Feats
Origin Feats
Occult Specialist
Origin Feat
You gain the following benefits.
Occult Knowledge. You can use your modern knowledge to fight off youkai. You can roll either Intelligence (Arcana or Investigation) or Wisdom (Perception or Insight) skill check at the start of the battle (difficulty is set by master), and if succeeded, immideately know if your enemies are youkai or undead, and if they are, get 3 attack roll advantages against them that you can use during this battle.
ESP Cantrip. You can choose one of following Cantrips to get: Mage Hand, Message, Minor Illusion, True Strike. For those cantrips, your Spellcasting Ability is either Intelligence or Charisma, chosen when you get this ability.
Technology Enthusiast
Origin Feat
You gain the following benefits.
Pseudomagical Item. Any magic you use is actually made using technology or a mix of magic and technology. During a Long Rest, you can spend 2 * (Spell Level + 1) Outside World Trinkets to create a Magic Item that fires a speicific spell that you know, and charge it during Short or Long Rest by spending the needed amount of spell slots. Every usage of that item spends a charge, and only you or someone with the technological abilities can charge it.
Pseudomagical Knowledge. You can get Advantage in Intelligence skill checks that are related to Technology. If you don’t know whether they are related to technology, you can claim Advantage anyway, but results will be through the lens of technology, meaning if it isn’t technology, you will know it’s not technology and not much else.
Pure Land Citizen
Origin Feat
You gain the following benefits.
Lifeless Purity. You are mostly clean of mortal world’s impurities and can live in places like Heaven and Lunar Capital. Also, you cannot get ill naturally (poison and magic still works).
Non-presence. You get Advantage to saving rolls and checks made to hide from Divination spells. Divination spells that normally don’t need checks now get 50% chance (1 or 2 on 1d4) to not notice you.
Impurity Collection. Being in lands of mortals, impurities stick on you. After a 24 hours of being in impure land, you lose two other benefits and need to get cleansed by a Cleric (Shrine Maiden) to return them. If you don’t get cleansed in a week, you permanently lose this feat and can get another Origin Feat as a replacement. Spells like Gentle Repose (it can be casted on you despite you not being dead), can stop the collection of impurities temporarily.
Alert
Origin Feat
You gain the following benefits.
Initiative Proficiency. When you roll Initiative, you can add your Proficiency Bonus to the roll.
Initiative Swap. Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can’t make this swap if you or the ally has the Incapacitated condition.
Magic Initiate
Origin Feat
You gain the following benefits.
Two Cantrips. You learn two cantrips of your choice from the Cleric, Druid, or Wizard spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for this feat’s spells (choose when you select this feat).
Level 1 Spell. Choose a level 1 spell from the same list you selected for this feat’s cantrips. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have.
Spell Change. Whenever you gain a new level, you can replace one of the spells you chose for this feat with a different spell of the same level from the chosen spell list.
Repeatable. You can take this feat more than once, but you must choose a different spell list each time.
Savage Attacker
Origin Feat
You’ve trained to deal particularly damaging strikes. Once per turn when you hit a target with a weapon, you can roll the weapon’s damage dice twice and use either roll against the target.
Skilled
Origin Feat
You gain proficiency in any combination of three skills or tools of your choice.
Repeatable. You can take this feat more than once.
Youkai Feats
Creature of the Night
Youkai Feat
You gain the following benefits.
Nightvision. You get Darkvision of 60 Feet (if you already have Darkvision, distance gets added), and +2 bonus to every Wisdom Skill Check made in the dark, but in return you get -2 to every Wisdom Skill Check made in direct sunlight.
Call Darkness. You get a Darkness spell. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it that way when you finish a Long Rest. You can also cast the spell using any spell slots you have.
Martial Speciality
Youkai Feat
You gain the following benefits.
Typed Damage You can add an additional proficiency bonus to attack throws with specific damage type chosen when you get this Feat, and you also get resistance to that type of damage.
Sky Adaptation
Youkai Feat
You gain the following benefits.
Flying Being. You get a Flight speed equaling your base speed. If you already have a Flight speed, it gets added.
River Adaptation
Youkai Feat
You gain the following benefits.
Water Creature. You get a Swimming speed equaling your base speed, and you can breathe underwater.
Mountain Adaptation
Youkai Feat
You gain the following benefits.
Mountain Climber. You get a Climbing speed equaling your base speed.
Waterfall Jumper. Your jump height gets doubled.
Youkai History
Youkai Feat
You gain the following benefits.
Friendly Youkai. You always get Advantage in one kind of Charisma or Wisdom Skill Check with one kind of creature (Humanoid, Youkai, Undead). Both kind of check and kind of creature are chosen when you receive this Feat.
General Feats
Change Species
General Feat (Prerequisite: Level 4+, Human, see requirements for different effects)
You gain the following benefits.
Ability Score Increase. Increase any of your score by 1, to a maximum of 20.
Depending on your class and other circumstances, you may change your species to one of listed below. You lose all features of Human Species.
If you are a wizard. You can change into Youkai Magician Species.
If you are a warlock with Oni patron. You can change into Oni Species.
If you got bitten by Vampire. You can change into Vampire Species.
If you are a Monk. You can change into Hermit Species.
If you have died. You can change into Vengeful Spirit Species.
Custom transformation. (Optional) With GM’s approval and a good justification in the story, you can turn into another Species, or ignore requirements.
