level, Your experience hunting and bond with nature allow you to mark a creature as your favored enemy for a time.
You know the Hunter's Mark spell, and Wisdom is your spellcasting ability for it. Hunter's Mark doesn't count against the number of spells your know.
Once between short rests, you can cast Hunter's Mark on a target you can see or tracks left behind by a target without spending a spell slot and without requiring concentration.
Adapt Natural Explorer
You are a master of navigating the natural world. Through experience you have built a particular familiarity with one type of natural environment.
Beginning at 1st level, Choose one type of favoured terrain from the list below. You gain an adapt benefit based on your favoured terrain and your proficiency bonus is doubled for Wisdom and Intelligence checks related to your favoured terrain.
| Terrain | Adapt Benefit |
|---|---|
| Arctic | You can go double the amount of days without food. You have advantage on extreme cold saves. |
| Coast | Your swim speed is increased by 30ft. |
| Desert | You need half as much water per day to stay hydrated and have advantage on dehydration checks. You have advantage on extreme heat saves. |
| Forest | You gain proficiency in Animal Handling. If you already are proficient in Animal Handling, you gain expertise in Animal Handling. |
| Grassland | Your walking speed increases by 10ft. |
| Mountain | Your climbing speed is increased by 30ft. |
| Swamp | You gain resistance to poison damage and advantage on poison and disease saving throws. |
| Underdark (Caves) | Your darkvision is increased by 30ft. |
While traveling through an area of your favoured terrain, you also gain the following benefits:
- When you forage, you find twice as much food as you normally would.
- While tracking other creatures, you also learn their exact number, sizes and how long ago they passed through.
- Difficult terrain doesn't slow your group's travel.
- Even if you are engaged in another activity while traveling (navigating, foraging, etc), you remain alert to danger.
- While traveling alone, you can move stealthily at normal pace.
Primal Awareness
Beginning at 3rd level, your mastery of ranger lore and connection to nature allows you to establish a powerful link to beasts and land around you.
You can cast a spell from the list below without spending a spell slot a number of times equal to your Wisdom modifier. You regain these after you finish a long rest.
Primal Awareness Spells
| Level | Spell |
|---|---|
| 3rd | detect magic, speak with animals |
| 5th | beast sense, locate animals or plants |
| 9th | speak with plants |
| 13th | locate creature |
| 17th | commune with nature |
Expert Natural Explorer
Starting at 6th level, You gain an expert benefit based on your favoured terrain.
While traveling through an area of your favoured terrain, you can't become lost except by magical means.
Note: this doesn't mean you can't travel in the wrong direction.
| Terrain | Expert Benefit |
|---|---|
| Arctic | After finishing a short or long rest, you gain temporary hit points equal to double your ranger level and lose one level of exhaustion. |
| Coast | You can use any melee weapon underwater without disadvantage. |
| Desert | You roll with advantage on initiative rolls. |
| Forest | You gain proficiency in two of the following: perception, stealth or survival. You gain expertise for the ones you are already proficient in. |
| Grassland | On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted |
| Mountain | You have advantage on saves against getting prone or moved against your will. |
| Swamp | You ignore natural difficult terrain during combat. |
| Underdark (Caves) | You gain blindsight with a range of 10ft. |
Hide in Plain Sight
Starting at 10th level, you can remain perfectly still for long periods of time to set up ambushes.
When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.
If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.
Master Natural Explorer
Starting at 10th level you can choose a second favoured terrain and gain the corresponding adapt and expert benefits.
Art Credits
- Front cover: by Waldemar Bartkowiak
- p2 book art: by AplleSin
- Feats page art: by Shen Fei
- Book cover: by Lost & Taken