Zardnaar
Legend
So I have been running a BG3.5 themed campaign. Itys set after the camp scene from the game. At level 5/6 they arrived at the gate. They are currently investigating a nearby village named Twilights Hollow. For this game and next game I have created these 3 feats, origins and origin feats. Not super happy atm going to tweak them a bit. They are adapted from Lost Empires of Faerun and Power of Faerun from 3.5. trapmaster needs a tweak along with Netherese origin IMHO. Thought on the general idea of these ideas though?
OriginFeats
Heretic of the Faith
Origin Feat.
You can grossly violate your chosen deities strictures, codes, beliefs, and alignment. You are not immune to consequences from that deities faithful, church, servants or the deity itself including the afterlife.
Heretic. You gain heroic inspiration. The inspiration refreshes after a short or long rest. Additionally if you are a cleric you can pick a domain that is not typically associated with your deity. This domain replaces your deities domain. For example a cleric of Eldath could proclai themselves as a defender of her faith and pick the war domain. At the DMs discretion if you are dead you can only return to life within 1d10 days as your soul is judged.
OriginFeat
You have studied the architecture of ancient civilizations. Your familiarity with tombs, vaults and other such sites has installed in you a knack for avoiding traps.
Trapmaster. You gain proficiency and expertise in thieves tools. Traps have disadvantage to hit you and you have advantage on any saving throws vs a trap. Additionally once per short rest you can impose disadvantage on any attack rolls against you as a reaction.
OriginFeat
You have studied ancient Netheril or been trained by them.
TwoCantrips: You learn two cantrips of your choice from the Wizard spell list. Intelligence, Wisdom or Charisma is your spellcasting ability for this feats spells (choose when you select the feat).
Level1 Rituals. Choose two level 1 rituals from the wizard spell list. You always have these spells prepared. You can cast each of these spells without expending a spell slot. Once you cast either spell in this way you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using a spell slot of the appropriate level. The spells spellcasting ability is the ability increased by this feat.
GeneralFeat (prerequisite Level 4+)
Youhave Mastered the ancient elven techniques of drawing power fromSehanine Moonbows light.
AbilitityScore Increase: Increase your intelligence, Wisdom or Charismascore by 1 to a maximum of 20.
CormanthrynMagic Chose a level 1 spellfrom the Transmutation or Invocation school of magic. You always havethat spell prepared and the Moon Beam spell prepared. You can casteach of these spells without expending a spell slot. Once you casteither spell in this way you can't cast that spell in this way againuntil you finish a long rest. You can also cast these spells using aspell slot of the approriate level. The spells spellcasting abilityis the ability increased by this feat.
Greenbound Summoning.
General Feat (prerequisite Level 4+)
You have learned the long forgotten manner of summoning once practiced by the Eaerlanni Elves of the High Forest.
Ability Score Increase: Increase your intelligence, Wisdom or Charisma score by 1 to a maximum of 20.
Eaerlanni Magic Chose 1 level 1 spell from the Abjuration or Conjuration school of magic. You always have that spell prepared and the Summon Beast spell prepared. You can cast each of these spells without expending a spell slot. Once you cast either spell in this way you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using a spell slot of the appropriate level. The spells spellcasting ability is the ability increased by this feat.
General Feat (prerequisite Level 4+)
Abilitity Score Increase: Increase your Charisma, Dexterity or Strength, score by 1 to a maximum of 20.
Curse: You know the hex spell. You always have that spell prepared. You can cast hex twice spells without expending a spell slot. Once you cast hex twice in this way you can't cast Hex in this way again until you finish a long rest. You can also cast Hex using a spell slot of the appropriate level. Additionally when you first apply hex to a target you gain advantage on the next attack rol
Ability Scores Dexterity, Intelligence, Wisdom
Feat: Trapmaster
Skill Proficiencies: History and Perception
Tool proficiency: Cartographers Tools
Equipment Choose A or B.A quarterstaff, Book (history), Cartographers Tools, Parchment (8sheets), Robe, 10gp or (B) 50 GP
The past has always intrigued you. Rather than be a book worm though you prefer a more hands on approach. The difference between study and tomb raider has always been marginal to you however.
AbilityScores Charisma, Dexterity, Wisdom
Feat: Heretic of the Faith
Skill Proficiencies: Persuasion and Religion
Tool proficiency: Forgery Kit
Equipment Choose A or B: A ForgeryKit, Fine Clothes, 15 gp or (B) 50 gp
Once you were old enough to understand the gods you didnt quite believe in the standard dogma. The question of why was never resolved. Perhaps you just did not like being told what to believe. In any event a silver tongue and your own beliefs take precedence. Damn the consequences.
Netherese
Ability Scores Constitution, Intelligence, Wisdom
Feat: Student of Netheril
Skill Proficiencies: Arcana and History
Languages Loross (high Netherese), Netherese
Equipmen tChoose A or B.A quarterstaff, Book (history), Parchment (8 sheets), Clothes:Travelers, 10gp or (B) 50 GP
The blood of ancient Netheril flows in your veins. You spent your formative years studying the fallen empires history, language and lore- even the rudiments of magic. Some may say its folly but the archwizards fascinate you.
