Legend of Feixu
Feats
These blessings are symbolic and represent their power and aspect associated with each 12 Legendary Beasts. People born under a certain year are believed to inherit these characteristics and blessings throughout their lives.
In the land of Feixu, there exists a unique and ancient belief system centered around the concept of one's year of birth. For a rotation of 12 years, each year is blessed with one of the 12 Legendary Beasts with world-altering power. This patron is said to bestow certain characteristics, tendencies, and blessings upon an individual throughout their life. These traits are thought to guide and influence the individual's path, shaping their destiny. However, the people of Feixu also strongly value the concept of free will.
Embracing Fate: Many individuals in Feixu embrace the influence of their patron. They see their patron's traits as a gift and strive to live in harmony with them. For example, someone born in the Year of the Tiger might embrace their courage and wild nature, using these qualities to pursue adventurous careers or take bold risks, brings them closer to a fulfilling and purposeful life.
Defying Fate: On the other hand, there are those in Feixu who choose to defy the expectations set by their patrons. They believe in the power of free will and personal agency to shape their destiny. These individuals may actively work against their natural inclinations to challenge themselves and
explore different aspects of their personality. For instance, a person born in the Year of the Rabbit, associated with peace and gentle nature, might intentionally seek out adventurous and high-stress situations to prove their resilience.
Blessing of the 12 Zodiacs
A Playable Character can only take the Blessings of the 12 Zodiacs as a starter feat once during their character creation. Up to DM's discretion, the player can switch it out after choose to defy fate against the patron of their year of birth.
Magisters & Warriors
A Playable Character with 8th-level or higher and its respective Blessing of the Zodiac feat can choose between Magisters of the 12 Zodiacs and Warrior of the 12 Zodiacs feat. Only one of the feat can be taken.
Champions of the 12 Zodiacs
A Playable Character with 12th-level or higher and its respective Blessing of the Zodiac feat can choose to take a respective Champions of the 12 Zodiacss feat. Only one of the feat can be taken.
The Rodent King
As the god of trickery and mischief, the Rodent King remained an elusive figure, appearing when he pleased and disappearing into the shadows just as swiftly. Some considered him a benevolent trickster, while others saw him as a capricious force of nature.
Regardless of how he was perceived, one thing was certain: he is the patron of the year of the rat. And those who born under these years are prone to trickery.
Blessing of the Rodent King
You born under the year of the Rat, the mischievous Rodent King has given you their blessing.
- Your Dexterity or Intelligence increase by 1.
- You have advantage on saving throws against gaseous hazards such as deadly gas. You can hold your breath up to 1 hour without suffocation.
- Once per long rest, you can send a message through the network of rodents around the world. The message will take 1 day to travel and 1 day to receive a response, if there is any. Message can only be a simple 25 words.
Magister of the Rodent King
You learn the find familiar spell and can cast it at will without expending a spell slot and requiring no material components. But your familiar can only be a rodent.
You also learn invisibility and thunder step, each of which you can cast once without expending a spell slot. Once you cast either of these spells 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 spell slots you have of the appropriate level. Your spellcasting ability for this feat's spells is Intelligence, Wisdom, or Charisma (choose when you select this feat).
Warrior of the Rodent King
You choose to walk the path of Ronin, a specialized secret agent who works for the purpose of the underground organization.
- Your Dexterity or Intelligence increase by 1.
- You gain proficiency in improvised weapon, dagger, short bow, and hand crossbow, if you don’t have it already. When you make an attack with these weapon, the number you need to roll a Critical Hit while attacking is reduced by 1. This effect can stack.
- Once per turn, when you hit a creature with a weapon or unarmed attack, you can force them to make a Constitution saving throw or be poisoned for 1 minute. They can repeat the saving throw at the end of their next turn. The DC is equal to 8 + your proficiency bonus + your Dexterity or Intelligence modifier (your choice).
Champion of the Rodent King
You are the chosen of the mischievous Rodent King, you are granted the following benefits:
- Your Dexterity or Intelligence increase by 1.
- When you fail a Dexterity or an Intelligence saving throw, you can reroll the die, and you must use the new roll. Once you use this trait, you can’t do so again until you finish a long rest.
- Once per long rest, you can call upon the Rodent King's favor to summon a swarm of rats or similar rodents to aid you in combat. As an action, you can summon 3 swarm of rodents (using Swarm of Maggots, VRGR, stat blocks) within 30 feet of you. Treat this as the conjure animals spell at 7th level. Intelligence is your spellcasting ability for this spell. When you cast the spell this way, you don’t have to maintain concentration for it and the spell lasts until its full duration. The summoned rodents are friendly to you and follow your commands to the best of their ability.
