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== Feats of the Smallfolk == '''Adroit''' <u>Prerequisite:</u> Small size You use your small size to your advantage against larger foes. You gain the following abilities: *Increase your Dexterity score by 1, to a maximum of 20 *Your movement speed increases by 5 feet. *You can use a bonus action to give all creatures larger than you disadvantage on attack rolls made against you until the start of your next turn. Once you use this ability you can't use it again until you finish a short or long rest. '''Blinkling''' <u>Prerequisite:</u> Halfling You are a blinkling, a halfling with a magical connection to blink dogs. You have minor canine features, which may include floppy, fuzzy ears, dog-like whiskers, or a small tail. You gain the following abilities: *As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a short or long rest. *You can cast ''blur'' on yourself. Once you use this trait, you can't do so again until you finish a long rest. '''Born to Silence''' <u>Prerequisite:</u> Whisper gnome The silence that is your peoples’ heritage is especially pronounced in you. You possess a unique inner stillness which you can project out into the world. You gain the following benefits: *Double your proficiency bonus on Perception checks related to hearing and Stealth checks related to remaining silent. *You learn the ''sanctuary'' and ''silence'' spells and can cast either of them on yourself. Once you use this trait, you can't do so again until you finish a long rest. Intelligence is your spellcasting ability for these spells. '''Bountiful Luck''' <u>Prerequisite:</u> Halfling Your people have extraordinary luck, which you have learned to mystically lend to your companions when you see them falter. You’re not sure how you do it; you just wish it, and it happens. Surely a sign of fortune’s favor! When an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll. When you use this ability, you can’t use your Lucky racial trait before the end of your next turn. '''Critter Friend''' <u>Prerequisite:</u> Forest gnome Your friendship with animals mystically deepens. You gain the following benefits: *You gain proficiency in the Animal Handling skill. If you’re already proficient in it, your proficiency bonus is doubled for any check you make with it. *You learn the ''speak with animals'' spell and can cast it at will, without expending a spell slot. You also learn the ''animal friendship'' spell, and you can cast it once with this feat, without expending a spell slot. You regain the ability to cast it in this way when you finish a long rest. Intelligence is your spellcasting ability for these spells. '''Dragon Breath''' <u>Prerequisite:</u> Kobold The blood of dragons flows in your veins. Choose an energy type: cold, fire, lightning or poison. You gain resistance to the selected energy type. In addition, as an action, you can exhale destructive energy of the chosen type in a 15 ft cone. When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw; the DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d8 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d8 at 6th level, 4d8 at 11th level, and 5d8 at 16th level. After you use your breath weapon, you can’t use it again until you complete a long rest. '''Dragon Scholar''' <u>Prerequisite:</u> Kobold Your people have a connection with the great Dragon. You have learned to call upon the powerful magic of this great beast. You gain the following benefits. *Increase your Charisma, Wisdom or Intelligence by one, to a maximum of 20. *Double your proficiency bonus when making an Arcana or History check relating to dragons or serpents. *You learn the ''detect magic'' spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. '''Fade Away''' <u>Prerequisite:</u> Gnome Your people are clever, with a knack for illusion magic. You have learned a magical trick for fading away when you suffer harm. You gain the following benefits: *Increase your Dexterity or Intelligence score by 1, to a maximum of 20. *Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can’t do so again until you finish a short or long rest. '''Forest-kith''' <u>Prerequisite:</u> Woodwalker goblin Your connection with the wilderness is deeper than most, giving you unique magical abilities. You gain the following benefits: *As an action, you can transform into a small bush. While in bush form you are indistinguishable from a normal bush and you have resistance to all damage except fire. You can perceive your surroundings normally while in bush form. You can remain in bush form for up to six hours and cannot take any actions except to return to goblin form as a bonus action. Once you use this ability, you can’t use it again until you finish a long rest. *You learn the ''entangle'' spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. '''Giantkiller''' <u>Prerequisite:</u> Goblin You are skilled at toppling enormous foes. You gain the following benefits: *Your ''Fury of the Small'' racial power now does an additional +2 damage for each size category the opponent is larger than you. *When attacking or casting a spell on a creature whose size is larger than yours, you