Skip to content

Karrnath Feats

Feat Level Prerequisites ASI Benefits
Blood of Vol Initiate 1 Bard, Cleric, Sorcerer or Wizard class; Blood of Vol faithful; 1st level only Learn cantrip and 5 always-prepared spells to be a necromancy-themed faithful to a cult of blood and undeath.
Body Control 1 Hold your breath longer, ignore exhaustion, or gain adv. vs. disease, fear, pain, paralysis, or poison. Usable 1/SR.
Close to Undeath 1 Gain resistance to necrotic and poison dmg, adv. vs. poison, and autosucceed on saves vs. cold weather.
Demoralizing Strike 1 Cha 13 When you hit a foe in melee, cause fear for 1 rd. with a bonus action. Usable 1/SR.
Endurance Marcher 1 Con Gain +5 ft. to speed, adv. vs. exhaustion, and exhaustion doesn't reduce your speed.
Impenetrable Guard 5 Dex 13 Dex Stop a hostile creature from moving through your space (Dex save). Gain adv. to checks & saves vs. being shoved or knocked prone.
Karrnathi Grit 5 Delay onset of a condition until end of next turn 1/SR. Reroll a failed save 1/SR. Have adv. on checks + saves vs. non-magical exhaustion.
Second Sight 1 Int or Wis Adv. vs. visual illusions within 30 ft., make a special Perception check to see invisible and see through shapechanging. Usable 1/SR.
Siege Arbalist 1 Dex 13, crossbow proficiency Dex Ignore Loading property, no disadv. to crossbow attack within 5 ft., ignore one-half and three-quarters cover. Usable 1/SR.
War Reaper 5 Dex 13 Scythe proficiency, sickles do 1d6, killing a foe grants 2d10 temp hp (improves with level) and adv. on attack next turn. Usable 1/SR.
Legend
1/SR Usable once per short rest
adv. advantage
disadv. disadvantage
hp hit points
Blood of Vol Initiate

You have been trained in the faith and traditions of the Blood of Vol cult. You draw strength from the belief that divinity lies within mortal blood and will.

Prerequisites: Region of origin Karrnath; 1st level Bard, Cleric, Sorcerer, or Wizard; must have been initiated into the Blood of Vol faith

Benefits:

  • You learn the chill touch cantrip.

  • You gain proficiency in Medicine. If you are already proficient, you instead gain Expertise in that skill.

  • When you reach the bard, cleric, sorcerer, or wizard level in the following table, you thereafter always have the listed spell prepared. It does not count against the limit on your number of prepared spells per day.

Level Spell
1st inflict wounds
3rd gentle repose
5th vampiric touch
7th death ward
9th enervation
Ice in the Veins

Prerequisite: Region of origin Karrnath

Benefits:

You can exert mental control over your body such that you can do any of the following:

  • Use your reaction to hold your breath for an additional number of rounds equal to 1 + your Wisdom modifier (minimum of 1 round).

  • Use your reaction to ignore the effects of exhaustion until you next complete a short rest. You retain your exhaustion level, but it just has no effect on you.

  • Use your reaction to gain advantage on your next saving throw against disease, fear, pain, paralysis, or poison.

After you have used Body Control once, you must complete a short or long rest before you can use it again.

Close to Undeath

Prerequisite(s): Region of origin Karrnath

Benefits:

Although you are still a living creature, your flesh is infused with necromantic energies that make you, in some ways, akin to the undead.

You gain the following benefits:

  • You have resistance to necrotic and poison damage.

  • You have advantage on saving throws against poison.

  • You automatically succeed on saving throws made to resist non-magical effects of cold weather. You do not shiver in the cold, and your breath doesn't fog in it.

Demoralizing Strike

Prerequisite(s): Charisma 13, Region of origin Karrnath

Benefit: When you inflict damage on an opponent with a melee weapon, you can use your bonus action to cause that creature to make a Wisdom saving throw or become frightened of you for 1 round. The DC for the saving throw is equal to 8 + your proficiency modifier + your Charisma modifier. Whether the creature saves or not, it cannot be affected again for 24 hours. After using this ability, you cannot use it again until you complete a short or long rest.

Endurance Marcher

You are fit and fast, toned from running.

Prerequisite: Region of origin Karrnath

Benefits:

  • Your Constitution score increases by 1, to a maximum of 20.

  • Your movement speed increases by 5 feet.

  • You have advantage on Constitution saving throws against exhaustion.

  • You are immune to having your speed reduced by exhaustion.

Impenetrable Guard

You can stop foes that try to move past you, and keep from being moved yourself.

Prerequisite: 5th level, Dexterity 13, Region of origin Karrnath

Benefits:

  • Your Dexterity score increases by 1, to a maximum of 20.

  • You Shall Not Pass. When a hostile creature that you can see moves through a space within your reach, you can use your reaction to force it to make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier). On a failed save, that creature’s speed becomes 0 until the end of its turn. A creature affected in this way can still take actions on its turn, but it can’t move.

  • Hold the Line. You have advantage on ability checks and saving throws made to resist being pushed or knocked prone while you aren’t incapacitated.

Karrnathi Grit

Prerequisites: 5th level, Region of origin Karrnath

Benefits:

You struggle on when others would fall.

  • You can delay the onset of one condition. This delays the onset of the condition until the end of your next turn, after which time the condition takes its normal effect. This feat has no effect on hit point damage or ability damage. You must complete a short or long rest before you can use this ability again.

  • You may reroll a failed saving throw. You may use the new result if it would benefit you to do so. You must complete a short or long rest before you can use this ability again.

  • You have advantage on ability checks and saving throws made to resist gaining exhaustion from non-magical sources and effects.

Second Sight

You manifest an uncanny ability to perceive otherworldly forces.

Prerequisite: Region of origin Karrnath

Benefits:

  • Increase either your Intelligence or Wisdom score by 1, to a maximum of 20.

  • You have advantage on ability checks and saving throws against visual illusions within 30 feet.

  • Occult Glimpse. You can use your action to open your inner eye. For each creature within 30 feet with the celestial, elemental, fey, fiend, or undead type, you make a Wisdom (Perception) check against a DC equal to 8 + that creature’s proficiency bonus + its Charisma modifier. On a success, you see that creature’s true form for 1 minute, including through invisibility, the Ethereal Plane, and magical disguises. On a failure, you cannot target that creature with this feature again until you finish a long rest. Once you've used this ability, you must complete a short or long rest before you can use it again.

Siege Arbalist

You were drilled in the disciplined crossbow lines of Karrnath.

Prerequisite: Dexterity 13, crossbow proficiency, Region of origin Karrnath

Benefits:

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

  • You ignore the loading property of crossbows with which you are proficient.

  • Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls with crossbows.

  • Once per short or long rest, when you make a ranged weapon attack with a crossbow, you can choose to ignore half and three-quarters cover for that attack.

War Reaper

You have become particularly deadly with scythes and sickles.

Prerequisite: 5th level, Dexterity 13, Region of origin Karrnath

Benefits:

  • When you wield a sickle, you use 1d6 for the damage die.

  • Common farming scythes count as heavy, two-handed martial melee weapons that deal 1d12 slashing damage. While wielding a scythe, as a bonus action on your turn, you can extend your reach with it by 5 feet.

Death Knell. When you reduce a creature to 0 hit points with an attack using a sickle or scythe, you gain 2d10 temporary hit points, which last for 10 minutes. This benefit increases by 2d10 when you reach 5th level (4d10), 11th level (6d10), and 17th level (8d10). You also have advantage on attack rolls made with the weapon until the end of your next turn. After you have used this ability, you must complete a short or long rest before you can use it again.