OriginFeats
Heretic of the Faith
Origin Feat.
You can grossly violate your chosen deities strictures, codes, beliefs, and alignment. You are not immune to consequences from that deities faithful, church, servants or the deity itself including the afterlife.
Heretic. You gain heroic inspiration. The inspiration refreshes after a short or long rest. Additionally if you are a cleric you can pick a domain that is not typically associated with your deity. This domain replaces your deities domain. For example a cleric of Eldath could proclai themselves as a defender of her faith and pick the war domain. At the DMs discretion if you are dead you can only return to life within 1d10 days as your soul is judged.
Trapmaster
OriginFeat
You have studied the architecture of ancient civilizations. Your familiarity with tombs, vaults and other such sites has installed in you a knack for avoiding traps.
Trapmaster. You gain proficiency and expertise in thieves tools. Traps have disadvantage to hit you and you have advantage on any saving throws vs a trap. Additionally once per short rest you can impose disadvantage on any attack rolls against you as a reaction.
Student of Netheril
OriginFeat
You have studied ancient Netheril or been trained by them.
TwoCantrips: You learn two cantrips of your choice from the Wizard spell list. Intelligence, Wisdom or Charisma is your spellcasting ability for this feats spells (choose when you select the feat).
Level1 Rituals. Choose two level 1 rituals from the wizard spell list. You always have these spells prepared. You can cast each of these spells without expending a spell slot. Once you cast either spell in this way you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using a spell slot of the appropriate level. The spells spellcasting ability is the ability increased by this feat.
General Feats
Cormanthryn Moon Magic.
Cormanthryn Moon Magic.
GeneralFeat (prerequisite Level 4+)
Youhave Mastered the ancient elven techniques of drawing power fromSehanine Moonbows light.
AbilitityScore Increase: Increase your intelligence, Wisdom or Charismascore by 1 to a maximum of 20.
CormanthrynMagic Chose a level 1 spellfrom the Transmutation or Invocation school of magic. You always havethat spell prepared and the Moon Beam spell prepared. You can casteach of these spells without expending a spell slot. Once you casteither spell in this way you can't cast that spell in this way againuntil you finish a long rest. You can also cast these spells using aspell slot of the approriate level. The spells spellcasting abilityis the ability increased by this feat.
Greenbound Summoning.
General Feat (prerequisite Level 4+)
You have learned the long forgotten manner of summoning once practiced by the Eaerlanni Elves of the High Forest.
Ability Score Increase: Increase your intelligence, Wisdom or Charisma score by 1 to a maximum of 20.
Eaerlanni Magic Chose 1 level 1 spell from the Abjuration or Conjuration school of magic. You always have that spell prepared and the Summon Beast spell prepared. You can cast each of these spells without expending a spell slot. Once you cast either spell in this way you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using a spell slot of the appropriate level. The spells spellcasting ability is the ability increased by this feat.
Netherese Battle Curse
General Feat (prerequisite Level 4+)
Abilitity Score Increase: Increase your Charisma, Dexterity or Strength, score by 1 to a maximum of 20.
Curse: You know the hex spell. You always have that spell prepared. You can cast hex twice spells without expending a spell slot. Once you cast hex twice in this way you can't cast Hex in this way again until you finish a long rest. You can also cast Hex using a spell slot of the appropriate level. Additionally when you first apply hex to a target you gain advantage on the next attack rol
Origins
Archeologist
Archeologist
Ability Scores Dexterity, Intelligence, Wisdom
Feat: Trapmaster
Skill Proficiencies: History and Perception
Tool proficiency: Cartographers Tools
Equipment Choose A or B.A quarterstaff, Book (history), Cartographers Tools, Parchment (8sheets), Robe, 10gp or (B) 50 GP
The past has always intrigued you. Rather than be a book worm though you prefer a more hands on approach. The difference between study and tomb raider has always been marginal to you however.
Heretic
AbilityScores Charisma, Dexterity, Wisdom
Feat: Heretic of the Faith
Skill Proficiencies: Persuasion and Religion
Tool proficiency: Forgery Kit
Equipment Choose A or B: A ForgeryKit, Fine Clothes, 15 gp or (B) 50 gp
Once you were old enough to understand the gods you didnt quite believe in the standard dogma. The question of why was never resolved. Perhaps you just did not like being told what to believe. In any event a silver tongue and your own beliefs take precedence. Damn the consequences.
Netherese
Ability Scores Constitution, Intelligence, Wisdom
Feat: Student of Netheril
Skill Proficiencies: Arcana and History
Languages Loross (high Netherese), Netherese
Equipmen tChoose A or B.A quarterstaff, Book (history), Parchment (8 sheets), Clothes:Travelers, 10gp or (B) 50 GP
The blood of ancient Netheril flows in your veins. You spent your formative years studying the fallen empires history, language and lore- even the rudiments of magic. Some may say its folly but the archwizards fascinate you.