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Titan Drinker

Drink titan blood

Titan Blood Feats. A what you get if you find and drink blood of the planar titans

Prime Material Blood


Ability score increase. May increase one ability score by 2 or 2 ability scores by 1 to a maximum of 20.   Improved Mind. Gain proficiency in one skill/tool you do not have proficiency in   Improved Body. You have +1 Ac  

Fey Blood


Sprightly Form. As a bonus action, you may move up to your movement speed without provoking opportunity attacks. Flowers and vines sprout where you land, creating a 20ft radius circle around you of difficult terrain   A true Fey. When in the feywild you do not age. You also do not suffer form any non-time related consequence for leaving the feywild   Native Navigation. You have advantage on checks related to navigating and traversing the feywild   Creature Type. You count as a fey in addition to other creature types. When banished, your native plane is considered to be the feywild  

Blood Of the Shadowfell


Shadow Form. As a bonus action, you may move up to your movement speed without provoking opportunity attacks. You may move through objects and walls. If you end your turn within a physical object you take 3d10 force damage and are shunted out of the object in a random direction.   A lone shade. When in the shadowfell you do not age. You also do notexpirience any negative effects for entering or leaving the shadowfell   Dark Intuition. You have advantage on checks related to navigating and traversing the shadowfell   Creature Type. You count as an undead in addition to other creature types. When banished, your native plane is considered to be the shadowfell.  

Fiery Blood


Fire resistance. You gain resistance to fire damage. This trait increases to immunity if you already have fire resistance from another feat or racial feature. You are unaffected by hot weather   Kindred Kindling. you can read write and speak Ignan   Burning magic. At 1st level you can cast the cantrip fire bolt. Once you reach third level you can cast burning hands with this feature. Finally, when you reach 5th level you can cast elemental weapon. If fire is chosen as the element for the casting of this spell replace the d4 extra damage with a d6.   These spells do not count against the number of spells you know or can prepare.once any of these spells is cast you cannot use this feature to cast that spell again until the end of a long rest Charisma or Constitution is your spellcasting modifier for these spells (pick one when choosing this feature)   Elemental Makeup. You are considered an elemental in addition to your other creature types. If you are banished, the plane of fire is considered your native plane  

Blood Of Water


Amphibious. You can breathe in both air and water   Adept Swimmer. You have a swim speed of 30 feet   Aqua Affinity. you can read write and speak Aquan   Watery magic. At 1st level you can cast the cantrip shape water. Once you reach third level you can cast create or destroy water with this feature. Finally, when you reach 5th level you can cast water walk.   These spells do not count against the number of spells you know or can prepare. once any of these spells is cast you cannot use this feature to cast that spell again until the end of a long rest Wisdom or Constitution is your spellcasting modifier for these spells (pick one when choosing this feature)   Elemental Makeup. You are considered an elemental in addition to your other creature types. If you are banished, the plane of water is considered your native plane  

Earthen Blood


Expert Excavator. You gain a burrowing speed equal to half your movement speed.   Improved darkvision. you gain darkvision of up to 60 feet. If you already have darkvision, increase this range to 120 feet.   Rock Relative. you can read write and speak Terran   Earth Magic. At 1st level you can cast the cantrip mold earth. Once you reach third level you can cast Earth tremor with this feature. Finally, when you reach 5th level you can cast meld into stone.   These spells do not count against the number of spells you know or can prepare. once any of these spells is cast you cannot use this feature to cast that spell again until the end of a long rest Strength or Constitution is your spellcasting modifier for these spells (pick one when choosing this feature)   Elemental Makeup. You are considered an elemental in addition to your other creature types. If you are banished, the plane of Earth is considered your native plane  

Sky Blood


Cloud Child. You can use a bonus action to evoke your connection to the plane of air. For up to a minute You gain a flying speed of 30 feet. You cannot use this feature again until your next long rest   Cloud Kin. You can read speak and write Auran   Sky magic. At 1st level you can cast the cantrip gust. Once you reach third level you can cast fog cloud with this feature. Finally, when you reach 5th level you can cast wind wall.   These spells do not count against the number of spells you know or can prepare. once any of these spells is cast you cannot use this feature to cast that spell again until the end of a long rest intelligence or Constitution is your spellcasting modifier for these spells (pick one when choosing this feature)   Elemental Makeup. You are considered an elemental in addition to your other creature types. If you are banished, the plane of air is considered your native plane  

