Special Arcane Technique (System) Image
Prerequisite: Can be given at any time, but must give it to every character in the party, having only one person have this feature makes it unfair for the rest of the group
 

You have awakened a unique magical technique that evolves alongside your adventures. This feat grants access to the Unique Ability Skill Tree, a customizable progression system independent of your class, subclass, race, or spellcasting ability.

This feature is intended for campaigns that make use of the Unique Ability Skill Tree presented below.

Skill Points

You gain 2 Skill Points at 1st level and 2 additional Skill Points every level thereafter through 12th level. Starting at 13th level, you instead gain 1 Skill Point per level, reflecting the refinement of an already matured ability rather than new growth.

Skill Points may only be spent when you finish a Long Rest.

How the Tree Works

This Skill Tree is not restricted by character level. Instead, each upgrade has a prerequisite: either a specific earlier node, or full completion of a branch. If an upgrade lists a prerequisite, you cannot purchase it until that prerequisite is met, regardless of how many Skill Points you have. The tree is split into two branches: Effect (what your ability does) and Cause (how and where it's delivered).

How the Attack Works

You can only use this attack as an action, unless described otherwise, as many times as any one Stat modifier that you have a proficient saving throw in. This choice may be changed only on a long rest. This action does not have any verbal, material or somatic components, other than there being one for giving your attack some flare.

Effect Branch

Effect Die

Choose one or more of the following die types for your ability. Each entry below is its own sub-branch: you must own the previous die size before buying the next one up.

Damage Dice

Die Cost Prerequisite
d4 Free None
d6 1 d4 owned
d8 4 d6 owned
d10 8 d8 owned
d12 14 d10 owned

Healing Dice

Die Cost Prerequisite
d4 Free None
d6 1 d4 owned
d8 4 d6 owned

Buff Dice

Die Cost Prerequisite
d4 Free None
d6 2 d4 owned
d8 6 d6 owned

Only one Buff Die may affect a creature at a time.

Debuff Dice

Die Cost Prerequisite
d4 Free None
d6 2 d4 owned
d8 6 d6 owned

Only one Debuff Die may affect a creature at a time.

Improved Damage Type: Cost: 4 Skill Points
Prerequisite: Damage Dice branch at d6 or higher

Choose one damage type. Instead of increasing damage, each type gains a unique property.

Damage Type Effect
Fire Target takes fire damage equal to your proficiency bonus at the start of its next turn.
Cold Target's speed is reduced by 10 feet until the start of your next turn.
Lightning Target cannot take reactions until the start of your next turn.
Thunder Push the target 5 feet away.
Poison Target has disadvantage on its next attack roll.
Psychic Target has disadvantage on its next Constitution saving throw made to maintain concentration.
Necrotic Target cannot regain hit points until your next turn.
Radiant Invisible creatures struck by this damage become visible until the start of your next turn.

Stat Change
Prerequisite: At least one Effect Die unlocked (any Damage, Heal, Buff, or Debuff die above d4)

Cost: 1 Skill Point for your first Stat Change. Each additional Stat Change costs 3 times the number you already own.

Choose from: Damage dealt, AC, or Speed. You may take this node up to three times, once per stat.

Stat Change Mastery: Cost: Free
Prerequisite: All three Stat Change options purchased

Gain 2 bonus Skill Points. All your Stat Change bonuses increase by an amount equal to your proficiency bonus.

Cause Branch

Melee: Cost: Free
Your Unique Ability can be used on a creature you can touch.

Self Target Included: Cost: 1 Skill Point
Prerequisite: Melee
Your ability may target yourself.

Ranged

Range Cost Prerequisite
15 ft 1 Melee
30 ft 2 15 ft owned
60 ft 4 30 ft owned
120 ft 7 60 ft owned

Area of Effect from Self
Prerequisite: Self Target Included

Radius Cost Prerequisite
5 ft 1 Self Target Included
15 ft 3 5 ft owned
30 ft 5 15 ft owned

Area of Effect in Range
Prerequisite: Any Ranged node owned

Radius Cost Prerequisite
5 ft 1 Any Ranged node
15 ft 3 5 ft owned
30 ft 5 15 ft owned

Selective Targeting: Cost: 2 Skill Points
Prerequisite: Either Area of Effect node purchased at least once

When using an Area of Effect, exclude a number of creatures equal to your proficiency bonus from its effects.

Barrier of Mastery: Cost: Free
Prerequisite: Either Area of Effect branch fully completed (30 ft radius owned)

Cost to create: Bonus Action.

Your Area of Effect becomes an immovable, defined barrier that cannot be exited from, by creatures and objects of your choice. Any creature can enter the space, but cannot leave unless you allow it.

To destroy the barrier, a creature outside it must make a single attack against AC 25. On each failed attempt, the attacker takes 1d10 necrotic damage. On a successful attack, the barrier shatters and the effect ends. The same occurs if you fall unconscious.

If a second barrier is created by an enemy or ally, both effects remain active within the original barrier's space, but the strain of maintaining a clash prevents either controller from casting spells or using class features until the clash is resolved. Creatures within the barrier who are not controlling it fight unaffected.

Notes : 

This Skillset was made with inspiration from Jujutsu Kaisen's Cursed Technique system and the nuances around it. The skill tree however was made with constant back and forth changes by going through 5th edition rules and playtest handling. Using all the tools and resources I had, I managed to create an amazing skill tree that can truly make a unique attack possible for a player character that understands the ruleset at the very least. I am also still a student, so I will be getting things wrong, and would be glad to find errors or balancing issues I did NOT see coming in the final product I put out here. Thank you again for checking out my feat, and have a great day!

This feat is intended for campaigns where every character receives it for free at 1st level. It functions as a campaign-wide progression mechanic similar to an additional class feature rather than a standard feat.

The Skill Point curve is deliberately front-loaded: characters gain 2 points per level through 12th, then slow to 1 point per level afterward. This means the tree's power ceiling is reachable by around level 12, rather than being stretched thin across all 20 levels. From 13th level on, players are mostly filling in remaining branches or picking up Improved Damage Type/Selective Targeting rather than chasing new die sizes, which keeps the system feeling proactive early instead of holding back its best options for a campaign's final stretch.

 

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Special Arcane Technique (System) Image

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