Homebrew:Charm Twister: Difference between revisions

From Campaigns
Jump to navigation Jump to search
Created page with "{{subst:homebrew:altered}}"
 
No edit summary
Line 1: Line 1:
{{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.
You know hedge remedies and hexes passed down through Old Ways teachings, and you can impart them into small wicker charms you weave. You gain the following benefits.


;''Aquatic Adaptation.''
;''Old Blessing.''
: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 can cast the ''[[spell:bless|bless]]'' spell once using this benefit, targeting only creatures carrying a wicker charm you've woven, and you can't do so again until you finish a long rest. You can also cast the spell using any spell slots you have. Your spellcasting ability for casting the spell in this way is Intelligence, Wisdom, or Charisma (choose the ability when you select this feat).
;''Natural Armor.''
;''Twisted Hex.''
: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).
:As an action, you can weave spite into a wicker charm you touch. Choose an ability. When another creature is carrying the charm, or while this charm is within an area that the creature considers home, it has disadvantage on ability checks and attack rolls using the chosen ability. When the creature fails one of these rolls, it can make a Charisma saving throw, destroying the charm on a success (DC = 8 plus your proficiency bonus and the ability modifier you chose for Old Blessing). You can only have one Twisted Hex charm at a time. If you make a new one, the previous one loses its magic.
;''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]]

Revision as of 23:56, 27 July 2025

(OOC: This is an implementation of the Charm Twister feat from The Crooked Moon)

You know hedge remedies and hexes passed down through Old Ways teachings, and you can impart them into small wicker charms you weave. You gain the following benefits.

Old Blessing.
You can cast the bless spell once using this benefit, targeting only creatures carrying a wicker charm you've woven, and you can't do so again until you finish a long rest. You can also cast the spell using any spell slots you have. Your spellcasting ability for casting the spell in this way is Intelligence, Wisdom, or Charisma (choose the ability when you select this feat).
Twisted Hex.
As an action, you can weave spite into a wicker charm you touch. Choose an ability. When another creature is carrying the charm, or while this charm is within an area that the creature considers home, it has disadvantage on ability checks and attack rolls using the chosen ability. When the creature fails one of these rolls, it can make a Charisma saving throw, destroying the charm on a success (DC = 8 plus your proficiency bonus and the ability modifier you chose for Old Blessing). You can only have one Twisted Hex charm at a time. If you make a new one, the previous one loses its magic.