The Peering Eye

Introduction

The following new Feats are available in The Peering Eye Campaign World.

DéDannan Grip

DéDannan Grip
You must be of size large or greater or have been trained by a DéDannan (giant) weapon master and have strength of 19 or higher.
You gain a +1 bonus to Strength.
You treat all one handed weapons as light weapons.
You can wield heavy weapons in one hand. If you wield a heavy weapon in two hands it deals an additional 1d6 damage.

 

Spellsurge Master

You’ve learned to channel surges of Chosen power into your attack spells, the resulting magic is unwieldy and can easily go astray but when it hits it is substantially more effective. You gain the following benefits:
• Before you make a spell attack, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.
• On your turn, when you score a critical hit with a single target spell attack or reduce a creature to 0 hit points with one, you can use the resulting spellsurge to make one cantrip spell attack against a creature within 10 ft. as a bonus action.

Spelljammer Officer

You have been spelljamming for a long time and it’s in your blood.
• You gain proficiency with spelljamming ship weapons, navigation, stunts and helms.
• You gain advantage on skills checks in manoeuvres against helmsmen of other ships that don't have this feat.
• You gain the ability to fire short range weapons at 10 times normal distance against other ships.
• You increase the rating of a spelljammer crew by one rating when in command.

Meditation

You gain

advantage on Concentration checks
resistance to psychic damage

While meditating you gain 

advantage on intelligence checks
advantage on saving throws against illusion and enchantment effects
You can move, take an action or a bonus action on your turn.

Lycanthropy Feats

The Bear

+1 Strength or Constitution

+1 Natural Armor (AC is base 13 + Dex when not wearing armor)

Bite attack as a bonus action 1d8 + Strength Modifier

 

The Boar

+1 Strength or Constitution

+1 Natural Armor (AC is base 13 + Dex when not wearing armor)

Con Save to avoid falling unconscious at 0 hp DC5 + damage dealt

 

The Wolf

+1 Strength or Dexterity

+1 Natural Armor (AC is base 13 + Dex when not wearing armor)

Damage Reduction 5 against non silver weapons

 

The Tiger

+1 Strength or +1 Dexterity

+1 Natural Armor (AC is base 13 + Dex when not wearing armor)

Pounce Attack Move Up to Speed as part of attack action

 

The Mammoth

+1 Strength or Constitution

+1 Natural Armor (AC is base 13 + Dex when not wearing armor)

Large Size, increase physical damage by 1 dice.

Oriental Wildshape

When you use your wildshape ability you can expend a spell slot to gain the class abilities of a monk for the duration of the wildshape power. The maximum monk level and maximum challenge rating of the wildshape form are determined by spell slot used.

At the Dungeon Masters discretion you may select additional forms that have an oriental theme. 

4th Level Oriental creature examples include:

Chinese Dragon (Couatl)

Ancestor Spirit (Ghost)

Kung Fu Tiger (Weretiger)

For example if you expend a 4th level slot you can become a Chinese Dragon that has the class abilities of a 4th level Monk.