- You have advantage on an attack roll against a creature if at least one of your swarm of rodents is within 5 feet of the creature and the swarm isn't incapacitated.
The Bull Demon King
The tale began with the Bull Demon King, whose origins were shrouded in mystery. Some said he was born from the primordial chaos itself, while others believed he was once a powerful general who had ascended to godhood through sheer prowess in battle. Regardless of his origins, it was clear that the Bull Demon King had an insatiable thirst for conquest and conflict.
Bull Demon King's transformation from a god of war into a seeker of spiritual growth became a symbol of the enduring human capacity for change and transformation. His legacy served as a reminder that even the most fearsome of beings could find their way to immortality.
Blessing of the Bull Demon King
You born under the year of the Bull, the stern Bull Demon King has given you his blessing.
- Your Strength or Constitution increase by 1.
- You count as one size larger when determining your carrying capacity and the weight you can push, drag, lift, or grapple.
- Once per long rest, when you are forced to make a saving throw, you can choose to replace it with a Strength or Constitution saving throw instead.
Magister of the Bull Demon King
You learn the booming blade cantrip. If you have an extra attack feature, you can replace one of your attack to cast this spell.
You also learn earthbind and slow, each of which you can cast once without expending a spell slot. Once you cast either of these spells 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 spell slots you have of the appropriate level. Your spellcasting ability for this feat's spells is Intelligence, Wisdom, or Charisma (choose when you select this feat).
Warrior of the Bull Demon King
You choose to walk the path of Asura, a fearsome warmonger of the demon king himself.
- Your Strength or Constitution increase by 1.
- You gain proficiency in Greataxe, Warhammer, Glaive, and Spear, if you don’t have it already. When you make an attack with these weapons, the number you need to roll a Critical Hit while attacking is reduced by 1. This effect can stack.
- Whenever you have advantage on an attack roll using Strength or Constitution, you can reroll one of the dice once.
Champion of the Bull Demon King
You are the chosen of the stern Bull Demon King, you are granted the following benefits:
- Your Strength or Constitution increase by 1.
- When you fail a Strength or a Constitution saving throw, you can reroll the die, and you must use the new roll. Once you use this trait, you can’t do so again until you finish a long rest.
- Once per long rest, as a bonus action, you create a spectral armor around yourself which lasts for 1 minute or until you are unconscious. Each time a creature hit you with an attack, it will receive force damage equal to your proficiency bonus and the damage you receive will also be reduced by the same amount. You can use this feature as the same bonus action as Rage or Flurry of Blows.
The Mother Tigress
The lore of the Mother Tigress began in a time when nature's balance was threatened by the greed and heedlessness of mankind. The Earth's creatures cried out for a protector, and in response, the Mother Tigress emerged from the depths of the ancient jungle, her coat adorned with the rich patterns of verdant foliage and her eyes glowing with the wisdom of the wild.
The Mother Tigress was a symbol of fierce protection and nurturing care. She watched over her animal subjects, ensuring that they were safe from harm and that their habitats remained untouched by human encroachment. She was both a guardian and a warrior, instilling in humans the understanding that they were but one thread in the intricate tapestry of the natural world.
Blessing of the Mother Tigress
You born under the year of the Tiger, the ferocious Mother Tigress has given you her blessing.
- Your Strength or Wisdom increase by 1.
- When you roll for damage from a melee attack, you can roll the damage dies twice and choose the higher result.
- Once per long rest, you can cast hunter’s mark spell without expending a spell slot. Wisdom is your spellcasting ability. When you cast the spell this way, you don’t have to maintain concentration for it and the spell lasts until its full duration.
Magister of the Mother Tigress
You learn the ensnaring strike spell and can cast it at will without expending a spell slot.
You also learn locate animals or plants and summon fey, each of which you can cast once without expending a spell slot. Once you cast either of these spells 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 spell slots you have of the appropriate level. Your spellcasting ability for this feat's spells is Intelligence, Wisdom, or Charisma (choose when you select this feat).
Warrior of the Mother Tigress
You choose to walk the path of Wild Warden, a skilled hunter of nature chosen by Mother Tigress.
- Your Dexterity or Wisdom increase by 1.
