Medicine Man
The Medicine Man can create potent tonics and salves for themselves or their allies to help them heal and recover from various conditions.
The Medicine Man can create potent tonics and salves for themselves or their allies to help them heal and recover from various conditions.
This feat works together with the homebrewed exotic weapon rules in order to allow for a more specialized weapon at the expense of a feat.
The Sole Crafter can create marvelous attachments for any pair of boots, which provide enhanced mobility and a variety of bonus actions.
The Innovator can construct a variety of fantastical, but unpredictable innovations to aid allies in new and dangerous ways.
This feat is designed to make thrown weapons possible to play with, by providing reasonable ranged, damage, and draw rate.
A telekinetic character can use their mind to manipulate and even interact with objects from a distance, such as pulling a lever or pushing a block.
The Platesmith can create incredible plates that can be affixed to any metal weapons or armor to provide enhanced effects.
As a master of arithmetic, a character can calculate distances, solve mathematical problems, or count far quicker than anyone else could ever.
The master blaster is a character who knows how to make the most of their area spells, and ensure they won’t be caught in the crossfire.
The tough negotiator is a master of conversation, and can read the signs of aggression and hostile quick and efficiently.