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Synergy Feats for Extraordinary Heroes

Finding oneself is often a strange endeavor, and the places these journeys take a hero can reveal uncanny powers and astonishing truths. As always, check with your Narrator to make sure that these feats are appropriate for the story you’re all telling.


Bronze Protector

Prerequisite: 3 levels in fighter, 3 levels in herald

Though learning how to harness your divine power was rigorous and involved a great deal of suffering, you have learned to transform some of it into a shining second skin that protects you from harm.

Metal Skin. You can use a bonus action and expend a herald spell slot to cover your body in a bronze alloy of divinity and metal that protects you from harm. For the next minute, whenever you take damage other than lightning or psychic damage, you reduce the damage you take by an amount equal to the level of the expended spell slot (before calculating resistances ). You can end the effect as a free action.


Steel Protector

Prerequisite: Bronze Protector Feat

The metallic power you’ve developed makes your skin into a thing of shining steel. Whenever you use your Metal Skin feature with a spell slot of 2nd-level or higher, your skin instead takes on a silvery sheen that gives you resistance to bludgeoning, piercing, and slashing damage, and increases the damage of your unarmed strikes by 1d4, in addition to the benefits of Metal Skin.


Adamantine Protector

Prerequisite: Steel Protector Feat

Now when you enshroud yourself with divine metal you can feel the strength of it in your very bones. Whenever you use your Metal Skin feature with a spell slot of 3rd-level or higher, you gain the following additional benefits:

  • Your carrying capacity doubles.
  • Your unarmed strikes deal an extra 1d8 damage (instead of 1d4) and count as magical for the purposes of overcoming damage resistances and immunities.
  • You gain proficiency with the Hurl Ally maneuver and do not have to spend exertion to activate it. In addition, you count as one size category larger when using it.

Additionally, when using a spell slot of 4th-level, your Metal Skin lasts for 10 minutes, and when using a 5th-level or higher spell slot your Metal Skin lasts for 1 hour.


Dimensional Step

Prerequisite: 3 levels in adept, 3 levels in rogue

Throughout the process of honing your body and mind, your keen senses revealed folds within the very firmament of reality—anomalies that you have learned how to exploit to move between increasingly distant points with just a step. You gain the following special focus feature:

Dimensional Step. Once on your turn, you can use a reaction to spend up to a number of exertion points equal to your proficiency bonus to teleport to an unoccupied space that you can see at a cost of 1 exertion point per 10 feet of distance. Additionally, each time you teleport you can choose to appear in your chosen space lightly obscured by a 5-foot square area of fog, allowing you to immediately take the Hide action. The fog dissipates at the start of your next turn or can be dispersed by a moderate wind (at least 10 miles per hour).


Teleporting Combatant

Prerequisite: Dimensional Step Feat

The more you step through reality’s folds, the easier it becomes. You can forgo your movement during your turn to instead spend exertion to use Dimensional Step an additional time, though its range is limited to a number of feet equal to your movement speed when used in this way.

In addition, you can spend double the number of exertion points when using Dimensional Step to take a single adjacent creature of your size or smaller with you, as long as there is enough unoccupied space. An unwilling creature makes a Charisma saving throw against your focus save DC, teleporting with you on a failed save and taking damage equal to 2d8 + your proficiency bonus on a success. Unwilling targets can only be teleported onto solid surfaces; for example, any attempt to teleport them into the air or into water immediately fails. In this case, you teleport without them, spending exertion as normal.


Crawling Teleporter

Prerequisite: Teleporting Combatant Feat

Not only does your ability to step between reality’s folds become as easy as walking, your control over this unique power becomes so complete that you can place the ground beneath your feet no matter what the surface, enabling you to safely teleport onto walls, ceilings, and the like.

You also gain the Spider Climb feature.

Spider Climb. You gain a climb speed equal to your Speed, and you can climb even on difficult surfaces and upside down on ceilings.


Hulking

Prerequisite: 3 levels in berserker, 3 levels in fighter

Rage sets a berserker apart from other warriors and makes them monoliths of combat able to withstand incredible punishment—but it can also be a source of tremendous might. You have discovered how to tap into your fury to magnify your prowess and prove you are the strongest of all.

While you are raging, you can spend exertion in the following ways:

  • When you hit with a melee weapon attack, you can spend up to a number of exertion points equal to your proficiency bonus, dealing 1d4 extra damage for each exertion point spent.
  • When you make a Strength ability check, you can spend exertion (up to a maximum equal to your proficiency bonus) to gain a 1d4 bonus to the check for every 2 exertion points spent.
  • When you attempt to grapple a creature or when a creature you are grappling attempts to break the grapple, you can spend exertion (up to a maximum equal to your fighter level) to increase your maneuver DC by 1d4 for every 3 exertion points spent.

Tremendously Hulking

Prerequisite: Hulking Feat

The incredible fury that boils within you can come forth with terrifying effect, rage making your body literally grow in size and stature.

When you enter a rage, you can spend 4 exertion points to increase your size category by one step (from Small to Medium, or from Medium to Large) for the duration of your rage. While your size is increased, your Speed increases by 10 feet, your weapon attacks deal an extra 1d4 damage, your maneuver DC increases by 2, and your reach increases by 5 feet.


Impossibly Hulking

Prerequisite: Tremendously Hulking Feat

There are countless legends speaking of warriors as mighty as you, their weaponry cast away in their fury and replaced by trees or boulders.

When you enter a rage, you can spend 8 exertion points to increase your size category by two steps (from Small to Large or from Medium to Huge) for the duration of your rage. While your size is increased, your Speed increases by 15 feet, your weapon attacks deal an extra 2d4 damage, your maneuver DC increases by 4, and your reach increases by 5 feet.

