Spheres of Power Feats
Additional Boon
Prerequisite: Casting tradition.
You have unlocked a new boon that augments your casting tradition. You gain the following benefit:
- You gain a casting tradition boon for which you meet the prerequisites.
Extra Magic Talent
Prerequisite: Spell pool.
You have devoted yourself to broadening your magical skills. You gain the following benefits:
- Increase your key ability score by 1, to a maximum of 20.
- You gain a bonus magic talent.
You can gain this feat multiple times.
Extra Spell Points
Prerequisite: Spell pool.
Your reserves of magical energy are deeper than most. You gain additional spell points equal to your proficiency bonus. These spell points are refreshed as normal when completing a long rest.
Magical Training
Prerequisite: Cannot have a casting tradition, must have a 13 or higher in the key ability of the tradition you choose with this feat.
You have training in a magical tradition, unlocking some basic proficiency. You gain the following benefits:
- You gain a casting tradition.
- You gain a spell pool with a number of spell points equal to your key ability modifier. These spell points are refreshed once per day when completing a long rest.
If you ever gain the spherecasting feature from class levels or other sources, you immediately exchange this feat for either the Extra Magic Talent, Extra Spell Points, or Magical Expertise feat.
Magical Expertise
Prerequisite: Spell pool.
You have mastered a great many magical skills. You gain two bonus magic talents of your choice. You can gain this feat multiple times.
Photosynthesis
Prerequisites: Constitution 13 or higher, Light sphere.
After a long period of meditation, you have learned how to harness the power of light. You gain the following benefits:
- Increase your Constitution score by 1, to a maximum of 20.
- If you are in an area of bright light, you can expend a Hit Die to heal as a bonus action. You can do this once per short or long rest.
- If you complete a short or long rest in an area of bright light, any Hit Dice you expend to heal as part of that rest are maximized.
- So long as you spend at least one full hour in an area of bright light, you gain all the nourishment you need and do not need to eat or drink that day.
Transformation
Whether by inheritance, curse, gift, or training, you have the ability to assume another form.
You gain the shapechanger tag.
Choose one Alteration sphere (genotype) talent other than Blank Form. As an action, you can assume the form of a single creature that can be mimicked with this talent, as the shapeshift ability. The same creature (wolf, spider, treant, etc.) is mimicked with the same appearance each time, although you can make cosmetic changes to your form if you possess the Blank Form (genotype) talent. The chosen form may be the same as your base size, or else Medium or Small. This transformation lasts until you choose to revert to your original form as an action.
You gain all the abilities granted by this form (movement modes, natural attacks, special abilities, etc.). At 5th, 11th, and 17th level, you can gain one trait while in this form, chosen from either those available from the chosen (genotype) talent, those granted by an Alteration talent that you possess, or possibly those deemed suitable by the GM for your chosen form. These cannot be traits that cost spell points to apply (such as frightful presence from Dragon (genotype)). Once chosen, these traits are granted each time you transform and may not be changed.
Venomous Soul
Prerequisites: Alteration sphere (Serpentine (genotype) or Vermin (genotype) talents) or racial poison ability.
You gain the following benefits:
- You can spit your poison as a ranged attack with a normal range of 20 feet and a long range of 60 feet. Treat the poison as a contact poison for this ability.
- Any creature that makes a critical hit against you with a piercing or slashing melee weapon is sprayed with your poison (treat the poison as a contact poison for this application). Melee weapons with the reach property don’t endanger their users in this way if the user is not adjacent to you.
- You can apply your poison to a weapon or unarmed strike by dipping it in your own blood as a bonus action. This requires dealing 1d4 damage to yourself as part of the bonus action unless you are below half your maximum hit points.
Spheres of Might Feats
Combat Dabbler
You have trained diligently to improve your techniques. You gain the following benefits:
- Increase one ability score by 1, to a maximum of 20.
- You gain a bonus martial talent.
You can select this feat multiple times.
Combat Training
You have put your all into honing special techniques. You gain two bonus martial talents of your choice. You can select this feat multiple times.
Great Focus
Prerequisites: Any martial sphere.
Your training and experience have paid off, giving you mental fortitude others could only wish for.
You may maintain a second martial focus. This martial focus is gained and expended independently from the first.
Intuitive Combatant
You have developed an ability to adapt to different situations; with careful mental preparation, you can adjust your training to meet the needs of any given day. You gain the following benefits:
- You gain one bonus martial talent.
- Whenever you finish a long rest, you may replace one martial talent you know with a different martial talent. You may not replace talents gained through a martial tradition or a class feature other than Martial Training.
Spheres of Power by Drop Dead Studios | ||||
---|---|---|---|---|
Using Spheres of Power | ||||
Classes | ||||
Elementalist | Incanter | Mageknight | Prodigy | Soul Weaver |
Spheres | ||||
Alteration | Conjuration | Creation | Dark | Death |
Destruction | Divination | Enhancement | Fate | Illusion |
Life | Light | Mind | Nature | Protection |
Telekinesis | Time | Universal | Warp | Weather |
Other Rules | ||||
Casting Traditions | Conditions | Feats | Magic Items | Wild Magic |
Buy It Now On DriveThruRPG |
Spheres of Might by Drop Dead Studios | ||||||
---|---|---|---|---|---|---|
Using Spheres of Might | ||||||
Classes | ||||||
Alter Ego | Armiger | Artisan | Commander | Conscript | Scholar | Striker |
Spheres | ||||||
Alchemy | Athletics | Barrage | Barroom | Beastmastery | Berserker | Brute |
Dual Wielding | Equipment | Fencing | Gladiator | Guardian | Leadership | Retribution |
Scoundrel | Scout | Shield | Sniper | Tinkerer | Trap | Warleader |
Wrestling | ||||||
Other Rules | ||||||
Combat Actions | Conditions | Feats | Martial Traditions | Mundane Equipment | ||
Buy It Now On DriveThruRPG |