Auspicious Origins

by Alchahest

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Auspicious Origin Feats

With the release of the revised Player's Handbook, we've been introduced to a new and exciting paradigm - not only are feats an encoded part of the game, but every single character (made using the revised rules, that is) gets at least one of them at level one! The design space is exciting, and to that end, I am seeking to add in a new way to customise characters of notable or mysterious lineages - Unique features not normally achievable outside of selecting certain species.

That having been said, any feat listed as an Auspicious Origin Feat may normally only be selected at level one. This does mean that humans have more access to these origins, but such is the privilege of humanity's defining feature being more flexibility.

Astral Origin

Auspicious Origin Feat. prerequisite: Humanoid

Your line is connected to the stars.

Astral Fire You know one of the following cantrips of your choice: dancing lights, light, or sacred flame. Intelligence, Wisdom, or Charisma is your spellcasting ability for it (choose when you select this race).

Creature Type. You are a Celestial

Bestial Transformation

Auspicious Origin Feat.

You come from a long, perhaps hidden line of secret lycanthropes. While the manifestation is limited for you, it is still potent.

Bestial Instincts. Channeling the beast within, you have proficiency in one of the following skills of your choice: Acrobatics, Athletics, Intimidation, or Survival. While you are shifted, you gain a bonus to your selected skill equal to your Constitution modifier.

Shifting. As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to 2 × your proficiency bonus. You can shift a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Bogeyman

Auspicious Origin Feat.

Whatever dark beings lurk in your ancestry have gifted you with abilities some might call supernatural.

Sneaky. You are proficient in the Stealth skill. In addition, without squeezing, you can move through and stop in a space large enough for a creature one size smaller than you.

Umbral Escape. You have Advantage on any ability check you make to end the Grappled condition while fully within dim light or darkness.

Draconic bearing

Auspicious Origin Feat.

Somewhere deep in your ancestry lies the beating heart of a powerful dragon.

Majesty. You have proficiency in either Intimidation or Persuasion

Damage Resilience. Choose one of the following elements: Acid, Cold, Fire, Lightning, or Poison. When you take damage of your chosen type, you can take a Reaction to roll 1d6. Add your Constitution modifier to the number rolled and reduce the damage by that total.

Dreamless

Auspicious Origin Feat.

Somehow you are disconnected from the realm of dreams. It is an alien place you cannot reach as others do. You sleep far deeper than most, but are harder to rouse.

Restful Slumber. If you sleep at least 6 hours during a long rest, your Exhaustion level, if any, decreases by an additional 1.

Severed from Dreams. You are immune to spells and other magical effects that require you to dream, like dream, but not to spells and other magical effects that put you to sleep, like sleep.

Feathered Biped

Auspicious Origin Feat.

Your Avian ancestry manifests in a coat of feathers and an uncanny ability to mimic sounds.

Mimicry You can accurately mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations only with a successful Wisdom (Insight) check against a DC of 8 + your proficiency bonus + your Charisma modifier.

Limited Flight Unless you are incapacitated, you do not take falling damage.

Additionally,As a bonus action, you can jump a number of feet equal to five times your proficiency bonus, without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Fey Courtier

Auspicious Origin Feat. prerequisite: Humanoid

You are, by lineage, luck, or misfortune, somehow connected to the feywild. Be you Elfin, a Tall Brownie, or something else entirely, you have a tie to the fair realms.

Creature Type. You are a Fey.

Fey Ancestry. You have Advantage on saving throws you make to avoid or end the Charmed condition.

Gigantic

Auspicious Origin Feat.

You are much larger than most of your kinfolk. You gain the following:

Leverage. Your considerable size allows you to wield two-handed melee weapons in one hand. When you use a weapon with the Versatile property, you always use the damage value in parentheses that appears with the property.

Powerful Build. You have Advantage on any ability check you make to end the Grappled condition. You also count as one size larger when determining your carrying capacity.

Lanky

Auspicious Origin Feat.

Your limbs are disproportionately long. You gain the following benefits.

Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

Speed Increase. Your Speed increases by 5 feet.

Natural Armor

Auspicious Origin Feat.

Your natural toughness makes you hard to injure.

Resilient Hide When you aren't wearing armor, your AC is 12 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. While wearing armor, you gain +1 to your AC.

Natural Weaponry: Bite

Auspicious Origin Feat.

Through ancestry, experimentation, or some other form of augmentation, you possess natural weapons.

Savage Bite. You have a fanged maw that you can use to make unarmed strikes. When you hit with it, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike. The bite posesses the vex mastery property.

Natural Weaponry: Claws

Auspicious Origin Feat.

Through ancestry, experimentation, or some other form of augmentation, you possess natural weapons.

Climb Speed. You have a climb speed equal to your speed.

Slashing Claws. You can use your claws to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength or Dexterity modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike. The claws posess the Slow mastery property.

Natural Weaponry: Horns

Auspicious Origin Feat.

Through ancestry, experimentation, or some other form of augmentation, you possess natural weapons.

Battering Horns. You can use your Horns to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier bludgeoning or piercing (chosen when you take this feat) damage, instead of the bludgeoning damage normal for an unarmed strike. The horns posess the Topple mastery property.