In addition, you gain proficiency with improvised weapons. Improvised weapons that you throw have a range of 50/150 feet. While you are raging, one-handed improvised weapons you wield deal 1d8 for Small, 1d10 for Medium, or 1d12 for Large; two-handed improvised weapons you wield deal 2d4 for Small, 2d6 for Medium, or 2d8 for Large; and your range for thrown improvised weapons doubles.
 


Iceborn

Prerequisite: 3 levels in adept, 3 levels in sorcerer, Manifestation (Blizzard)

In the depths of your heart there is a chill you have learned how to truly harness, turning your deep connection to the cold to manifest it around yourself. You gain the Ice Armor feature.

Ice Armor. When you deal cold damage with a spell of 1st-level or higher, you can spend 2 sorcery points to briefly encase yourself in form-fitting magical ice that protects you from harm without hindering you in any way. While encased in this magical ice you gain immunity to cold damage, resistance to fire damage, and resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. The magical ice evaporates when you take damage equal to or greater than your level, or at the start of your next turn.


Frozen Steps

Prerequisite: Iceborn feat

With little more than a thought you can project an arctic chill in front of you to propel yourself through the world. You can use a bonus action to spend 2 sorcery points and freeze the ground just ahead of you as you move, creating a pathway of ice that increases your movement speed by a number of feet equal to 10 × your proficiency bonus until the end of your turn. Your ice pathway remains until the end of your next turn. Other creatures treat the ice pathway as difficult terrain , and when it moves across your ice pathway or ends its turn there it must make a Dexterity saving throw against your maneuver DC or fall prone .

You can create an ice pathway to tread on air or across other surfaces that could not support your weight as long as you end your turn on a square that can support your weight or above an unoccupied square no further beneath you than a number of feet equal to 10 × your proficiency bonus, in which case you can use an action to create a temporary ice pylon to support your ice pathway. Otherwise, you fall as normal. An ice pylon has an AC equal to your maneuver DC, hit points equal to your level, and disappears with the ice pathway.You cannot ascend at a greater angle than 45 degrees, moving half your Speed while doing so.

In addition, when using Ice Armor you can spend 2 additional sorcery points at the start of your next turn to increase its duration by 1 round.


Subzero Soul

Prerequisite: Frozen Steps feat

The frozen powers you have mastered spread throughout your body, your mind, and your very essence. You have advantage on saving throws against spells and magical effects.

In addition, you can spend 4 sorcery points to create Ice Armor that lasts for 1 minute. When you do so, it also grants resistance to bludgeoning, piercing, and slashing damage from magical weapons.


Talented Telepath

Prerequisite: 3 levels in marshal, 3 levels in wizard

The bonds forged in battle can be exceptionally strong among some marshals, the pressures of combat unlocking mental powers that grant a baffling mastery over the battlefield. Your capacity for coordinating with allies is so sublime that you make a connection with their minds that allow you all to act in concert.

You gain telepathy to a range of 60 feet. You can telepathically communicate with a creature you can see so long as it knows at least one language. If you are already telepathic, the range of your telepathy increases by 60 feet. In addition, you gain the Telepathic Link feature.

Telepathic Link. At the end of each short or long rest , choose up to a number of willing creatures equal to your proficiency bonus plus your Intelligence modifier and spend a number of exertion points equal to half the number of chosen creatures (minimum 1). The chosen creatures must know at least one language (though it need not be the same one). So long as you remain conscious a telepathic link connects your mind and the minds of the chosen creatures until the next time you take a short or long rest. If you do fall unconscious , the link is severed and must be established a new on a short or long rest.

So long as they remain on the same plane of existence, the chosen creatures may communicate telepathically with each other regardless of language if they are within a number of miles equal to your proficiency modifier of you. Creatures that are out of range regain these benefits once they re-enter it. This means a creature on the Ethereal Plane cannot benefit from this feature, no matter how close it seems to be to your location in the Waking, though it regains these benefits upon returning to the appropriate plane if it is within range.

You can use a bonus action to briefly observe the world through the senses of one creature in the Telepathic Link. While doing so you experience the world as it does, gaining the benefit of any special senses it has. Alternately, you can choose to continue to observe through the senses of the creature until the start of your next turn, and while doing so are blind and deaf to your body’s surroundings. This does not grant you any control over the creature’s actions, and if it is killed or falls unconscious while you are using its senses, you gain a level of strife . Strife gained in this way is removed upon finishing a short or long rest.


Mental Mastery

Prerequisite: Talented Telepath Feat

With experience your telepathic powers grow stronger, creating a bond not just between minds but between souls as well. Once between rounds, you can choose to expend a spell slot to grant exertion points to a creature that is part of your Telepathic Link. The creature gains 2 exertion points for a 1st-level spell slot, and 2 more for each spell slot level above 1st. Alternatively, you can instead spend exertion points to restore a spell slot to a creature within your Telepathic Link. The creature gains a 1st-level spell slot for 3 exertion points, a 2nd-level spell slot for 6 exertion points, a 3rd-level spell slot for 9 exertion points, or a 4th-level spell slot for 12 exertion points. The creature must be able to cast spells of that level to benefit from this feature.

Additionally, your Telepathic Link feature now has no range limit as long as those benefiting from it are on the same plane.


Boundless Mind

Prerequisite: Mental Mastery feat

Your mental prowess reaches incredible heights and lesser minds are as open to you as a tavern’s door. You can spend 2 exertion points to cast detect thoughts without the need for any components. When a creature makes a saving throw against your detect thoughts, you can spend another 2 exertion points to give it disadvantage . Finally, you can spend an additional 2 exertion points to also affect a creature under the effects of your detect thoughts with a zone of truth spell without the need for any components.