Prerequisite: Intelligence of 15 or higher
You have devoted a great deal of time to your search for knowledge. When you take this feature choose one of the following options:
- Alchemy. You gain a +1 bonus to roll involving the Alchemy skill and Alchemist's supplies. Any alchemical item you craft that deals damage or heals when used now adds your Proficiency bonus to that damage/healing.
- Arcana. You gain a +1 bonus to roll involving the arcana skill. Your level as a caster is treated a 1 higher if you have spell slots refer to your class chart. You may choose to forgo an Ability Score Improvement to increase your caster level again at the DM's discretion.
- History. You gain a +1 bonus to roll involving the history skill. Also commonly known historical knowledge such as that known by a citizen of a nation about that nation. Does not require a roll to recall.
- Medicine. You gain a +1 bonus to roll involving the medicine skill. You may add your Intelligence modifier to any medicine check you make. Also you may use your reaction to perform a medicine check on any creature that drops to 0 hit points within 5ft of you to attempt to stabilize them if they are not dead.
- Nature. You gain a +1 bonus to roll involving the Nature Skill. You gain the ability to discern even more about the natural world. any roll you make to perform a nature check that has a result of 9 or less is treated as a 10. You also know names, genders, approximate age, and any poisons or disease common to a plant or animal. Without a roll.
- Religion. You gain a +1 bonus to roll involving the religion skill. Also you can perform religious ceremony that does not require an ordained individual accurately and you can recall any religious laws without a roll.
You may take this Feat more than once if you do you must pick a different option.
Comments