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Wonder of the Lost Ages

Prerequisite
8th level or higher

Whether you are the descendant of a long-lost ancient civilization, were bitten by a magical lightning bug, or wandered into an errant beam of starlight is uncertain—what is not is that you are a vessel of phenomena that defy explanation. All you know is that you are capable of extraordinary albeit small wonders, oddities that are connected only to Elissar’s many forgotten ages.

When you pick this feat, choose one minor phenomenon and one major phenomenon. Alternatively, you can roll twice on the minor phenomena table and once on the major phenomena table.


Minor Lost Age Phenomena

1. Divine Headache. You can innately cast detect evil and good without expending a spell slot, but you take 1d4 psychic damage when you detect a number of creatures equal to or greater than your proficiency bonus.

2 Energy Understanding. You can automatically tell the energy source used by any machine you touch (be it arcane, divine, gas, hydro, psionic, steam, thermal, or otherwise). In addition, when you are within 10 feet of a type of damage-dealing energy (such as cold or lightning), you can sense it even if you cannot see it or if it has no obvious effect.

3 Inexplicable Interpreter. You can use a bonus action and choose 2 creatures within 10 feet of you. For the next 10 minutes the chosen creatures gain proficiency with one language you know, but temporarily lose proficiency with all other languages.

4 Lightbreather. Whenever you hold your breath, light sources within 50 feet of you are reduced (from bright to dim) or enhanced (from dim to bright) until you stop holding your breath.

5 Nature Walk. Whenever you step on soil plant life wriggles and shakes, either dancing from joy because of your presence or cowering in fear. You gain an expertise die on Intimidation and Persuasion checks made against fey and plants.

6 Orefinder. At the end of every long rest, roll 1d4 to determine a type of metal (1: iron, 2: steel, 3: silver, 4: gold). You can use a bonus action to sense that specific type of metal in a 15-foot radius around you.


Major Lost Age Phenomena

1. Defense Mechanism. When you are bloodied , you can use a bonus action or your reaction to become either superheated, covered in frostburn, or suddenly growing barbs (chosen when you gain this feature) until you are no longer bloodied. A creature within 5 feet of you takes damage (fire if superheated, cold if frostburn, or magical piercing if barbed) equal to your proficiency bonus when it hits you with a melee attack. Once you have used this feature, you can’t use it again until you finish a short or long rest .

2. Defy Space. You cannot gain expertise die on ranged attacks, and no creature can gain expertise die on ranged attacks made against you. In addition, whenever you are teleported you can choose to be teleported up to 15 additional feet.

3. Replicate Magic. When you see a creature within 30 feet cast a spell with a casting time of 1 action or less, you can use your reaction to spend hit dice equal to the level of the spell slot used and cast the same spell (originating from you and targeting as you choose). Once you have used this feature, you can’t use it again until you finish a long rest.

4. Unusual Magic. At the end of every long rest, you learn a randomly determined cantrip by rolling 1d8:

1: acid splash

2: chill touch

3: fire bolt

4: pestilence

5: ray of frost

6: sacred flame

7: shocking grasp

8: vicious mockery

When you cast this cantrip, you use your highest ability score as your spellcasting ability, and it is twice as effective: its range is doubled, it does not require concentration if it normally would, and it deals extra damage equal to your proficiency bonus. When you use this feature to learn a new cantrip, you forget the previous cantrip.