Feats

Feats are the spice of Dungeons and Dragons that give your character a little more individuality. So of course, we need a few new feats for Cimmeria!

Origin Feats

Amazon
Origin Feat
You learned from the ways of the warrior Amazon women. You gain the following benefits.
Mounted Prowess. While mounted, your mount can make a melee attack whenever you take an Attack action.
Powerful Presence. You gain proficiency in Intimidation.
Shock and Awe. When you reduce a creature’s Hit Points to 0 with a melee attack you can immediately frighten a target within 30 feet. The target must succeed on a Wisdom saving throw (DC 8 plus your Charisma or Strength modifier and Proficiency Bonus) or have the Frightened condition until the end of your next turn.

Aractrashan
Origin Feat
You learned the ways of the jungle and the Aractrashan Kingdom. You gain the following benefits.
Aractrashan Tongue. You know Aractrashan. If you already know Aractrashan when you select this feat, you instead learn one language of your choice.
Hit and Run Tactics. After you hit a creature with a melee attack you do not provoke attacks of opportunity from that creature until the end of your turn.
Sylvan Knowledge. You gain a +2 bonus to Animal Handling, Nature, Perception, Stealth, and Survival when in jungle terrain.

Cimmerian
Origin Feat
You learned the ways of the Cimmerian City-states. You gain the following benefits.
Adapted Experience. Increase one of your ability scores by 1, to a maximum of 20.
Adventurous Explorer. You gain proficiency in Perception.

Greek
Origin Feat
You learned the culture and tactics of the Greek City-states. You gain the following benefits.
Greek Tongue. You know Greek. If you already know Greek when you select this feat, you instead learn one language of your choice.
Hoplite Formation. If an adjacent ally is hit with an attack, you can take a Reaction to interpose your shield. The ally takes half the damage of the attack (rounded down) and you take the other half (rounded up). You must be holding a Shield to use this Reaction. Once you use this benefit, you can’t do so again until you finish a Short Rest or a Long Rest.
Olympians’ Favor. When you succeed on a roll with Disadvantage you gain Heroic Inspiration. Once you use this benefit, you can’t do so again until you finish a Long Rest.

Invulnerable Skin
Origin Feat
You have Resistance to one of Bludgeoning, Piercing, or Slashing damage (choose when you select this feat).
You can take this feat more than once, but you must choose a different damage type each time.

Persian
Origin Feat
You learned the culture and tactics of the Persian Empire. You gain the following benefits.
Barter Culture. You gain proficiency in Persuasion.
Persian Tongue. You know Persian. If you already know Persian when you select this feat, you instead learn one language of your choice.
Strength in Numbers. When you’re adjacent to an ally you may reroll a saving throw. Once you succeed on a saving throw while using this benefit, you can’t do so again until you finish a Long Rest.

Xorian
Origin Feat
You learned the rigid ways of the Xorian Kingdom. You gain the following benefits.
Manifest Destiny. When you expend Heroic Inspiration you can reroll all your dice until the start of your next turn. Once you use this benefit, you can’t do so again until you finish a Long Rest.
Solidarity. When you take the Help action, you can assist two allies.
Xorian Tongue. You know Xorian. If you already know Xorian when you select this feat, you instead learn one language of your choice.

General Feats

Blood Magic Adept
General Feat (Prerequisite: Level 4+, Spellcasting or Pact Magic feature)
You gain the following benefits.
Ability Score Increase. Increase your Constitution, Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
Work Through Pain. You have proficiency in Constitution saving throws to maintain Concentration while you are Bloodied. If you already have proficiency in Constitution saving throws, you gain Advantage on Constitution saving throws to maintain Concentration while you are Bloodied instead.
Magician’s Frenzy. When you cast a spell that deals damage to a Bloodied creature, you can add your spellcasting ability modifier to one damage roll of that spell.

Legendary Bastion
General Feat (Prerequisite: Level 4+, Shield Master)
You gain the following benefits.
Ability Score Increase. Increase your Strength score by 1, to a maximum of 20.
Shield Slam. While you have a Shield equipped you may use it as a Melee weapon. It deals 1d4 Bludgeoning damage and has the Push mastery property.
Invincible Technique. You can use two Shields at the same time, allowing you to gain the AC bonus from both and attack with both as if you were wielding two weapons.
Explosive Reflection. When a ranged attack roll misses you and its damage includes Bludgeoning, Piercing, or Slashing damage, you can take a Reaction to redirect some of the attack’s force. If you do so, choose a creature you can see within 60 feet of yourself that isn’t behind Total Cover. That creature must succeed on a Dexterity saving throw (DC 8 plus your Strength modifier and Proficiency Bonus) or take 3d4 plus your Strength modifier damage. The damage is the same type dealt by the triggering attack.

Pious Celebrant
General Feat (Prerequisite: Level 4+)
You gain the following benefits.
Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 20.
Favored Believer. As part of a Long Rest you can pray to a deity of your choice. For the next 24 hours you gain benefits similar to having Favor with that deity. You can reroll one ability check that uses your chosen deity’s Favored Skill and you have the deity’s 1st level granted spell prepared. You can cast it once without a spell slot, and you can also cast the spell using any spell slots you have.

I’m Isaac

Welcome to the GoCorral website! I’m Isaac Shaker and this is a place for me to write about D&D/RPGs and occasionally other topics. I host a podcast called Setting the Stage that interviews different GMs about their campaigns. I’m currently focused on completing the Cimmeria campaign setting and turning it into a book.

Setting the Stage Podcast

93 Extra – Crit Talkers Feed Drop – Setting the Stage, Campaigns for D&D and Other RPGs

This episode is connect to Episode 93 – D&D Set in the 60s (Jake and Crit Talkers). The new short campaign, Darkspace Mixdown is the subject of this episode which combines the session 0 and first episode of that campaign. Listen and if you enjoy it, go subscribe to their show!You can learn more about Crit Talkers on their webiste or subscribe to them on the podcast platform of your choice.They're also active on Facebook and Instagram.Check out the Setting the Stage website!Want to be on the show? Fill out this survey.Join our Discord!Support Setting the Stage on Patreon! Hosted on Acast. See acast.com/privacy for more information.
  1. 93 Extra – Crit Talkers Feed Drop
  2. 93 – D&D Set in the 60s (Jake and Crit Talkers)
  3. 92 Extra – Shrimps and Crits Feed Drop
  4. 92 – Folk Singing RPG Party (Ian & Shrimps and Crits)
  5. 91 – Turning Your Novel Into An RPG? (Susannah and Thornvale)