Blood Of Thought


Ability Score Increase. Your Intelligence score increase by 1   Thought manifested. Youconcentrate over the coure of an hour to craft an item. A simple or martial weapon, a rope, canteen, ten pieces of ammunition, a set of tools, or another objects (see chapter 5, “Equipment,” in the Player’s Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you. The thing you create can be something that is worth no more than 10 gp. As part of this ritual, you must lay out material, which can include coins, with a value equal to the creation. The items irretrievably coalesces and transforms into the creation at the ritual’s end, magically forming even nonmetal parts of the creation.   The process can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.   Psiionic Abilities. At 3rd level you can cast Detect thoughts with this feature. When you reach 5th level you can cast Major illusion. Finally, at 9th level you can cast Creation   These spells do not count against the number of spells you know or can prepare. once any of these spells is cast you cannot use this feature to cast that spell again until the end of a long rest intelligence or Constitution is your spellcasting modifier for these spells (pick one when choosing this feature)    

Fated Blood


Master of Fate. Once per long rest, after you know the result of the roll but before you know whether or not it fails, you may choose to reroll your die, taking the higher result.   Portent. When you finish a long rest, roll one d20 and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll.  

Bleeding Heart


I understand myself. Increase your Wisdom score by 1   I understand you. You gain proficiency in insight. If you already have proficiency in insight, you may gain expertise in it. In addition, when making a Persuasion or Intimidation check you cay choose to roll with your insight modifier instead.   Tugging at heartstrings. At 3rd level you can cast charm person with this feature. When you reach 5th level you can cast calm emotions. Finally, at 9th level you can cast Dominate person   These spells do not count against the number of spells you know or can prepare. once any of these spells is cast you cannot use this feature to cast that spell again until the end of a long rest Wisdom or Constitution is your spellcasting modifier for these spells (pick one when choosing this feature)  

Magic Blood

 
Arcane Creation: Your spell save DC and Spell attack modifier both increase by 1 when you receive this feat.   Costly Casting: You can cast spells without using up spell slot. When cast this way, you become exhausted by pulling the magic from your own blood directly. You gain levels of exhaustion equal to half the spell's level rounded up   Magic Man. You can add one spell from any class' spell list up to a level you can cast to the spells you know/can prepare  

Blood Of the Dreamlands


Super Sleeper. You no longer lose your place/progress when reentering the dreamlands. You are also capable of indefinite sleep, only waking up by taking an action to do so in the dream lands, or by being awoken by something on the plane your physical body is on. You are aware of approximately how much time has passed where your physical body is in unless it is in the Feywild, Mantra, or Miasma.   Dreamer. you only need 4 hours of sleep to gain the benefits of a long rest. You also cannot be forced to sleep by magical means.  

Blood Of the Void

 
Nightmare Natural. You become capable of moving in the Void. You are also capable of indefinite sleep, only waking up by taking an action to do so in the dream lands, or by being awoken by something on the plane your physical body is on. You are aware of approximately how much time has passed where your physical body is in unless it is in the Feywild, Mantra, or Miasma. Light Sleeper. you only need 4 hours of sleep to gain the benefits of a long rest. You also cannot be forced to sleep by magical means.  