- You gain proficiency in scimitar, shortbow, and longbow, if you don’t have it already. When you make an attack with these weapons, the number you need to roll a Critical Hit while attacking is reduced by 1. This effect can stack.
- You creates a temporary bond between you and your prey. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target marked by your hunter's mark spell or hit by your ranged attack within the last 1 minute. You can only have one target marked this way at a time. To teleport in this way, you must be able to see the marked target.
Champion of the Mother Tigress
You are the chosen of the ferocious Mother Tigress, you are granted the following benefits:
- Your Strength or Wisdom increase by 1.
- When you fail a Strength or a Wisdom saving throw, you can reroll the die, and you must use the new roll. Once you use this trait, you can’t do so again until you finish a long rest.
- You can make a running long jump or high jump without needing a running start. Your jump distance is doubled for both horizontal and vertical jumps.
- The Mother Tigress bless you on your hunt. Once per long rest, as a bonus action, you can target a creature within 120 feet of you and make them your favored enemy, as if per Favored Enemy feature. Your attacks against your favored enemy are made with advantage. You always know the location of your target even if they are invisible, as long as they are at the same plane of existence. When you make an attack against your target, the number you need to roll a Critical Hit while attacking is reduced by 1. This effect can stack. The target is marked for 1 minute. The mark ends early if the target dies, you die, or you are incapacitated.
The White Dancer
As the god of tame nature, the White Dancer taught humanity the secrets of cultivation, the art of taming the wild earth to yield sustenance and plenty. He revealed the mysteries of planting and harvesting, the cycles of the moon, and the importance of working in harmony with the nature.
One of his lesser-known roles was that of a mentor to the first generation of bards. In a time when oral tradition and storytelling were the heart and soul of society, the White Dancer saw the potential of bards to unite people through the power of narrative. He recognized that stories could convey wisdom, preserve cultural heritage, and inspire generations to come.
Blessing of the White Dancer
You born under the year of the Rabbit, the joyful White Dancer has given you his blessing.
- Your Dexterity or Charisma increase by 1.
- If there is at least one creature within 5 feet of you, you make a Dexterity (Acrobatics) and Charisma (Performance) checks with advantage.
- Once per long rest, you can use your bonus action to inspire a creature (other than you) within 60 feet of you if they can see or hear you. The creature is inspired by your enthusiasm, they can add 1d6 to their ability checks for the next 1 hour.
Magister of the White Dancer
You learn the longstrider spell and can cast it at will without expending a spell slot. If cast this way, you can only target yourself.
You also learn moonbeam and plant growth, each of which you can cast once without expending a spell slot. Once you cast either of these spells 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 spell slots you have of the appropriate level. Your spellcasting ability for this feat's spells is Intelligence, Wisdom, or Charisma (choose when you select this feat).
Warrior of the White Dancer
You choose to walk the path of Dancer of the Grass, a combat dancer chosen by White Dancer.
- Your Dexterity or Charisma increase by 1.
- You gain proficiency in rapier, sickle, and whip, if you don’t have it already. When you make an attack with these weapons, the number you need to roll a Critical Hit while attacking is reduced by 1. This effect can stack.
- When a creature targets you or when you target a creature with a melee attack. Either hit or misses you can move up to 5 feet, this movement does not provoke an opportunity attack. The creature must spend their movement to the nearest unoccupied space within their melee reach of you. A creature does not expend movement if it has none to expend.
Champion of the White Dancer
You are the chosen of the joyful White Dancer, you are granted the following benefits:
- Your Dexterity or Charisma increase by 1.
- When you fail a Dexterity or a Charisma saving throw, you can reroll the die, and you must use the new roll. Once you use this trait, you can’t do so again until you finish a long rest.
- When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. If you have a racial feat that already allows you to reroll a 1 such as: Halfling's Lucky. You can reroll a 2 on an attack roll, ability check, or saving throw instead.
The Dragon Queen
The Dragon Queen saw the potential for both greatness and goodness in the world that was taking shape. She believed that power should be wielded with a gentle heart and a sense of responsibility, inspiring those around her to follow the path of honor and compassion. The ruling class who follows her guidance becomes kind but righteous rulers.
There is a rumor the Dragon Queen was a simple koi fish swam against the tumultuous tides. The chaos sea transformed her into a magnificent dragon.The Dragon Queen's transformation symbolized not only her own evolution but also the inherent potential for greatness within every living being.
Blessing of the Dragon Queen
You born under the year of the Dragon, the benevolent Celestial Dragon Queen has given you her blessing.
