Grappler

Grappler

Prerequisite: Strength 13 or higher

You’ve developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.
  • Your speed is not halved when moving a grappled creature.
  • You can use your bonus action to shove a creature grappled by you.

Great weapon master

Great weapon master

You’ve learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:

  • On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
  • Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a penalty equal to your proficiency bonus to the attack roll. If the attack hits, you add twice your proficiency to the attack’s damage.

Close quarters Shooter

Close quarters Shooter

Thanks to extensive practice with ranged weapons in close quarters, you gain the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
  • Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you.

Chosen of Mikka

Chosen of Mikka

When a character decides to become a Chosen of Mikka they gain the following benefits from the Mother of Magic:

  • Mage Sight: Magical and enchanted items radiate in the Chosen’s vision. The chosen is able to see a faint outline of magic for any object within their normal field of view that has magical properties (magic weapons, armor, items, potions, etc.). This doesn’t allow the Chosen to know anything about the item other than it is magical in some way.
  • Mage Defense: The Chosen has advantage on saving throws against magical effects (magical effects is left to the DM’s decision). If the Chosen already has this ability, they can never lose advantage on the saving throw.
  • Mikka’s Light: As a reaction, the Chosen can use the properties of the Shield spell to negate a Magic Missile attack. This feature can be used a number of times per day equal to the Chosen’s intelligence modifier.
  • Silver Fire: The light of Mikka allows the Chosen to know one spell so wholeheartedly that they require no spell slot be expended for it and no V or S components. This can be used once per day and the Chosen’s eyes alight with a silver magical flame when casting this spell. The spell can be chosen each morning from the Chosen’s known spells.

Malifactor Master

Malifactor Master

Prerequisite: Adept Malifactor

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

You have a Maximum pool of 5 Malifactor points now, Your Adept Malifactor Aura increases to 30 feet, and now effects Ability Checks and Attacks, not including Initiative checks.

You can Expend a Malifactor Point to ignore this Penalty Once when you would make an ability check, attack roll, or Saving throw.