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Shadow Marshes Feats

Feat Level Prerequisites ASI Benefits
Agile Swimmer 1 Dex Gain a swim speed. Hold your breath twice as long. +2 rounds before drowning
Gatekeeper Sealbearer 4 Wisdom 13 Activate seals tattooed on your skin to gain protection from evil and good for 1 minute plus grant allies adv. on saves vs. aberration/fiend/undead abilities as a reaction. Usable 1/SR.
Markings of the Order 6 Gain resistance to necrotic damage. Gain adv. on a save vs. an aberration/fiend/undead's ability as a reaction PB/LR.
Marshboat Dweller 4 Dex or Con Gain Nature or Survival skill or Expertise in same. Have adv. on checks and saves vs. being shoved or knocked prone. Hold your breath twice as long as normal.
Mire Duelist 1 Ignore nonmagical difficult terrain. When in melee and you're both in nonmagical difficult terrain, gain adv. on first attack each round.
Psychic Shield 4 Int or Wis Gain adv on saves vs. psychic damage, the charmed or frightened condition, or attempts to read your mind.
Raised Among Druids 1 Learn 3 druid-themed cantrips. Gain the ability to communicate with Small and smaller beasts.
Swamp Dweller 1 Wisdom 13 Wis Gain proficiency in Nature and Survival, or Expertise if you have them already. Gain resistance to poison damage, and adv. on saves vs. poison and disease.
Treetop Ambusher 1 Gain advantage on melee attacks made while dropping on foe from above. Take no damage from falls of 20 ft. or less. Gain adv. on relevant skills.
Turn Aberration 1 Channel Divinity: Turn Undead or similar Use turn-undead-like ability to turn aberrations.
Legend
1/SR Usable once per short rest
PB/LR Usable a number of times
per long rest equal to
your proficiency bonus
adv. advantage
Agile Swimmer

You're at home in the water.

Prerequisite: Region of origin Shadow Marshes

Benefits:

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

  • You gain a swim speed equal to your walking speed. If you already have a swim speed, it increases by 10 feet.

  • You can hold your breath for twice as long as normal.

  • When you run out of breath, you can survive for 2 additional rounds before you drop to 0 hit points.

Gatekeeper Sealbearer

You bear a Gatekeeper seal tattooed on your skin. Spirals of marsh-ash and byeshk dust were worked under your skin until your veins learned the old boundary-prayer.

Prerequisites: 4th level, Region of origin Shadow Marshes, Wisdom 13

Benefit: As a bonus action, you wake the wardmarks for 1 minute. While they are active:

  • You gain the benefits of protection from evil and good. You must concentrate to maintain this effect.

  • When you or a creature within 30 feet makes a saving throw against an effect created by an aberration, fiend, or undead, you can use your reaction to grant advantage on that save.

Once you have used this ability, you must complete a short or long rest before you do so again.

Markings of the Order

You are ritually tattooed with magic wards. The strange symbols might be of your own design, or you might have copied them from a runestone or even a corpse.

Prerequisites: 6th level, Region of origin Shadow Marshes

Benefits:

  • You gain resistance to necrotic damage.

  • When you are forced to make a saving throw caused by an aberration, fiend, or undead, you can use your reaction to gain advantage on that saving throw. You can use this reaction a number of times equal to your proficiency bonus per long rest.

Marshboat Dweller

Having solid ground beneath your feet will never feel as natural to you as the rolling deck of a ship. You gain the following benefits:

Prerequisites: 4th level, Region of origin Shadow Marshes

Benefits:

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

  • You gain proficiency in the Nature skill or the Survival skill (your choice). If you already have proficiency in the chosen skill, you gain Expertise in it instead.

  • You have advantage on ability checks and saving throws made to avoid being shoved or knocked prone.

  • You can hold your breath for twice as long as normal.

Mire Duelist

Years in the wetlands trained your body to navigate unstable ground and shallow water.

Prerequisites: Region of origin Shadow Marshes

Benefits:

  • Nonmagical difficult terrain doesn’t cost you extra movement.

  • When you make a melee weapon attack against a creature and both of you are standing in nonmagical difficult terrain, you have advantage on the first attack you make against that creature on that turn.

  • You have advantage on ability checks to avoid falling prone on slippery or unstable surfaces.

Psychic Shield

You trained your thoughts to move like eels through silt, slipping the grasp of probing spells and hungry telepathy.

Prerequisites: 4th level, Region of origin Shadow Marshes

Benefits:

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

  • You have advantage on saving throws against spells and other magical effects that would do any of the following to you:

    • Deal psychic damage; or

    • Impose the charmed or frightened condition; or

    • Read or learn your thoughts, memories, or emotions without you speaking.

Raised Among Druids

The rhythms of the druidic traditions formed part of your upbringing.

Prerequisite: Region of origin Shadow Marshes

Benefits:

  • You learn three cantrips of your choice from the following list. Wisdom is your spellcasting ability for them.

    • control flames, dancing lights, druidcraft, gust, mending, mold earth, or shape water
  • Speak with Small Beasts. Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. You can understand their responses in a limited way based on their perceptions and instincts.

Swamp Dweller

Prerequisite: Wisdom 13, Region of origin Shadow Marshes

Benefits:

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

  • You gain advantage on saving throws against disease and poison, and resistance to poison damage.

  • You gain proficiency in the skills Nature and Survival. If you were already proficient, you gain Expertise in the skill. If you already had Expertise, you gain no further benefit.

Treetop Ambusher

You are at home in branches, ruins, and high places, striking from above with practiced precision.

Prerequisite: Region of origin Shadow Marshes

Benefits:

  • When you move at least 5 feet downward toward a creature and make a melee weapon attack against it on the same turn, you have advantage on that attack roll, even if the creature is aware of you.

  • You take no damage from falling 20 feet or less, and you land on your feet unless you choose otherwise.

  • You have advantage on:

    • Stealth checks made while above ground level

    • Acrobatics checks made to keep your balance

    • Athletics checks made to climb.

Turn Aberration

Prerequisite: Region of origin Shadow Marshes, Channel Divinity: Turn Undead or another feature that lets you turn a creature type

Benefit: You can use your turning feature to target aberrations. As an action, you present your turning symbol and speak a prayer or denunciation. Each aberration within 30 feet of you that can see or hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute, or until it takes any damage.

A turned creature must spend its turns trying to move as far from you as it can, and it can’t willingly move to a space within 30 feet of you. It can’t take reactions. It can take only the Dash action on its turn, or it can try to escape from an effect that prevents it from moving. If it can’t move, it can take the Dodge action.