Hidden Feats of Krynn

by Carreau

Search GM Binder Visit User Profile
Hidden Feats of Krynn

Some things are missing...

The new Unearthed Arcana about the Heroes of Krynn just came out this week, and there are a lot of very fun options! But... it feels like some are strangely missing...

Three magical orders are presented : the black robes (specialists of evocation and necromancy), the white robes (abjuration and conjuration), and the red robes (divination and transmutation). However, two schools of magic aren't represented here : Illusion and Enchantment! And those two are known to be the most cunning and deceitful; so... what if there was an actual fourth order? An order so secret it even hided from the unearthed arcana file itself!

That's a joke that came to my mind when I was reading the new feats, and so I decided to go on with this idea and to create the feats that were missing!

I also noticed that there were Knight feats to increase all ability scores except intelligence and wisdom, so I also created a new Knight order to correct that.

Finally, I also created a new version of the Squire of Solamnia better suited for martial, as the one presented in the UA is only benefiting casters when according to the flavor it is clearly meant to be a feat for martials.

Art Credit : Wizards of the Coast

Initiate of Secret Sorcery

  • When you choose the Mage of High Sorcery Background, you can choose to take this feat instead of Initiate of High Sorcery. Moreover, whenever a feat requires Initiate of High Sorcery, you can also take it if you have Initiate of Secret Sorcery instead.
  • You learn one cantrip and one 1st-level spell as specified in the table below. You can cast the chosen 1st-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have. Your spellcasting ability for this feat’s spells is Intelligence, Wisdom, or Charisma (choose when you select this feat).
Lunar Spells
moon Cantrip 1st-level Spell
Blue Moon Choose one from Friends, Minor Illusion, Mind Sliver Choose one 1st-level wizard spell from the illusion or enchantment school of magic.

Adept of the Blue Robes

Prerequisite: 4th Level, Initiate of High Sorcery Feat

Your stealth and your malice have been recognised by the Order of the Blue Robes, granting you these benefits:

Deceptive Magic. You learn one 2nd-level spell of your

choice. The 2nd-level spell must be from the illusion or

enchantment school of magic. You can cast this feat’s 2nd-

level spell without a spell slot, and you must finish a long

rest before you can cast it in this way again. You can also

cast this spell using spell slots you have of the appropriate

level. The spell’s spellcasting ability is the one chosen when

you gained the Initiate of High Sorcery feat.

Mislead. When you fail a stealth or a deception check, you

can use your reaction to roll a d4 and add the result to your

check, potentially turning it into a success. In addition,

when a creature succeeds a saving throw against an effect

from one of your spells from the illusion or enchantment

schools, you can also roll a d4, but substract the result from

the saving throw of the creature. You can use these

reactions a number of times equal to your proficiency

bonus, and you regain all expended uses when you finish a

long rest.

Martial Squire of Solamnia

Prerequisite: Proficiency with medium armors and martial weapons.

  • When you choose the Knight of Solamnia Background, you can choose to take this feat instead of Squire of Solamnia. Moreover, whenever a feat requires Squire of Solamnia, you can also take it if you have Martial Squire of Solamnia instead.
  • Your training in the ways of the Knight of Solamnia grants you these benefits:

Advanced Traning. You can Don or Doff a shield as a bonus

action, and you can drow a weapon as part of an attack

action.

Defensive Rider. You have advantage on saving throws made

to avoid falling off a mount.

Encouraging Rally. When another creature you can see

within 30 feet of you makes a saving throw, you can use

your reaction to inspire them. If the target can hear you

and understand you, it gains advantage on the saving

throw. Once you use this reaction, you can’t do so again

until you finish a long rest.

Knight of the Feather

Prerequisite: 4th Level, Squire of Solamnia Feat

You are a Knight of Solamnia aligned with the Order of the Feather, a group especially secret that gather stories and rumors. Your education grants you these benefits:

Ability Score Increase. Increase your Intelligence or

Wisdom score by 1, to a maximum of 20.

Knowledge. When you roll initiative, you can choose to

instantly do a Search action, make a check to know if

something is an illusion, or make an arcana, history or

nature check to remember some informations about one

type of enemy you can see. You can use this feature a

number of times equal to your proficiency bonus, and you

regain all expended uses when you finish a long rest.

Homebrew lovingly made by LeRoiDeCarreau

A big THANK YOU to my patreons.

You are the ones that make all of this possible!

The Early Birds :

  • Full Mettle
  • Groov
  • Even Geithus Øwre
  • Mark Mckinney
Patreon.com/LeRoiDeCarreau
 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.