Blood Of Cathedrus


Holy Machinations. Your body becomes equipped with holy metal plating. while not wearing armor, your AC is equal to 10+ Constitution Mod+ Intelligence Modifier   Long Life. For every 10 years you age 1 year. You cannot be aged magically   Machine Precision. When you make an ability check with your intelligence modifier, you may add your constitution modifier as well   Orchestral Adaptation. Choose one of the following features   Strings. Increase your dexterity score maximum to 22. If your maximum is already beyond 20, increase it by 2   Gain proficiency in all martial ranged weapons (including guns of applicable)/ Or add 3 spells off of the Ranger spell list to the list of spells you know / can prepare.   Choose one of these options when you gain this feature   Wind. Increase your wisdom score maximum to 22. If your maximum is already beyond 20, increase it by 2   You may take the dodge and disengage actions as bonus actions/ Or add 3 spells off of the Druid spell list to the list of spells you know / can prepare. select one of these options when you choose this feature   Brass. Increase your constitution score maximum to 22. If your maximum is already beyond 20, increase it by 2 You gain the ability to expend a hit die as a bonus action to heal for 1d10+con or add 1d10+con to your next damage roll/ alternatively add 3 spells off of the sorcerer spell list to the list of spells you know / can prepare. pick one of these options when you choose this feature   Percussion Increase your strength score maximum to 22. If your maximum is already beyond 20, increase it by 2 You gain the ability to wield weapons with both the two handed and heavy properties in one hand/ Or add 3 spells off of the Paladin spell list to the list of spells you know / can prepare. pick one of these options when you choose this feature   Conductor Increase your charisma score maximum to 22. If your maximum is already beyond 20, increase it by 2   Gain the two weapon fighting or dueling fighting style/ Alternatively add 3 spells off of the bard spell list to the list of spells you know / can prepare. Choose one of these options when you gain this feature   Piano Increase your Intelligence score maximum to 22. If your maximum is already beyond 20, increase it by 2 Gain two Battle Master maneuvers and 2d6 superiority die which you regain on a short or long rest / Or add 3 spells off of the artificer spell list to the list of spells you know / can prepare. select one of these options when you choose this feature  

Blood Of Ascension


Angelic wings. You have great angelic wings, giving you a fly speed of 60 feet   Healing Light. You emit bright like in a 30ft radius and dim light in a 60 foot radius. Friendly creatures that start their turns within the radius of bright light are restore Hit points equal to your level. Those within the radius of dim light receive half that amount(rounded down)   Risen from the Ashes. When you die, roll 1d6, you revive in a bust of flames dealing half your hitpoints in radiant damage in a 30ft radius around you.   Evil Beware. You have advantage on saving throws against the magical effects of evil aligned creatures.   Angellic Magic. You gain the ability to cast the following spells at their base levels from a pool of holy magic. This pool of magic has 50 charges. You regain 1d12+Con charges at dawn  
Spell Name Number of Charges
Blindness/Deafness At will
Command 2
Conjure Celestial 7
Control Water 4
Cure Woulds 1
Dawn 4
Detect Good and Evil At Will
Detect Magic At Will
Dispel Magic 3
Greater Restoration 5
Guardian of Faith 4
Lesser Restoration 2
Light At will
Mass healing word 5
Plane Shift 7
Protection From good and evil At will
Silence 3
Spiritual Weapon 2
Thaumaturgy At will
Zone of Truth At will
 

