Feats

Training to gain feats!

To train a feat you must spend at least 8 hours a day working on the feat, for each day you do so you can make a D6 roll for each point of ability score you have in the feats associated Attribute required to train it. On a roll of a 6 on a D6 you gain 1 point towards completion of that feat, you need 100 points to finish training the feat. The table below shows modifiers that can raise or lower your die roll’s target number for success. Each advantage or disadvantage lowers or raise your die roll success rate by 1, but no matter what a 1 is still a failure. If you miss a day of training you lose 1 point towards your training, further days have a cumulative cost until you have no points in the training at all.

Advantage Disadvantage
Have a Trainer Culturally Inappropriate
Culturally appropriate  
Training Facility  
Relative Experience  

Alert

Athlete

Actor

Augment Summoning

Charger

Crossbow Expert

Defensive Duelist

Dragonmarks

Dual Wielder

Dungeon Delver

Durable

Elemental Adept

Endurance

Evil Brand

Fire Arms

Grappler

Great Weapon Master

Healer

Heavily Armored

Heavy Armor Master

Inspiring Leader

Keen Mind

Leadership

Greater Leadership

Lightly Armored

Linguist

Lucky

Mage Slayer

Magic Initiate

Martial Adept

Medium Armor Master

Mobile

Moderately Armored

Monkey Grip

Mounted Combatant

Observant

Polearm Master

Resilient

Ritual Caster

Savage Attacker

Sentinel

Sharpshooter

Shield Master

Skilled

Skulker

Spell Sniper

Tavern Brawler

Tough

Warcaster

Weapon Master

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