General Feat (Prerequisite: Level 4+)
Ability Score Improvement. Increase your Constitution score by 1, up to a maximum of 20.
Crucible Incantation. Choose two of the following aspects: Bloom, Breath, Horns, Limbs, Tail, Thorns, Tongue or Wings. The aspect you choose grants you the benefits listed on the aspect. The aspects can each be used once per short or long rest. When you finish a long rest, you can change which crucible aspects you can use.
Based off the crucible aspects from Elden Ring.
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Crucible Aspect: Bloom. As an action, a flower blooms out from your chest and shoots a volley of light at a point you can see within 60 feet of you. Make a ranged weapon attack (to hit bonus = your Constitution modifier + your proficiency bonus) on up to five creatures of your choice within a 10-foot radius, 600-foot tall cylinder centered on the chosen point. Creatures hit take 2d8 + your Constitution modifier radiant damage.
At Higher Levels. For every feat you have other than Crucible Aspect: Bloom, this action's damage increases by 2d8 and its radius increases by 5 feet.
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Crucible Aspect: Breath. As an action, you grow a frog throat and exhale fire in a 15-foot cone. All creatures in the area must make Dexterity saving throws (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, a creature takes 4d6 fire damage and half as much on a successful one.
At Higher Levels. For every feat you have other than Crucible Aspect: Breath, the damage of this action increases by 4d6, and the size of the area increases by 5 feet.
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Crucible Aspect: Horns. As a bonus action, horns sprout out of your head and you charge 15 feet forward in a straight line. If you collide with a creature with this movement, you can choose to make an attack roll against them (to hit bonus = your Constitution modifier + your proficiency bonus). On a hit, the target takes 2d6 + your Constitution modifier magical piercing damage and must succeed on a Strength saving throw or be knocked prone (DC = 8 + your Constitution modifier + your proficiency bonus).
At Higher Levels. For every feat you have other than Crucible Aspect: Horns, the damage of this action increases by 2d6.
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Crucible Aspect: Limbs. At the start of your turn, you can choose to grow six legs, with four hooves and two paws until the end of your turn. While in this form, your base movement speed is 50 feet, you gain claws that have 5 foot reach and deal 4d4 + your Constitution modifier magical slashing damage (to hit = your Constitution modifier + your proficiency bonus) and you can make two claw attacks as an action. When you end your turn in this form, you can choose to stomp with your hooves into the ground. All grounded creatures within a 10-foot emanation must make Strength saving throws (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, a creature takes 2d10 thunder damage and is knocked prone or half as much and not knocked prone on a successful one. Prone creature automatically fail the saving throw.
At Higher Levels. For every feat you have other than Crucible Aspect: Limbs, the amount of attacks you can make increase by 1 and the damage of the stomp increases by 1d10.
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Crucible Aspect: Tail. At the start of your turn, you can choose to grow a tail until the end of your turn. While in this form, you can attack with your tail using your action. The tail has a reach of 10 feet (to hit = your Constitution modifier + your proficiency bonus) and deals 2d8 + your Constitution modifier magical bludgeoning damage. If you choose to use the tail attack on your turn, you can make a second one as a bonus action. The second time you attack with your tail on a turn, the reach and the amount of damage dice for the attack are doubled.
At Higher Levels. For every feat you have other than Crucible Aspect: Tail, the tail's damage increases by 2d8.
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Crucible Aspect: Thorns. In response to taking damage, you can use your reaction to scatter quills in a 10-foot emanation. Each creature in the area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, a creature takes 4d4 magical piercing damage or half as much on a successful one.
At Higher Levels. For every feat you have other than Crucible Aspect: Thorns, the quill's damage increase by 4d4.
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Crucible Aspect: Tongue. As a bonus action, you grow an extremely long tongue and shoot it out at a creature you can see within 30 feet of you. Make a melee weapon attack against the creature (to hit = your Constitution modifier + your proficiency bonus). On a hit the creature is pulled up to 30 feet closer to you and takes 1d6 magical bludgeoning damage + your Constitution modifier.
At Higher Levels. For every feat you have other than Crucible Aspect: Tongue, the damage of this bonus action increases by 1d6, and its reach and pull distance increases by 5 feet.
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Crucible Aspect: Wings. At the start of your turn, you can choose to grow wings until the end of your turn. While in this form, you have a base flying speed of 50 feet, you don't provoke opportunity attacks and the first time you land on the ground on your turn after flying you create a radiant explosion as you land (and you strike a pose that goes hard). All grounded creatures within a 10-foot emanation must make Dexterity saving throws (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, a creature takes 2d12 radiant damage or half as much on a successful one.
At Higher Levels. For every feat you have other than Crucible Aspect: Wings, the damage of the landing increases by 2d12.
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