Feats
Notes from the Nails: did you all enjoy my little foray into fashion? This is the last one, I promise.
Feats for Fashionistas
These feats are all themed around clothing, which means they should be of interest to everybody. Except maybe barbarians. You can use them alongside my variant clothing rules, but you don’t have to.
Cosplay Master
For you, dressing up as other people is a way of life. You gain the following benefits:
- Increase your Charisma score by 1, to a maximum of 20.
- You are proficient with disguise kits.
- You can craft a costume that will make you look like someone you have seen before as part of a short rest. While wearing such a costume, you have advantage on any ability checks you make to pass yourself off as the person that the costume is based on.
Dazzling Outfit
Prerequisite: Charisma score of 13 or higher
When you wear your fanciest clothing, you are so dazzling that no one will be able to hit you. As long as you are wearing clothes worth at least 15 gp, your AC is equal to 10 + your Dexterity modifier + your Charisma modifier.
Dope Bling
Although it might make you look like a criminal, decking yourself out with magic rings and necklaces has its advantages. The most important advantage is that the sheer volume of precious metal on your neck and hands actually amplifies whatever enchantments are placed on the items. As long as you are wearing at least three magic items on your hands or neck, all of the magic items you are attuned to gain the following benefits:
- If the magic item has charges and the ability to regain charges on a daily basis, its maximum number of charges and the number of charges it regains each day are increased by 1.
- If the magic item imposes saving throws, the save DC is increased by 2.
- If the magic item has an effect with a limited range, that range is doubled.
Rapid Costume Change
You have perfected the art of quickly changing clothes. You can don or doff any item of clothing or armor as an action or a bonus action on your turn. Furthermore, if the costume you are changing into is a disguise of some kind, you can make a Charisma (Stealth) as part of the same action or bonus action. Any creature whose passive Wisdom (Perception) score is less than you roll does not realize that it is you behind the disguise.
Tricks Up Your Sleeve
Prerequisite: Dexterity score 13 or higher
The sleeves of your shirts and coats are all fitted with secret pockets, such that a dagger or lockpick is never far from your reach. As long as you are wearing long sleeves, you can store up to 5 lbs. of items in each of your sleeves. Items stored in your sleeves are undetectable except by magic. Additionally, you can draw items from and stow items into your sleeves as a free action on your turn.
Changelog: 09/19/2018: Dope Bling only applies to items that normally regain charges.