Kappa exodus
General Feat (Prerequisite: Level 4+, Kappa or Yamawaro)
You gain the following benefits.
New origin. When taking this Feat, you can take another Feat of your choice.
Exodus. You can change your species from Kappa to Yamawaro or vice versa, losing all features of one and gaining all features of another. On any level up, you might reverse this change.
Repeatable. You can take this feat more than once.
Possession
General Feat (Prerequisite: Level 4+, “Incorporeal Movement” feature)
You gain the following benefits.
Ability Score Increase. Increase your Charisma score by 1, to a maximum of 20.
Possession. You can attempt to possess a living creature or a youkai while inside of it, if it loses a Wisdom saving throw with difficulty based on your Charisma. While possessing a creature, it’s HP, ability and spell slots convert into Possession Energy (PE) based on PE Conversion Table.
PE Conversion Table
| Slots | Possession energy | Priority |
|---|---|---|
| 1 HP | +1 | 3 |
| 1 Spell Slot | +1 per level of slot | 2 |
| 1 Ability use | +2 | 1 |
While possessing a creature, you cannot use magic of the body, your own abilities, and magic items, but can use normal attacks using physical Ability Scores and equipment of body. When you are being attacked, you lose PE like HP. Losing all PE makes you leave body.
When you leave body, creature loses HP, Spell Slot and Ability uses corresponding to PE, they are spent based on their priority. Youkai will be knocked out on leaving, and humans won’t be unless they lose all HP, neither will completely die during possession and will be stabilised.
You can only successfully that once per Long Rest. After you failing possession or possession ending, target creature gets immunity to possession for a week.
Ability Score Improvement
General Feat (Prerequisite: Level 4+)
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. This feat can’t increase an ability score above 20.
Repeatable. You can take this feat more than once.
Grappler
General Feat (Prerequisite: Level 4+, Strength or Dexterity 13+)
You gain the following benefits.
Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.
Punch and Grab. When you hit a creature with an Unarmed Strike as part of the Attack action on your turn, you can use both the Damage and the Grapple option. You can use this benefit only once per turn.
Attack Advantage. You have Advantage on attack rolls against a creature Grappled by you.
Fast Wrestler. You don’t have to spend extra movement to move a creature Grappled by you if the creature is your size or smaller.
Fighting Styles
Archery
Fighting Style Feat (Prerequisite: Fighting Style Feature)
You gain a +2 bonus to attack rolls you make with Ranged weapons.
Defense
Fighting Style Feat (Prerequisite: Fighting Style Feature)
While you’re wearing Light, Medium, or Heavy armor, you gain a +1 bonus to Armor Class.
Great Weapon Fighting
Fighting Style Feat (Prerequisite: Fighting Style Feature)
When you roll damage for an attack you make with a Melee weapon that you are holding with two hands, you can treat any 1 or 2 on a damage die as a 3. The weapon must have the Two-Handed or Versatile property to gain this benefit.
Two-Weapon Fighting
Fighting Style Feat (Prerequisite: Fighting Style Feature)
When you make an extra attack as a result of using a weapon that has the Light property, you can add your ability modifier to the damage of that attack if you aren’t already adding it to the damage.
Epic Boon Feats
Boon of Combat Prowess
Epic Boon Feat (Prerequisite: Level 19+)
You gain the following benefits.
Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30.
Peerless Aim. When you miss with an attack roll, you can hit instead. Once you use this benefit, you can’t use it again until the start of your next turn.
Boon of Dimensional Travel
Epic Boon Feat (Prerequisite: Level 19+)
You gain the following benefits.
Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30.
Blink Steps. Immediately after you take the Attack action or the Magic action, you can teleport up to 30 feet to an unoccupied space you can see.
Boon of Fate
Epic Boon Feat (Prerequisite: Level 19+)
You gain the following benefits.
Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30.
Improve Fate. When you or another creature within 60 feet of you succeeds on or fails a D20 Test, you can roll 2d4 and apply the total rolled as a bonus or penalty to the d20 roll. Once you use this benefit, you can’t use it again until you roll Initiative or finish a Short or Long Rest.
Boon of Irresistible Offense
Epic Boon Feat (Prerequisite: Level 19+)
You gain the following benefits.
Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 30.
Overcome Defenses. The Bludgeoning, Piercing, and Slashing damage you deal always ignores Resistance.
Overwhelming Strike. When you roll a 20 on the d20 for an attack roll, you can deal extra damage to the target equal to the ability score increased by this feat. The extra damage’s type is the same as the attack’s type.
Boon of Spell Recall
Epic Boon Feat (Prerequisite: Level 19+, Spellcasting Feature)
You gain the following benefits.
Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 30.
Free Casting. Whenever you cast a spell with a level 1–4 spell slot, roll 1d4. If the number you roll is the same as the slot’s level, the slot isn’t expended.
Boon of the Night Spirit
Epic Boon Feat (Prerequisite: Level 19+)
You gain the following benefits.
Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30.
Merge with Shadows. While within Dim Light or Darkness, you can give yourself the Invisible condition as a Bonus Action. The condition ends on you immediately after you take an action, a Bonus Action, or a Reaction.
Shadowy Form. While within Dim Light or Darkness, you have Resistance to all damage except Psychic and Radiant.
Boon of Truesight
Epic Boon Feat (Prerequisite: Level 19+)
You gain the following benefits.
Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30.
Truesight. You have Truesight with a range of 60 feet.