- Your Constitution or Charisma increase by 1.
- You have the authority aura, almost like a noble born. You have advantage on your first Charisma (Persuasion) or Charisma (Intimidation) check with a creature with the same creature type as you.
- Once per long rest, you can cast the command spell without expending a spell slot. Charisma is your spellcasting ability. If you are casting it this way, the target with the same creature type as you automatically fails the saving throw.
Magister of the Dragon Queen
You learn the shield of faith spell and can cast it at will without expending a spell slot.
You also learn dragon's breath and motivational speech, each of which you can cast once without expending a spell slot. Once you cast either of these spells 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 spell slots you have of the appropriate level. Your spellcasting ability for this feat's spells is Intelligence, Wisdom, or Charisma (choose when you select this feat).
Warrior of the Dragon Queen
You choose to walk the path of Dragon Knight, a combat dancer chosen by Dragon Queen.
- Your Constitution or Charisma increase by 1.
- You gain proficiency in Longsword, Lance, Halberd and Glaive, if you don’t have it already. When you make an attack with these weapons, the number you need to roll a Critical Hit while attacking is reduced by 1. This effect can stack.
- Once per long rest, you can cast the find greater steed spell without expending a spell slot. Charisma is your spellcasting ability. If you are casting it this way, you can only summon Red Dragon Wyrmling (MM). You can replace its fire immunity and breath weapon to another damage type of your choice when you summon it: acid, cold, lightning, poison, necrotic, radiant, force, psychic, or thunder.
Champion of the Dragon Queen
You are the chosen of the benevolent Celestial Dragon Queen, you are granted the following benefits:
- Your Constitution or Charisma increase by 1.
- When you fail a saving throw against spells or magical effects, you can reroll the die, and you must use the new roll. Once you use this trait, you can’t do so again until you finish a long rest.
- Whenever you roll a 10 or lower on the d20 an attack roll, ability check, or saving throw 3 or more times consecutively, you can immediately change the d20 roll on your 3rd result to a 20. If this was an attack roll, it does not score a critical hit.
- Once per long rest, you can cast greater restoration spell, requiring no material components. Once you cast the spell in this way, you can’t do so again until you finish a long rest. Charisma is your spellcasting ability for this spell.
The Serpent King
Serpent King possessed an unparalleled ability to navigate the treacherous waters of politics and diplomacy. He understood that in a world filled with ambition and conflicting interests, cunning and manipulation were sometimes essential tools for maintaining order and stability. He taught mortals the art of negotiation, the subtleties of alliances, and the necessity of making difficult decisions for the greater good, even if those decisions sometimes leaned toward the darker side of morality.
The Serpent King's realm was a shadowy court, where intrigue and subterfuge were the currency of power. Those who sought his favor were often individuals of ambition and ambition often walked the line between righteousness and malevolence.
Blessing of the Serpent King
You born under the year of the Serpent, the cunning Demonic Serpent King has given you his blessing.
- Your Intelligence or Charisma increase by 1.
- You have the authority aura, almost like a noble born. You have advantage on your first Charisma (Deception) or Charisma (Intimidation) check with a creature with the same creature type as you.
- Once per long rest, you can cast the charm person spell without expending a spell slot. Charisma is your spellcasting ability. If you are casting it this way, the target will not realize it was charmed by you.
Magister of the Serpent King
You learn the disguise self spell and can cast it at will without expending a spell slot.
You also learn enthrall and fear, each of which you can cast once without expending a spell slot. Once you cast either of these spells 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 spell slots you have of the appropriate level. Your spellcasting ability for this feat's spells is Intelligence, Wisdom, or Charisma (choose when you select this feat).
Warrior of the Serpent King
You choose to walk the path of Sliterine, a deadly assassin chosen by Serpent King.
- Your Intelligence or Charisma increase by 1.
- You gain proficiency in dart, whip, and light crossbow, if you don’t have it already. When you make an attack with these weapons, the number you need to roll a Critical Hit while attacking is reduced by 1. This effect can stack.
- You can see normally in magical or nonmagical darkness up to 10 feet. You can use your action to extinguish a nonmagical light source within 60 feet.
- You gain temporary hit points equal to your proficiency bonus when you start your turn in dim light or darkness. These temporary hit points fade as soon as you enter bright light.
Champion of the Serpent King
You are the chosen of the cunning Demonic Serpent King, you are granted the following benefits:
- Your Intelligence or Charisma increase by 1.
