You gain advantage on all saving throws for poisons and curses. –
The feats described in the Players Handbook are all available across the lands of Narenfel. You may also choose from these additional feats while creatin or playing characters in the Aftershadow campaign setting.
You gain advantage on all saving throws for poisons and curses. –
Prerequisite: You have the ability to cast spells.
Your mind is open to the fundamental workings of Tetramatrix magic. As a result, when you learn a spell as part of attaining a new character level, you may choose from any class spell list, rather than solely those listed for your class.
Prerequisite: The ability to cast at least one spell
Countless hours have been spent training your mind to maintain focus on concurrent incantations, taxing as the process may be.
• If you attempt to cast a spell that requires concentration while already concentrating on an existing spell, you can maintain concentration on both spells simultaneously. You must spend a standard action each subsequent round on maintaining this concentration, or lose concentration for both spells.
• At the end of each turn where you have two spells you are concentrating on, you must make a Constitution saving throw (DC equals 10 + the number of complete rounds you’ve been concentrating on two spells). On a failure, you lose concentration for both spells. You can drop concentration on one of your spells during your turn as a free action to avoid this saving throw.
• Any time you would be forced to make a Constitution saving throw to maintain concentration due to taking damage, the DC equals 10 + both spells’ levels combined, or half the damage you take, whichever number is higher. On a failure, you lose concentration on both spells.
Credit: Tal’Dorei Campaign Book
When you make an attack of opportunity as your reaction, you may make a second melee attack.
As a bonus action you may give yourself a d4 inspiration die. You may use it to add to any dice roll you make until the start of your next turn. You must take a short or long rest before using this feat again.
Your first attack against an opponent deals an additional damage die.
Prerequisite: You practice Shey’gun’te.
When you deal damage to an opponent as a bonus action, you may pay a Ki point. The target must make a Constitution saving throw or be unable to speak (and cast spells) until the tart of your next combat round.
Prerequisite: Druid or Tashi of Ambyrlee or Ashblack
When you make a successful ranged attack against an opponent, you may expend a spell slot to deal additional necrotic damage to the wound, causing the area around it to desiccate. The extra damage is 2d6 for a 1st level spell slot, plus 1d6 for each spell level higher than first, to a maximum of 5d6. to those detecting magic or undead.