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Feats for Lovers

By February 14, 2018October 26th, 2022Rules

Feats
Notes form the Nails: happy Valentine’s Day!

Feats for Lovers

Traditionally, earning feats is very much a solo accomplishment: a person gains experience or training, or awakens some power within themselves. On this day, however, we would like to offer something a little bit more… collaborative.
     Some of these feats are aimed at couples, and must be taken by two (or more!) people simultaneously to have an effect. You can choose to take one of these feats alone; if you do so, the DM should roll a d100; if the result is 99, a random creature somewhere else in the world has taken the same feat at that exact moment, and therefore shares the benefits of the feat with you. On any other result, your Charisma score is increased by 2.

Forbidden Love
Prerequisite: must be taken by two or more characters simultaneously.
For whatever reason, the love you share violates the taboos of your culture. You face a stark choice: continue to pursue your relationship in secret, or be cast out of your society – either way, one thing is certain: you are not giving up on each other! Characters who take this feat together gain the following benefits:

  • When you take the Hide action while you are within 5 feet of a partner, both of you become hidden. Both partners must make a Dexterity (Stealth) check, and you both use the higher result.
  • As long as you are within 30 feet of a partner, you have advantage on Charisma (Deception) checks made to lie about where you were or what you have been doing.

Forever Alone
You are doomed to never find true love. As a result, you are immune to being charmed and other creatures have disadvantage on Wisdom (Insight) checks made to discern your thoughts, emotions, or motivations.

Friendship is Magic
Prerequisite: must be taken by two or more characters simultaneously, who can each cast at least one spell of first level or higher.
Love comes in all shapes and sizes, and sometimes a close friendship can be just as important as a romantic relationship. You have discovered that your bond with your companions is so strong that it actually enhances your magical powers. You gain the following benefits:

  • When you cast a spell that forces a target to make a saving throw, a friend within 60 feet of you can use their reaction to add their own strength to the spell. All targets have disadvantage on the first saving throw they make against the spell.
  • When you cast a spell as a ritual, you can work together with your friends to cast it faster. The casting time for the spell is equal to the normal casting time divided by the number of friends working on it.
  • You can use an action to touch a friend within 5 feet of you and expend one spell slot of 5th level or lower to enable the friend to recover spent spell slots with a combined level equal to that of the spell slot you expended.

Not a Fighter
Some people love to fight, but you would be much happier if everyone could just get along. If you had your way, love would conquer all! You gain the following benefits:

  • Your Wisdom score increases by 1.
  • You have advantage on Charisma (Persuasion) checks against hostile creatures, or creatures that were hostile towards you at some point in the past 24 hours.
  • When a creature is grappled by you, they cannot take the Attack or Cast a Spell actions.

Old Married Couple
Prerequisite: must be taken by two or more characters simultaneously.
You share an immensely deep understanding with your partner(s), as if you had spent your entire lives together. As such, you are perfectly synchronised, even if you do seem to be arguing all the time. Characters who take this feat together gain the following benefits:

  • You can Help a partner as a bonus action as long as you are within 30 feet of them.
  • You cannot be charmed or frightened as long as you can see a partner.
  • If a partner is reduced to 0 hit points by a hostile creature, you have advantage on attack rolls against that creature until either you or it are reduced to 0 hit points.

Red String of Fate
Prerequisite: must be taken by two or more characters simultaneously.
You and your beloved are joined by an unbreakable bond that magically connects you, wherever you are. Characters who take this feat together gain the following benefits:

  • You always know where your fated partner(s) is/are, regardless of where they are in the multiverse.
  • As long as you are on the same plane of existence, you can communicate telepathically with your partner(s), regardless of whether you share a language.


Suave Lothario
Prerequisite: Charisma 13 or higher.
You are a master of seduction, you can bend the ear of almost anyone, drawing them to you like moths to a flame.
     You can targets one humanoid that you can see within 30 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw (DC = 8 + your Charisma modifier + your proficiency bonus) or be charmed by you. The charmed creature regards you with adoration. They aren’t under your direct control, but they take your requests or actions in the most favorable way they can.
     Each time you or your allies do anything harmful to the target, they can repeat the saving throw, ending the effect on themselves on a success. Otherwise, the effect lasts 24 hours or until you die, are on a different plane of existence from the target, or end the effect as a bonus action. If a target’s saving throw is successful, the target is immune to your charms for the next 24 hours.
     You can have a number of humanoids charmed at a time equal to your Charisma modifier.

Tsundere
It’s not like you like them or anything! …Right? You gain the following benefits:

  • You learn the vicious mockery cantrip. Charisma is your spellcasting ability for it.
  • When you are crafting items, you always seem to make too much. Whenever you create an item that has a quantity (such as a bundle of arrows or magical potion), you expend twice as many raw materials and make twice as much of the item per day than you would normally.
  • You are adept at switching between aloof coldness and tender sweetness. When you make a Charisma (Intimidation) check, you have advantage on the first Charisma (Persuasion) check you make within the next 10 minutes.
 

 

 

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