- When you fail a saving throw against spells or magical effects, you can reroll the die, and you must use the new roll. Once you use this trait, you can’t do so again until you finish a long rest.
- Whenever a creature you can see within 120 feet of you roll a 10 or higher on the d20 an attack roll, ability check, or saving throw three or more times consecutively, you can use your reaction to change the d20 roll on their 3rd result to a 1.
- Once per long rest, you can cast mislead spell, requiring no material components. Once you cast the spell in this way, you can’t do so again until you finish a long rest. Charisma is your spellcasting ability for this spell.
The Primordial Steed
The tale of the Primordial Steed began in the distant past when the world was still a place of untamed wilderness and untrodden paths. It was during this time that a magnificent horse, born of the swiftest and fiercest gust and the essence of the open plains, emerged as the embodiment of equine perfection.
In the hearts of travelers, the Primordial Steed was invoked as a guardian and guide, ensuring safe passage and swift arrival at their destinations. She galloped across fields, mountains, and rivers with a sense of purpose that mirrored the relentless march of time itself.
Blessing of the Primordial Steed
You born under the year of the Horse, the righteous Primordial Steed has given you her blessing.
- Your Dexterity or Wisdom increase by 1.
- You have advantage on a Wisdom (Insight) check to determine when a creature is being truthful or to determine the alignment of their intention (good, bad, or neutral).
- Once per short rest, you can double your movement speed (no action required) until the end of your turn.
Magister of the Primordial Steed
You learn the expeditious retreat spell and can cast it at will without expending a spell slot.
You also learn zone of truth and thunder step, each of which you can cast once without expending a spell slot. Once you cast either of these spells 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 spell slots you have of the appropriate level. Your spellcasting ability for this feat's spells is Intelligence, Wisdom, or Charisma (choose when you select this feat).
Warrior of the Primordial Steed
You choose to walk the path of Cavalier, a force of law chosen by Primordial Steed.
- Your Dexterity or Wisdom increase by 1.
- You gain proficiency in quarterstaff, lance, and longbow, if you don’t have it already. When you make an attack with these weapons, the number you need to roll a Critical Hit while attacking is reduced by 1. This effect can stack.
- You have advantage on all saving throws made to avoid falling off your mount.
- You may add your proficiency bonus to your mount's Armor Class, saving throws, attack rolls, and damage rolls.
- While mounted, your mount can take two attacks per action.
- While mounted, if you are subjected to an effect that requires a Dexterity, Strength or Constitution saving throw to take only half damage, you can use your mount's reaction to instead take no damage on a success and half on a failure.
Champion of the Primordial Steed
You are the chosen of the righteous Primordial Steed, you are granted the following benefits:
- Your Dexterity or Wisdom increase by 1.
- When you fail a Dexterity or a Wisdom saving throw, you can reroll the die, and you must use the new roll. Once you use this trait, you can’t do so again until you finish a long rest.
- The bond between you and your steed is unbreakable. If your steed is reduced to 0 hit points, it does not die or disappear but falls unconscious. It regains consciousness with 1 hit point after you complete a short or long rest, or if you expend a spell slot of 1st level or higher to heal it. When you do, your steed regain hit points equal to your proficiency bonus + 1d8 per the slot level.
- When you make an opportunity attack, you can use your reaction to cast a spell with a casting time of 1 bonus action then make a melee attack at the creature, rather than making an opportunity attack.
The Horned Scribe
In the celestial realm, the Horned Scribe's abode was a vast library, an otherworldly repository of scrolls that contained the collective knowledge of the ages. Here, scholars from all corners of the world would come to seek his wisdom and consult the ancient texts that held the secrets of the universe.
The Horned Scribe believed that knowledge was a universal birthright, a precious gift that should be shared without discrimination. He saw the inherent value in all forms of learning and recognized that truth could often be found in the most unexpected places, even among those whose actions might be deemed morally ambiguous.
Blessing of the Horned Scribe
You born under the year of the Ram, the wise Horned Scribe has given you their blessing.
- Your Intelligence or Wisdom increase by 1.
- You gain proficiency in 3 skills or tools of your choice.
- Once per long rest, when you roll a skill check that you are proficient with. You can use your reaction to treat a roll of 9 or lower as a 10.
Magister of the Horned Scribe
You learn the detect magic spell and can cast it at will without expending a spell slot.
You also learn enhance ability and glyph of warding, each of which you can cast once without expending a spell slot. Once you cast either of these spells 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 spell slots you have of the appropriate level. Your spellcasting ability for this feat's spells is Intelligence, Wisdom, or Charisma (choose when you select this feat).
