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You have specialized in adding a personal touch to every attack (weak or strong, magical or not) against your enemies

Prerequisite

  • The ability to cast at least one spell
  • Spellcasting Ability Modifier +4 or higher
  • Have completed a solid apprenticeship that has made you very practical and experienced with every type of damage (DM fiat)

Once you get this feat, you gain a number of Tribulus Point (TP) per day equal to your Spellcasting Ability Modifier.
You regain 1d4 TP per Long Rest.

Whenever you are about to deal damage(s) with a spell, weapon or just with your bare hands, you can choose to use your bonus action to spend your TPs to gain one of the following effects, depending on the type of damage dealt (if the attack you unleash deals more than one type of damage, choose only one type).
The target that takes damage(s) from that attack must succeed on a Constitution saving throw (DC: 19 for 1 TP effect, 16 for 4 TP effect) or become afflicted by the related Tribulus effect. If two or more targets are hit by that same attack, then the Tribulus effect is applied to them as well.

You can choose to use this effect for an attack unleashed by a willing creature you can touch, using your Reaction.

If the attack you decide to use this effect with does not hit the target(s), the Tribulus effect will not be activated (but the TP would still be spent).
You cannot use this effect with spells that require Concentration.


Damage Type                                                  1 TP (standard)                                                  4 TP (advanced)

Acid/Fire                                                           -3 AC                                                                   standard + Burned
Bludgeoning/Force                                           Prone                                                                   standard + Stunned
Cold                                                                  Chilled                                                                 Frozen
Lightning                                                           Spasms                                                              Paralyzed
Necrotic                                                           Ineffective heals                                                   standard + Weakened
Piercing/Slashing                                             Bleeding                                                              Severe Bleeding
Poison                                                             Envenomed                                                          standard + Weakened
Psychic                                                            Frightened                                                            standard + Confused
Radiant                                                            Blinded                                                                 standard + Ecstatic
Thunder                                                           Deafened                                                             standard + Stunned


Bleeding/Severe Bleeding = At the end of each of its turns, the target takes necrotic damage equal to half the damage taken in the attack that caused the bleeding. In severe bleeding, it suffers necrotic damage equal to the damage suffered in the attack that caused the severe bleeding.
Each healing effect received just reduces the Necrotic damage the target would suffer from bleeding: when the healing effect reduces the damage to 0, the bleeding condition stops.

Burned

  • 1st Degree (25% or more of target's maximum HP) = The target has disadvantage on Strength ability checks + disadvantage on normal combat/weapon attack rolls
  • 2nd Degree (50% or more) = 1st Degree + speed movement is halved + disadvantage on Dexterity ability checks and saving throws
  • 3rd Degree (75% or more) = 2nd Degree + the target falls Prone and Unconscious

Chilled = The target has disadvantage on Strength and Dexterity ability checks and saving throws. The target's speed is halved.

Confused = The target has disadvantage on Intelligence, Wisdom and Charisma ability checks and saving throws. When the target casts a spell or makes an attack, he must succeed a Constitution saving throws (DC 16) or take half the damage it would have inflict with that spell or attack. If the spell or the attack wouldn't have inflict any damage, then the target just loses its turn.

Ecstatic = The target has disadvantage on Intelligence and Wisdom ability checks and saving throws. Each turn after the first, the target must succeed a Constitution saving throws (DC 16) or take 1 level of exhaustion.

Envenomed = The target has disadvantage on Constitution ability checks and saving throws. At the beginning of each of its turn, it takes 2d4 poison damages.

Frozen = The target's speed is reduced to 0 and its body is frozen solid. At the beginning of each of its turn, it takes 2d4 cold damages.

Spasms = The target has disadvantage on attack rolls and Strength and Dexterity ability checks and saving throws. The target cannot use either reactions or bonus actions.

Weakened = The target has disadvantage on Strength and Dexterity ability checks and saving throws. The target's speed is halved. The target that makes a melee attack inflicts only half damages.

 

TIPS (for DM): it must be considered that some targets are immune to certain conditions (an Elemental of Fire is immune to Burned condition; an angels and Celestials are immune to Ecstatic condition...and so on)

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