Innate/Unique Feats

The following feats are defining traits that certain wizards have at birth (or since their turning in the case of lycanthropy and vampirism).

These feats must be taken at level 1 (using the Hufflepuff house trait) at character creation, and cannot be gained at any other time.


Giant's Blood

Even though they are few and far between, it's hard for half-giants and part-giants to hide their genealogy; they tend to turn heads wherever they go. With a broad build, impressive strength and a genetic resistance to magic, wizards with giant blood are powerful allies.


Goblin Cunning

The rarest racial combination of all, part-goblins can have goblin ancestry anywhere in their family tree, and it will still make a very noticeable difference. At an average of 4 feet tall, part-goblins may feel out of place in a larger world. However, these small wizards have inherited goblins’ cleverness and often come with big hearts and big personalities.


Lycanthropy

You've been attacked by a transformed werewolf, infecting you with the blood curse of lycanthropy. You gain the following benefits:

You also gain the following penalties:


Metamorph Magic

Once in a great many years, a metamorphmagus is born to a wizarding family with their very particular talent: morphing every aspect of their human appearance. Before becoming an adult, a metamorphmagus will not have complete control over this ability, often letting their emotions or stress get the better of them and losing control.


Parseltongue

Almost exclusively hereditary, to speak Parseltongue is to magically comprehend and verbally communicate with all snakes and snake-like beasts, like the Runespoor and Basilisk. This oral language has been associated with Dark wizards, owing to Salazar Slytherin's status as a Parselmouth which was passed on to the Gaunt family and Tom Riddle. However, outside of Wizarding Britain, no such association exists.


Vampirism

You gain the following benefits:

You also gain the following penalties:


Veela Charm

Just like part-giants, it’s very rare to find a part-veela. A wizard or witch who inherited veela blood will almost always be the center of attention, a picture of grace and beauty. Unlike half-veela or quarter-veela, part-veela are just as likely to be male as female.


Dream Weaver's Sight

Basil's unique connection to the ethereal and the shifting currents of time allows him to perceive echoes of past and future, and the spectral inhabitants of the world.

Standard Feats - Wizarding World

These feats might come from latent natural talent, but are often manifested through hard work and long hours of study. These feats are not restricted to being gained at level 1.


Aerial Combatant

You're able to keep yourself oriented and lead your targets while flying a broomstick. You gain the following benefits:


Detecting Traces

You've learned to feel magic and recognize styles of spells and curses. Using concentration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn the associated spell's school of magic, if any. This ability can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, or 3 feet of wood or dirt.


Martial Artist

Whether as a childhood extracurricular activity or a supplement to your magical dueling, you're trained in striking and grappling. You gain the following benefits:


Occlumency Training

You have developed the presence of mind to resist a mental invasion. When targeted by legilimens, you make a Wisdom saving throw to resist its initial effects, and you have advantage on the Intelligence contests. If you fail your initial saving throw, you are immediately aware that the spell is targeting you. If you succeed on a saving throw or contest, you can let the spell continue and reveal false information, false emotions, or false memories of your choosing. Veritaserum will not work on you, unless you allow it.


Remarkable Aim

You have unerring accuracy with projectile spells. Your ranged spell attacks ignore half cover and treat three-quarters cover as if it were half cover.


Steady Caster

You're able to maintain focus, even in stressful situations. You have advantage on Constitution saving throws that you make to maintain concentration on a spell when you take damage.


Wandless Magic

Through studying ancient tomes or channeling some of the volatile magic of your youth, you're able to perform small magical feats without your wand. If you know any of the following spells, you can cast them without needing a wand or somatic component: accio, alohomora, colovaria, illegibilus, incendio glacia, pereo, wingardium leviosa. You cannot expend a higher level spell slot when casting in this way.

Standard feats - DnD 5e

Almost all 5e feats are defunct in this campaign. The following exceptions ==are== available for players to select either as their starting feat (a Hufflepuff feature) or during a levelling up.


Actor

Skilled at mimicry and disguise, you easily slip into different personas.


Athlete

You possess incredible physical prowess, excelling in feats of strength and agility.


Dungeon Delver

Years of exploring dungeons have honed your senses and reflexes, granting you heightened awareness in these treacherous environments.


Durable

Your constitution is exceptionally hardy, allowing you to shrug off injuries and recover quickly.


Keen Mind

Your mind is a steel trap, effortlessly retaining information and recalling details with astonishing accuracy.


Linguist

You have a natural talent for languages and codes, effortlessly deciphering and creating them.


Observant

Your senses are exceptionally sharp, allowing you to notice subtle details and discern information others might miss.


Skilled

You are a quick study, adept at picking up new skills and mastering various tools.

~~Redundant

Prophetic Echoes

Basil's connection to the dream realm grants him unsettling glimpses of the future, sometimes leaking into his waking mind as fleeting premonitions.

You gain proficiency in one of the following skills of your choice: Insight or Arcana. You have advantage on checks made with this skill when attempting to interpret symbolic visions or sense magical disturbances related to future events.

Once per long rest, after finishing a long rest, you can choose to receive a cryptic "dream hint" from the DM about an upcoming event, mystery, or potential danger. This hint will be vague, metaphorical, or require interpretation.

When you make a Wisdom (Perception) or Wisdom (Insight) check and roll a natural 20, you receive a brief, immediate flash-forward or warning from the DM, relating to your current situation. This might be a visual, a sound, or a feeling.

Possible Drawback: The intensity of these visions can be draining. After using your "Dream Hint" ability or receiving a "Prophetic Glimpse," you have disadvantage on your next Constitution saving throw, representing restlessness or distraction from the visions.

Veil Walker

Basil's unique connection to the veil between worlds allows him to perceive and even interact with the ethereal. This deepens his understanding of spirits and the fabric of reality itself.

You can see and hear ghosts and spirits that are normally invisible or inaudible to others. You can attempt to communicate with them, and they can perceive you.

You have advantage on Intelligence (Investigation) and Wisdom (Perception) checks made to discern the true nature or intentions of ethereal creatures, or to notice subtle disturbances in the fabric of reality.

Once per long rest, as an action, you can attempt to project your senses onto the ethereal plane for up to 1 minute, gaining limited vision of nearby ethereal objects and creatures (as if under the effect of the detect magic spell, but for ethereal presence). During this time, your physical body is somewhat detached, and you have disadvantage on Dexterity saving throws.

Possible Drawback: You are more susceptible to being targeted by certain ethereal effects. When a ghost or spirit attempts to possess you, or inflict a condition that specifically targets the mind or soul, you have disadvantage on your saving throw.

Timeless Insight

Basil's precognitive dreams give him a unique, if often unsettling, perspective on the flow of time and the echoes of history.

Increase your Intelligence score by 1, to a maximum of 20.

You have advantage on Intelligence (History) checks related to events that have a significant impact on the future, or that involve long-forgotten prophecies or magical phenomena.

You can accurately recall anything you have seen or heard within the past three months, provided it holds some thematic or symbolic connection to your prophetic dreams.

Once per long rest, you can spend 10 minutes in contemplation (which can be during a short rest) to gain a fleeting insight into a historical event or person relevant to a current mystery or challenge. The DM will provide a brief, factual detail or a hint about a forgotten secret.

Possible Drawback: Your mind is sometimes preoccupied with future anxieties or historical echoes. You have disadvantage on Wisdom (Insight) checks made to discern a creature's immediate emotional state or deceptions if the creature's current actions seem mundane or irrelevant to your grander visions.