Warrior of the Horned Scribe
You choose to walk the path of Scholar of the Flame, an order of the combat academics chosen by Horned Scribe.
- Your Intelligence or Wisdom increase by 1.
- You gain proficiency in quarterstaff, sling, and hand crossbow, if you don’t have it already. When you make an attack with these weapons, the number you need to roll a Critical Hit while attacking is reduced by 1. This effect can stack.
- When you expend a spell slot to cast a spell of 1st level of higher. You can cast a cantrip with a casting time of 1 action as a bonus action.
- When you make an attack roll with a weapon with Dexterity, you can replace it with your spellcasting ability instead.
Champion of the Horned Scribe
You are the chosen of the wise Horned Scribe, you are granted the following benefits:
- Your Intelligence or Wisdom increase by 1.
- When you fail an Intelligence or a Wisdom saving throw, you can reroll the die, and you must use the new roll. Once you use this trait, you can’t do so again until you finish a long rest.
- Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.
- You can cast commune with nature and legend lore and with this trait, requiring no material components. Once you cast the spell in this way, you can’t do so again until you finish a long rest. Intelligence is your spellcasting ability for this spell.
The First Liberator
With his fur as golden as the sunrise and eyes that sparkled with untamed spirit, the First Liberator was a symbol of boundless freedom. He roamed the world with the fearlessness of a hurricane, seeking adventure and challenge at every turn. His indomitable will and unwavering courage were matched only by his mischievous streak and love of pranks.
But the First Liberator's quest for freedom was not solely about personal gain. He championed the cause of the oppressed and downtrodden, leading a motley crew of misfits and outcasts in their pursuit of emancipation from oppressive rulers and deities. He inspired them to stand up for their rights, challenging authority with his wits, strength, and unshakable resolve.
Blessing of the First Liberator
You born under the year of the Monkey, the unyielding First Liberator has given you his blessing.
- Your Dexterity or Intelligence increase by 1.
- You can take the Disengage action as a bonus action.
- Once per short rest, when you hit a creature with an attack. You can force them to make a Strength saving throw or be knocked prone. The DC is equal to 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
Magister of the First Liberator
You learn the jump spell and can cast it at will without expending a spell slot.
You also learn kinetic jaunt and fly, each of which you can cast once without expending a spell slot. Once you cast either of these spells 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 spell slots you have of the appropriate level. Your spellcasting ability for this feat's spells is Intelligence, Wisdom, or Charisma (choose when you select this feat).
Warrior of the First Liberator
You choose to walk the path of Veteran Adventurers, just a free-spirit and experienced adventurer favor by First Liberator.
- Your Dexterity or Intelligence increase by 1.
- You gain proficiency in quarterstaff, glaive, and halberd, if you don’t have it already. When you make an attack with these weapons, the number you need to roll a Critical Hit while attacking is reduced by 1. This effect can stack.
- When you use quarterstaff, glaive, or halberd, you can extend their reach up to a number of 5 feet per your proficiency bonus. You can only use this ability on your turn.
- As a bonus action, you can attempt to grapple a creature within 5 feet of you. Your speed increases by 10 feet while you are grappling another creature. You can use Dexterity (Acrobatics) to grapple, not just to resist or escape a grapple.
Champion of the First Liberator
You are the chosen of the unyielding First Liberator, you are granted the following benefits:
- Your Dexterity or Intelligence increase by 1.
- When you fail a Dexterity or an Intelligence saving throw, you can reroll the die, and you must use the new roll. Once you use this trait, you can’t do so again until you finish a long rest.
- You have advantage on saving throws against being frightened, paralyzed, and prone.
- While you are standing and an effect would push you 1 foot or more, you can use your reaction to not be pushed.
- As a bonus action, you can call on the First Liberator’s blessing, gaining the following benefit for 1 minute or until you are incapacitated: creatures within 30 feet of you can’t gain advantage on attack rolls against you. Once you use this trait, you can’t do so again until you finish a long rest.
The Feathered Queen
The Feathered Queen's presence inspired artists, musicians, and craftsmen across the land to channel their passions and talents into their creations. Her very essence infused their works with a unique blend of beauty and love, making their artistry an enchanting reflection of the world around them.
But beneath the radiant facade of the Feathered Queen lay a shadowy aspect—a representation of the darker side of passion, jealousy, and revenge. Just as love could inspire acts of profound beauty, it could also fester into obsession and possessiveness, leading individuals down a treacherous path.