can choose to either gain advantage on the attack roll, or impose disadvantage on the creature’s save. Once you use this ability, you can’t use it again until you finish a short or long rest. '''Poised Steps''' <u>Prerequisite:</u> Halfling You can use your bonus action to walk with serene grace. Until the end of your next turn you can move across non-magical difficult terrain without expending extra movement. '''Renewed Breath''' <u>Prerequisite:</u> Kobold, Dragon Breath feat Your breath weapon gains the Recharge 6 feature. At the start of each of your turns, roll a d6. If the result is 6, you regain the use of your breath weapon. This ability also recharges when you finish a short or long rest. '''Second Chance''' <u>Prerequisite:</u> Halfling Fortune favors you when someone tries to strike you. You gain the following benefits: *Increase your Dexterity, Constitution or Charisma score by 1, to a maximum of 20. *When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can’t use it again until you roll initiative at the start of combat or until you finish a short or long rest. '''Serpent's Tongue''' <u>Prerequisite:</u> Kobold You have a knack for cutting words and distracting antics. You gain the following benefits: *You gain proficiency in the Intimidate skill. If you are already proficient, you now add double your proficiency bonus to Intimidate checks. *As an action on your turn, you may taunt your enemies. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that you can see. Once you use this trait, you can't use it again until you finish a short or long rest. '''Stoneblood''' <u>Prerequisite:</u> Rock gnome The elemental magic of earth is strong in you. You gain the following benefits. *You have advantage on saves vs any effect that would petrify you, as well as any earth- or rock-based effects. *Your movement is not slowed by rocky difficult terrain. *You learn the ''earth tremor'' spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. '''Swamp Savvy''' <u>Prerequisite:</u> Swamp rat goblin The swamplands are your home, and you’re more comfortable there than anywhere else in the world. You gain the following benefits: *Your Constitution or Wisdom (your choice) increases by one, to a maximum of 20. *You are immune to the poisoned condition. *You have advantage on Survival rolls made in swampy terrain, and Handle Animal rolls made to interact with swamp-dwelling creatures. '''Tibbit''' You are a tibbit, a member of an ancient order of shapeshifters with the ability to assume the forms of cats. You gain the following benefits: *Your Dexterity or Charisma increases by one, to a maximum of 20. *Cat-form: As an action, you can ''polymorph'' into a normal cat or back into your true form. Your hit points do not change, and your equipment does not change with you. If you die, you revert to your natural appearance. While in cat form you have darkvision and advantage on Stealth checks, but cannot speak, attack, or use any items. Your cat-form is unique, and you always assume the same form when transforming. Once you have used this ability you cannot use it again until you finish a short or long rest. You can revert to your normal form as an action. *Speak with Cats. Through sound and gestures, you may communicate simple ideas with felines. '''Trapsmith''' <u>Prerequisite:</u> Kobold You are a trap virtuoso, able to craft and set traps from the simplest of materials. You gain the following benefits: *Increase your Dexterity or Intelligence by one, to a maximum of 20. *You have advantage on all Investigation and Perception rolls made to detect traps. *If you have ten minutes and some basic materials (such as twine, sticks, and a knife), you can set a simple trap. Your trap covers an area no larger than 10’ by 10’ and has a DC (for both detecting and disabling) equal to 8 + your proficiency bonus + your Intelligence bonus. If triggered, your trap deals 2d6 damage to all in the area, with a Dexterity save (DC = 8 + your proficiency bonus + your Intelligence bonus) for half damage. This damage increases to 3d6 at 6th level, 4d6 at 10th level, and 5d6 at 14th level. Once you have used this ability you cannot use it again until you finish a short or long rest. '''Tree Hopper''' <u>Prerequisite:</u> Woodwalker goblin You can use your action to enter a tree and move from inside it to inside another tree within 50 feet. Both trees must be alive and at least the same size as you. You use 5 feet of movement to enter the tree. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered. You can use this transportation ability twice, regaining expended uses after a short or long rest. '''Wolfbrother''' <u>Prerequisite:</u> Wolfblood goblin You are especially close to the great wolves, and have learned many of their skills. You gain the following benefits: *Your Constitution score increases by one, to a maximum of 20. *You gain proficiency in the Survival skill. If you are already proficient, you now add double your proficiency bonus to Survival checks. *If you have nothing in either hand, you can use a bonus action to drop to all fours and move at a walking speed of 40 feet.
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