Homebrew:Memory Starved: Difference between revisions

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{{ooc note|This is an implementation of the {{PAGENAME}} feat from [[The Crooked Moon]]}}
{{ooc note|This is an implementation of the {{PAGENAME}} feat from [[The Crooked Moon]]}}


You have been changed through magic, science, or a volatile blend of the two. You have a blatant physical augmentation of your choice from the options below. The augmentation is obvious—such as with stitches, grafts of other creature’s body parts, or implants—unless disguised.
Your mind ravenously gathers details and desperately clings to its memories and faculties, granting you the following benefits.


;''Aquatic Adaptation.''
;''Desperate Detail.''
:You have gills or mucus membranes that allow you to breathe water, and you have webbed extremities that grant you a swimming speed equal to your walking speed.
:You have advantage on Intelligence ({{investigation}}) checks.
;''Natural Armor.''
;''Iron Mind.''
:You have scales, plates, or thick hide that grants you an AC of 13 + your Dexterity or Constitution modifier (choose the ability when you select this feat).
:You have advantage on saving throws made to avoid or end the charmed condition, and to avoid having your memories read or altered.
;''Natural Weapons.''
:You have claws, fangs, horns, or some other natural weapon that you can use to make unarmed strikes that deal 1d8 damage on a hit. The damage is bludgeoning, piercing, or slashing as appropriate to the form.
;''Night Vision.''
:You have darkvision with a range of 60 feet. If you already have darkvision, its range increases by 30 feet.


[[category:5e homebrew feats]]
[[category:5e homebrew feats]]

Latest revision as of 00:25, 28 July 2025

(OOC: This is an implementation of the Memory Starved feat from The Crooked Moon)

Your mind ravenously gathers details and desperately clings to its memories and faculties, granting you the following benefits.

Desperate Detail.
You have advantage on Intelligence (InvestigationIntelligence (Investigation)skillWhen you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through ancient scrolls in search of a hidden fragment of knowledge might also call for an Intelligence (Investigation) check.) checks.
Iron Mind.
You have advantage on saving throws made to avoid or end the charmed condition, and to avoid having your memories read or altered.