The Dragonlance Nexus

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Krynnish Feats

D&D 3e (3.0/3.5) Rules

by André La Roche


The following is a list of Feats that are either native to Krynn itself, or Regional feats. Any feats that have a "+" mark next to them denote Feats that are only available when campaigning prior to the 5th Age of Krynn. Any feats that have "*" mark next to them denote Feats that are only available when campaining during the 5th Age. Due to the fact that 5th Age spell casters have no access to the Item Creation or Metamagic Feats from the Player's Handbook, a majority of the feats here cater to replace such Feats for the 5th Age.

Handler [General]

You have a penchant for sneakiness that few others possess.

Prerequisite: Be a member of the Kender race.

Benefit: All of your Rogue class skills gain a +1 bonus.

Hybrid Magic [Metamagic]*

You may produce spells that combine the effects of primal and mystical magic.

Prerequisite: You must have 3+ levels in BOTH the primal sorcerer and mystic classes.

Benefit: By combining the effects of primal sorcery and mysticism, you can cast spells that have the effects of both types of magic. For example, someone with alteration and geomancy could turn their hand into a sword.

Special: When casting hybrid spells, the spellcasting check is made using the higher casting bonus of the character, but all spell points used in such castings are subtracted from the spell point pool with the lowest total of points. Thus, a caster with 5 levels as a primal sorcerer with 64 spell points to power their primal sorcery, and 3 levels of mystic with 36 spell points to power their mysticism, makes the spellcasting check as though casting from their primal sorcerer class, but the spell points for such a spell come from the 36 mysticism spell points.

Knight of Solamnia [Special]

You are a member of the Knights of Solamnia, and as such have access to their superior millitary training.

Benefit: You have a +2 bonus to all attacks.

Special: You can not cast any divine spells until you either advance from Knight of the Crown to Knight of the Sword, or leave the Knighthood. In the case of the latter, you still keep the +2 bonus to attacks, but are wanted for desertion of the Knighthood.

Mage of High Sorcery [Special]+

You are a member of the three Orders of High Sorcery, and as such are not hunted for practicing magic.

Prerequisite: You must have passed the Test of High Sorcery.

Benefit:You may specialize in one school without a cost of any others.

Special: Each member of the Orders of High Sorcery belongs to one of three Orders of Robes depending on their alignment. They are as follows: White (Good), Red (Neutral), Black (Evil). In addition to Universal spells, each order can only use arcane spells from certain schools. The table Below shows which ones.

White Robes Abjuration, Conjuration, Divination, Enchantment, Evocation, Transmutation

Red Robes Abjuration, Conjuration, Enchantment, Evocation, Illusion, Transmutation

Black Robes Abjuration, Conjuration, Divination, Enchantment, Evocation, Transmutation, Necromancy

Mages of High Sorcery may use spells that aren't from the schools allowed by their order. However, none of these spells can be above 3rd level, nor can they total more than half of the spells in a mage's spellbook, or those that they have access to in the case of Sorcerers.

No Save [Metamagic]

Your spells have a greater affect, but also at a greater cost.

Benefit: You may cast a spell that has no saving throw.

Special: To activate this ability, the spell in question costs 15 more spell points. These additional spell points are not calculated into the Spellcasting DC.

Resist Dragon Fear [General]

You are able to withstand the effects of dragon fear more so than others.

Prerequisite: 15 Wisdom, 9th level+

Benefit: You gain a +5 bonus when rolling a saving throw against a Dragon's Frightful Presence.

School of Sorcery [General]*

You can are able to practice Krynn's primal magic.

Prerequisite: 1+ levels in the Primordial Sorcerer class.

Benefit: You may cast spells from one of the Sorcery schools of your choosing. (See 5th Age Magic by this author.)

Special: Chromatic Dragons in the 5th Age gain this feat free once per each level of Arcane magic they could cast in the 4th Age, Metallics gain it free for half as many levels. Humanoids may have this Feat a maximum of 3 times. You may take this feat even with no class levels in the primordial sorcerer class. However, this can be done only once, and the school taken is uncontrollable. It produces random and chaotic effects during times of stress or totally out of the blue. Characters that possess this feat in such a way cannot actually use it to cast at all, however during emotionally intense times, if they fail a Willpower save (DC 16) a random effect is generated, the nature of this effect is up to the DM.

Sphere of Mysticism [General]*

You are able to practice the magic of the heart.

Prerequisite: 1+ levels in the Mystic class.

Benefit: You may cast spells from one of the Mysticism spheres of your choosing (See 5th Age Magic by this author.)

Special: Metallic Dragons in the 5th Age gain this feat free once per each level of Arcane magic they could cast in the 4th Age, Chromatics gain it free for half as many levels. Humanoids may have this Feat a maximum of 3 times. You may take this feat even with no class levels in the mystic class. However, this can be done only once, and the school taken is uncontrollable. It produces random and chaotic effects during times of stress or totally out of the blue. Characters that possess this feat in such a way cannot actually use it to cast at all, however during emotionally intense times, if they fail a Willpower save (DC 16) a random effect is generated, the nature of this effect is up to the DM.

Quick Point Gain [Metamagic]*

You regain spellpoints faster than normal.

Prerequisite: 6+ levels in spellcasting class.

Benefit: You regain 2 spell points per hour instead of 1. This feat applies to either primal magic or mystical magic, depending on which class you are a member of.

Special: This feat may be taken multiple times; once for the mystic class and once for the primordial sorcerer class should a character have levels in each class.

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