Natural Weaponry: Spit

Auspicious Origin Feat.

Through ancestry, experimentation, or some other form of augmentation, you possess natural weapons.

Spit. As an action, you can spray poison or acid (chosen at creation) from glands in your mouth, targeting one creature or object you can see within 30 feet of you. The target takes 2d8 damage of the selected type unless it succeeds on a Dexterity saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus. This damage increases by 1d8 when you reach 11th level (3d8) and 17th level (4d8). The You can use this trait a number of times equal to your proficiency modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Natural Weaponry: Tail (Heavy)

Auspicious Origin Feat.

Through ancestry, experimentation, or some other form of augmentation, you possess natural weapons.

Swim Speed. You have a swim speed equal to your speed.

Tail Smash. You can use your tail to make unarmed strikes. When you hit with it the strike deals 1d6 + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike. the Tail posesses heavy weapon property and the push mastery property.

Natural Weaponry: Tail (Prehensile)

Auspicious Origin Feat.

Through ancestry, experimentation, or some other form of augmentation, you possess natural weapons.

Grasping Tail. You can grasp things with your tail. It has a reach of 5 feet, and it can lift a number of pounds equal to five times your Strength score, or support your own weight if you hang from it. You can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; or make an unarmed strike. Your DM might allow other simple tasks to be added to that list of options. Your tail can't wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell.

Peak Performance

Auspicious Origin Feat.

Your people make their home in the frigid peaks of the tallest mountains. You are inured to both the cold and the altitude.

Climb Speed You have a climb speed equal to your speed.

Mountain Born You have resistance to cold damage. You also naturally acclimate to high altitudes, even if you've never been to one. This includes elevations above 20,000 feet.

Persistence Hunter

Auspicious Origin Feat.

You wear down your prey with ceaseless stalking

Boundless Endurance You can move twice the normal amount of time (up to 16 hours) each day before being subject to the effect of a forced march.

Restful Sleep When you complete a long rest, you remove a number of exhaustion levels equal to half your proficiency bonus (rounded up)

Replicant

Auspicious Origin Feat. prerequisite: Humanoid

While you appear to be flesh and blood, you are in fact a creature born of magical or alchemical mastery. Sophisticated mechanisms mimic the organs and tissue of living creatures.

Living Construct. Your creature type becomes Construct

Metabolic Artifice You don’t need to eat, drink, or breathe. You do not gain Exhaustion levels due to Dehydration, Malnutrition, or Suffocation.

Revenant

Auspicious Origin Feat.

You aren't fully alive. Not fully dead, either. Were you born like this, or did some fateful mishap leave you like this?

Deathless Nature. You don't need to breathe.

Slow Blood. You have resistance to Necrotic damage and Poison Damage.

Sandwalker

Auspicious Origin Feat.

From the harshest of deserts hail your people; Where others dry up and perish, you thrive.

Desert Adaptation You have resistance to fire damage. You also require half as much water as another creature your size.

Steady Step You ignore difficult terrain penalties caused by loose terrain such as sand, mud, or rubble

Serpentine

Auspicious Origin Feat.

You have snake-like features - instead of legs, you have a long, powerful tail.

Agile Physiology You have a climb speed and swim speed equal to your walking speed.

Burst of Speed By lowering your body to the ground and propelling yourself with your arms, you can move more quickly for a time. As a bonus action on your turn, if you have both hands free, you can increase your walking speed by 10 feet until the end of your turn.

Pit Viper Areas of dim light do not count as Lightly Obscured for you.

Sharp eyes

Auspicious Origin Feat.

You have better vision than most of your kin, including in while in the dark. You gain the following

Proficiency You have proficiency in either Perception or Investigation

Darkvision. You have Darkvision with a range of 60 feet.

Sleeping Savant

Auspicious Origin Feat.

Your unconscious mind and body are potent, working even while you rest - providing insight and revitalizing you

Dreamer You may use the Dreamer trait to cast the Guidance cantrip a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Power Nap Whenever you spend one or more hit dice during a short rest, you can regain an extra 1d6 hit points

Treant Nectar

Auspicious Origin Feat.

A mysterious saplike draught has granted you a mild affinity with the trees that walk. How you came by the drink may affect your dealings with treefolk.

Deep Roots. You have advantage on Strength saving throws to avoid being moved against your will.

Green-Blooded. If you have access to fresh water and are exposed to at least 8 hours of sunlight, you are considered to have met your daily food needs.

Tall. You are significantly taller than most of your kin; 6-18 inches taller than average. If you are a member of a small species, you may choose to be medium instead - you must make this choice when you take this feat.

Undine

Auspicious Origin Feat.

You are descended from seaborne folk, and possess some of their prowess and capability within the water.

Amphibious. You can breathe air and water.

Swim Speed. You have a swimming speed equal to your speed.

Wings

Auspicious Origin Feat.

You have wings sprouting from your back.

Flight. Thanks to your wings, you have a flying speed equal to your walking speed. If you are wearing medium or heavy armor, you must exceed the strength requirement of the armor by 2 in order to fly while wearing it.

 

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