The Feathered Queen, in her duality, understood the depths of human emotion and experience. She recognized that passion, while a force for creativity and love, could also give rise to jealousy and the thirst for revenge. Her neutrality allowed her to acknowledge these darker facets of passion without judgment.
Blessing of the Feathered Queen
You born under the year of the Rooster, the graceful Feathered Queen has given you her blessing.
- Your Dexterity or Charisma increase by 1.
- While you’re not wearing an armor or holding a shield, your armor class is equal to 10 + your Dexterity modifier + your Charisma modifier.
- Once per long rest, as a reaction, you can impose disadvantage on an attack roll make against a creature you can see within 60 feet of you.
Magister of the Feathered Queen
You learn the armor of Agathys spell and can cast it at will without expending a spell slot.
You also learn borrow knowledge and hypnotic pattern, each of which you can cast once without expending a spell slot. Once you cast either of these spells 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 spell slots you have of the appropriate level. Your spellcasting ability for this feat's spells is Intelligence, Wisdom, or Charisma (choose when you select this feat).
Warrior of the Feathered Queen
You choose to walk the path of Drag Danger, a group of beautiful and talented combatant of the Feathered Queen.
- Your Dexterity or Charisma increase by 1.
- You gain proficiency in shortsword, dagger, and blowgun, if you don’t have it already. When you make an attack with these weapons, the number you need to roll a Critical Hit while attacking is reduced by 1. This effect can stack.
- Your dance in a fight creature a battle tempo. When you make an attack roll, you radiate a 10-foot which lasts until the beginning of your next turn. Creature of your choices that start their turn in the aura or enter the aura for the first time gains a bonus to their Armor Class and Dexterity saving throw equal to half of your proficiency bonus.
Champion of the Feathered Queen
You are the chosen of the graceful Feathered Queen, you are granted the following benefits:
- Your Dexterity or Charisma increase by 1.
- When you fail a Dexterity or a Charisma saving throw, you can reroll the die, and you must use the new roll. Once you use this trait, you can’t do so again until you finish a long rest.
- If you miss with an attack roll or fail an ability check or a saving throw, you can draw on a flourish of your elegant technique to gain a bonus to the roll equal to the number of creatures within 30 feet of you (maximum bonus of +3). You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
- As a bonus action, you can choose to begin a performance. All hostile creatures of your choice within 30 feet of you that can see you must make a Wisdom saving throw DC 8 + your proficiency bonus + your Charisma modifier or be charmed or frightened by you (your choice) for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Once you use this ability, you can't use it again until you complete a short or long rest.
The Fire Guard
There existed a noble and steadfast deity known as the Fire Guard, a hound god revered for his unwavering commitment to honesty, protection, and loyalty. His story was one of honor, vigilance, and the solemn duty of guarding the Gate to Heaven.
In times of peril, mortals would call upon the Fire Guard for protection and guidance, seeking his blessings in their quests for honesty and courage. City guards and peacekeeper invoked his name before embarking on dangerous tasks, trusting in his watchful presence to guide them safely through their crisis.
Blessing of the Fire Guard
You born under the year of the Hound, the royal Fire Guard has given you their blessing.
- Your Strength or Constitution increase by 1.
- All of your income damages is reduced by 1.
- As a bonus action, you can steady yourself. At the beginning of your turn, you can sacrifice all of your movement on this turn, you gain a +2 bonus to your Armor Class and saving throw until the beginning of your next turn.
Magister of the Fire Hound
You learn the heroism spell and can cast it at will without expending a spell slot.
You also learn warding bond and crusader's mantle, each of which you can cast once without expending a spell slot. Once you cast either of these spells 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 spell slots you have of the appropriate level. Your spellcasting ability for this feat's spells is Intelligence, Wisdom, or Charisma (choose when you select this feat).
Warrior of the Fire Guard
You choose to walk the path of Gate Guardian, an elite group of guardian usually stay to protect in each city assign by Fire Guard.
- Your Strength or Constitution increase by 1.
- You gain proficiency in shield and medium armor, if you already have medium armor proficiency you gain heavy armor proficiency instead. You can doff or don the armor as an action.
- You stand as a guardian to all who needs it. While you are conscious, friendly creatures within 60 feet of you who has lower hit points than you take reduced incoming damage by 1.
Champion of the Fire Guard
You are the chosen of the royal Fire Guard, you are granted the following benefits:
- Your Strength or Constitution increase by 1.