Hellish Blood


Ability Score Increase. you may add 2 points to one stat or one point to two stats among Intelligence Wisdom and Charisma   Friend of fiends. you gain the ability to read write and understand infernal   Devilish domination. You can cast the find familliar spell. Your familliar takes the form of an imp.   Devils in the details. You gain proficiency in investigation. If you already have proficiency in investigation you may take expertise.   Friendish appeal. You have significantly less trouble navigating the layers of hell.   Hellish Adaptation. Choose one of these features when you receive this feat. For these feature your spell save can be 8+proficiency+Constitution   Amnizu.   Toxic Skin. You gain resistance to poison damage   Unlovable. You are immune to the Charmed condition   Instinctive Charm. When a creature within 60 feet of you makes an attack roll against you, and another creature is within the attack’s range, you can use your reaction to charm the attacker. The attacker must make a Wisdom saving throw. equal to your spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including the you or itself. If multiple creatures are closest, the attacker chooses which one to target. If the saving throw is successful, the attacker is immune to this feature for 24 hours.   Pit Fiend   Fire resistance. You are resistant to fire damage   Magic Resistance: You have advantage on saving throws against spells and other magical effects.   Fear Aura. Any creature hostile to you that starts its turn within 20 feet of you, must make Wisdom saving throw against your spell save DC, unless the you are incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to this feature for the next 24 hours.   Abeshai Resilience   Draconic and Devilish Resistance. You have resistance to Fire, Poison, and Lightning Damage   Dranonic and Devilish. You have immunity to the frightened and poisoned conditions   Ice Devil.   Damage resistance. You have resistance to cold damage   Devil's Sight. You have darkvision of 120 feet Magical darkness doesn't impede the your darkvision.   Wall of Ice. You use your action to magically form an opaque wall of ice on a solid surface you can see within 60 feet of. The wall is 10 feet thick and up to 30 feet long and 10 feet high, or it's a hemispherical dome up to 20 feet in diameter. When the wall appears, each creature in its space is pushed out of it by the shortest route. The creature chooses which side of the wall to end up on, unless the creature is incapacitated. The creature then makes a Dexterity saving throw against your spell save DC, taking (10d6) cold damage on a failed save, or half as much damage on a successful one.   The wall lasts for 1 minute or until the devil is incapacitated or dies. The wall can be damaged and breached; each 10-­foot section has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If a section is destroyed, it leaves behind a sheet of frigid air in the space the wall occupied. Whenever a creature finishes moving through the frigid air on a turn, willingly or otherwise, the creature must make a DC 17 Constitution saving throw, taking 17 (5d6) cold damage on a failed save, or half as much damage on a successful one. The frigid air dissipates when the rest of the wall vanishes. Once you use this feature it can't be used again until you long rest.  

Abyssal Blood


Ability score increase. you may increase one ability score by 2 or 2 by 1 among constitution dexterity and Strength   Friend of fiends. you gain the ability to read write and understand infernal   Devilish domination. You can cast the find familliar spell. Your familliar takes the form of a quasit.   Demonic Demeanor. You gain proficiency in intimidation. If you already have proficiency in investigation you may take expertise.   Friendish appeal. You have significantly less trouble navigating the abyss.   Abyssal Adaptations. Choose one of these features when you receive this feat. You spell save for these features can be 8+prof.+con   Balor. Fire resistance You have resistance against fire damage   Explosive demise. When you drop to 0 hit points, you explodes. Each creature within 30 feet of you must make a Dexterity saving throw equal to your spell save DC, taking fire damage equal to 1d6 per player level on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren’t being worn or carried.   Flaming Aura. You can use your action to enter a flaming demonic state. While active, At the start of each of your turns, each creature within 5 feet of you takes 10 (3d6) fire damage, and flammable objects in the aura that aren’t being worn or carried ignite. A creature that touches the you or hits you with a melee attack while within 5 feet of you takes 10 (3d6) fire damage. This transformation lasts 1 minute unless you choose to end it. Once used this feature can not be used again until your next long rest   Maralith.   Poison Resistance. You have resistance to poison damage and are immune to the poisoned condition   Extra attack. when you take the attack action you may make one additional weapon attack. This feature DOES stack with features of the same name   Sibriex.   Contamination. you may use your action to emit an aura of corruption 30 feet in every direction. Plants that aren’t creatures wither in the aura, and the ground in it is difficult terrain for other creatures. Any creature that starts its turn in the aura must succeed on a Constitution saving throw equal to your spell save DC or take 14 (4d6) poison damage. A creature that succeeds on the save is immune to this Contamination for 24 hours.   Flesh Sculpting. You may choose one mutation off of the Sibriex Flesh warping table.   Nabassu.   Cold Resistance. You are resistant to cold damage   Soul-Stealing Gaze. As an action you can target one creature you can see within 30 feet of it. If the target can see the you and isn’t a construct or an undead, it must succeed on a Charisma saving throw against your spell save DC or reduce its hit point maximum by 13 (2d12) and give the yourself an equal number of temporary hit points. This reduction lasts until the target finishes a short or long rest. The target dies if its hit point maximum is reduced to 0, and if the target is a humanoid, it immediately rises as a ghoul under the your control.   If a creature dies to this effect, your next attack deals an extra 2d12 necrotic damage   you can use this feature a number of times equal to your spellcasting modifier  

Blood Of Armageddon


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Bystial Blood

The effects of this are undocumented (hehehe secret)  

Blood Of Miasma


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Blood Of Mantra


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