Homeland Magic Image
Prerequisite: Must be able to cast at least one spell.
 

Homeland Magic

You have spent so much time connecting with your place of origin that it has granted you special abilities. You have the ability to channel the inner magic given to you by your homeland and use it to your advantage.

Choose one ability: Wisdom, Intelligence, or Charisma. This will be the ability you use to cast spells and use other specified features. Now choose one option below, based on the location of your character's place of birth. You can only take this feat once.

Aspect of the North

Northerners have a strong, independent connection to nature and wilderness, which they use to gain advantage against their enemies. 

  • When in a snowy environment, you have advantage on all Stealth checks.
  • When casting a spell that would deal cold damage, increase your homeland ability spell save DC by 1.

The Aspect of the North also gives you special abilities which you can use as actions. These are detailed below.

  • Put out fire in one 20 foot diameter square per turn, centered on you.
  • Cool your surroundings in a 10 foot radius sphere around you at a speed of 10 degrees Fahrenheit per turn.
  • Freeze the surface of water into thin ice with a touch (in one 10-foot-radius circle per turn, which will stay frozen for 1 minute). Use the rules for thin ice in the Dungeon Master's Guide.

 Aspect of the South

Southerners tend to absorb the warmth of their surroundings, giving them a special ability to connect with people and communities. 

  • You know how to channel the warmth of the sun into your mind and words. When outdoors in a hot environment (over 70 degrees Fahrenheit), your Charisma modifier increases by 1.
  • When casting a spell that does radiant damage, increase your homeland ability spell save DC by 1.

The Aspect of the South also gives you special abilities which you can use as actions. These are detailed below.

  • With a touch, heat up an object, a serving of food, or the like up to a temperature of 150 degrees Fahrenheit.
  • Warm your surroundings in a 10 foot radius sphere around you at a speed of 10 degrees Fahrenheit per turn.
  • Melt the surface of ice into water with a touch (in one 10-foot-radius circle per turn, centered on you, which will stay melted for 10 minutes).

Aspect of the East

The people of the East have mastered the art of observation, and they are renowned for their vast knowledge of the world around them.

  • You gain proficiency in Investigation, or expertise if you already have proficiency.
  • You may cast Identify once per long rest, requiring no components.
  • You can use an action once per short rest to momentarily see through any floor, wall, or other obstacle which could block sight, and see exactly what’s going on behind it, out to a range of 60 feet. You hear normally, and the effect only lasts for one turn(6 seconds). This does work in the dark, but not if you are blinded.

Aspect of the West

The people of the West know themselves well, and they have a profound sense of inner strength and intuition which they use to empower their minds.

  • You gain proficiency in Insight, or expertise if you already have proficiency.
  • You may cast Heroism once per long rest, requiring no components.
  • As an action, you may target a creature within 30 feet of you. Make a melee spell attack against this creature, using your homeland ability score. If you are hiding or moving stealthily, this does not put you at risk of being seen. If the attack hits, the creature takes 1d6 psychic damage. This increases to 2d6 at level 8, 3d6 at level 11, and 4d6 at level 17. 

Aspect of the Traveler 

Those who have spent their lives traveling have picked up many traits from around the world, making them versatile and adaptable.

  • You can speak, read and write one new language of your choice.
  • You can cast Misty Step once per long rest, requiring no components.
  • You always know which direction is north, and you have proficiency in saving throws against getting lost in one of the following environment types (Arctic, Coastal, Desert, Forest, Grassland, Hill, Mountain, Swamp, Underwater, Urban).
  • You have proficiency with land, sea, and air vehicles. 

Previous Versions

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8/6/2019 11:23:27 PM
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Homeland Magic Image

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