- When you fail a Strength or a Constitution saving throw, you can reroll the die, and you must use the new roll. Once you use this trait, you can’t do so again until you finish a long rest.
- When you take the Dodge action, all hostile creatures within 30 feet of you have disadvantage on attack rolls against creatures other than you until the start of your next turn. Once you use this trait, you can’t do so again until you finish a long rest.
- You excel at using your shield to provide cover for yourself and your allies. While you are conscious, you can choose to provide half cover (+2 bonus to AC and Dexterity saving throws) to adjacent allies of your choice as long as you have a shield equipped.
The Boar Queen
In the hearts of merchants and farmers, the Boar Queen was revered as both a provider and a guide, ensuring the equilibrium between prosperity and ethical conduct. Her temples and shrines were adorned with offerings of grains, produce, and valuable goods, expressions of gratitude and hope for continued abundance.
However, the Boar Queen's influence extended beyond the realms of honest commerce. She was also the patron of avarice, a facet of her character that cautioned against the unchecked pursuit of wealth at the expense of ethical values.
Farmers sought her blessings to ensure bountiful crops, and she was invoked during planting and harvest festivals to grant prosperity to their toil. Merchants and traders paid homage to her, hoping for favorable markets, profitable ventures, and safe travels along the intricate web of trade routes that crisscrossed the land.
Blessing of the Boar Queen
You born under the year of the Boar, the plentiful Boar Queen has given you her blessing.
- Your Constitution or Wisdom increase by 1.
- You gain 1 additional hit points per level.
- Once per long rest, you can cast the goodberry spell without expending a spell slot. Wisdom is your spellcasting ability. When you cast the spell this way, each goodberry heals for 1d4 hit points.
Magister of the Boar Queen
You learn additional spells when you reach certain levels, as shown on the Zodiac Spells table. You learn the identify spell and can cast it at will without expending a spell slot. When you cast it this way, the casting time is reduced to 1 action.
You also learn healing spirit and tiny hut, each of which you
can cast once without expending a spell slot. Once you cast either of these spells 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 spell slots you have of the appropriate level. Your spellcasting ability for this feat's spells is Intelligence, Wisdom, or Charisma (choose when you select this feat).
Warrior of the Boar Queen
You choose to walk the path of War Merchant, a well-train merchant in the art of trade and war chosen by Boar Queen.
- Your Constitution or Wisdom increase by 1.
- You gain proficiency in one saving throw of your choice.
- Friendly creatures within 10 feet of you gains a bonus to the saving throw equal to the number of magic items you are attuned with (with a minimum bonus of +1). You must be conscious to grant this bonus.
Champion of the Boar Queen
You are the chosen of the plentiful Boar Queen, you are granted the following benefits:
- Your Constitution or Wisdom increase by 1.
- When you fail a Constitution or a Wisdom saving throw, you can reroll the die, and you must use the new roll. Once you use this trait, you can’t do so again until you finish a long rest.
- When you roll one or more dice to restore hit points, you can add your proficiency bonus to the result.
- A creature that consumes your goodberry from Blessing of the Boar Queen feat gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all Wisdom saving throws with advantage. Each creature's hit point maximum and current hit points increase by 20 for the duration. These benefits last for 24 hours.
Long Fei's
Legend of Feixu
Welcome to the mystical realm of Fèixū, a world steeped in the rich tapestry of Eastern mythology. Here, ancient legends come to life, and the boundaries between the mortal realm, the spirit realm, and the divine are often blurred.
Version 1.0.0
Art Credit:
- Cover Art (Back): Poet QuYuan - Antilous chao
- Page 1: 《妖面行》阶段性全家福
- Page 2: bojack_ Loc
- Page 3: 三国杀ONLINE - Ma Ke
- Page 4: Tiger Spirit
- Page 5: 三国杀ONLINE - Ma Ke
- Page 6: Divine Sword Irelia
- Page 7: Spirit Blossom Yone splash
- Page 8: Female Centaur : Odyssey of Dragonlords
- Page 9: nine dragons - Shin Hee cheol
- Page 10: The Legend Of Sun Wukong
- Page 11: 【天官赐福】生日快乐,殿下!!
- Page 12: Erlangshen by MichaelCTY
- Page 13: Chinese New Year - Antilous chao
- Cover Art (Back): ZF Puhi An art exhibition of a Chinese village wit
My other Homebrew contents, including spells, subclasses, and playable races, can be found for free on u/dimijung41.