Character Feats in Anglesey

To gain a character feat, the character must find a resource (usually a person) who will train them to gain the desired feat. The following is a list of what, who, and where that training can be gained.
Actor - This feat has three different components. First, you assume a generic role rather than imitating a specific individual (a noble in a large kingdom rather than Lord Ian Silverfish of the Duchy of Seaside). Your training as an actor allows you to: mimic the speech of another person or the sounds made by other creatures (provided the sound can be humanly made), adopt their mannerisms, and use make up to alter your appearance to fit the role. The DM sets the DC level and gives you an approximate idea of how difficult it will be to pull the role off (low for a role that requires little to no change and/or a lack of close observation to high for a role requiring great change and/or close inspection, etc.). Bonuses and penalties are also assigned for how familiar the character is with the target and his ‘audience’. Finally, the DM rolls and checks versus your Charisma (Deception) or Charisma (Performance). Note: On a substantial but not critical fail, the DM rolls against your party’s IQ to give them a chance to notice your failure (only if they are familiar with the target as well). You may then make one more attempt after 1 hour of practice to better your role. Second, you may assume a specific role. The DM will assign bonuses and penalties based on what you are attempting to do and inform you approximately how difficult it should be. (You tell the DM that you will pretend to be Lord Ian Silverfish to bluff your way past the newly hired guards and you have spent considerable time with Lord Silverfish = -2 to the guards, +4 to you….). You then contest your Charisma (Deception) versus the target's Wisdom (Insight). However, on a critical fail by you, the target sees through your disguise and has initiative. On a critical success by the target, he/she/they will see through your disguise and you are sure they have been fooled….. Note: You may have to make subsequent checks based on new bonuses and penalties if circumstances change (if you unexpectedly run into Lady Silverfish who has been married to the Lord for over 20 years.....). Third, you may use this skill (based on your Charisma), to see through other people/creatures attempting to pretend to be someone/something else. This is a straight contest of the two skills with bonuses and penalties assigned by the DM. The DM rolls secretly for both ‘actors’. If you succeed by “1”, you notice the disguise, by “2” you have initiative, by “3” or more and your opponent is convinced he/she has fooled you completely..... Trainers: John and David Williams of Starlight Theater Company which tours the Iron Dukes' territory plus Addington and Clothall in the Debatable Lands. Training time: intense month and cost is 75-100 gp.
Cheap Caster
You start learning how to cast spells that require simple material components without the need of them. You can cast any spell that require material components that is equal to or less than 50 gp without the need to use such materials. For example, if you are a 3rd-level wizard, you have continual flame spell which require material components which worth 50 gp. Upon taking this feat, you can cast this spell without needing consume such materials. Trainer: Stephen the Wanderer, Somewhere in the Debatable Lands - check near ruins. Training time: 1d20 - intelligence modifier days (must be at least 1 day). Cost: Negotiable but remember Stephen is most interested in reclaiming "lost" magic.
Great Weapon Master
You’ve learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes: 1. On your turn when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action. 2. Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage. Trainers: Captain Federa, transferred from Morford to Jordan's Ferry late Mehefin. Trains in Greatsword/2 handed sword. Training time: 1 month of intense training. Cost: Negotiable. OR Jordan Berdin, forester in Baldock. Trains in Greataxe/2 handed axe. Training time: Intense 3 weeks. Cost: 75 gp. OR Morley Yardin, miner and guard at Ironguard. Trains in Greatsword/2 handed sword. Training time: 1 month of intense training. Cost: 120 gp.
Rodeo Expert
You are skilled at spinning, twirling, and throwing ropes and whips to capture and restrain creatures. You gain the following benefits: 1. You can attempt to grapple a creature with rope instead of a free hand. When you do this, you may make a Dexterity (Acrobatics) check instead the usual Strength (Athletics) check, contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check. 2. When you hit a creature no more than one size larger than you with a whip, you can use a bonus action to grapple the creature automatically and pull the creature up to 5 feet closer to you. The grapple ends at the beginning of your next turn or if you release the whip. You cannot use the whip until the grapple ends. 3. Using a rope with two hands, you can attempt to grapple a creature up to 20 feet away. As a bonus action, you can pull a creature grappled in this way up to 10 feet closer to you. The grapple ends if you release the rope or if it is broken. 4. Using a rope with two hands, you can attempt to restrain a prone creature within 5 feet that is no more than one size larger than you by making a grapple check. On a success, the creature is restrained. Trainers: Dana the Limber of Starlight Theater Company that tours the Iron Dukes' territory plus Addington and Clothall in the Debatable Lands. Training time: 14 days scattered over 1 month and cost is 100 g.p. OR Orin Swiftmane of the Horse people whose people are moving from north-west Anglesey kingdom to the Iron Hills (in late Mehefin). Training time: intense month BUT will also include instruction in horsemanship and introduction to mounted archery. Cost: Cannot be bought, must be sponsored from a member of the tribe and service to the Horse people.
Sniper Requirements: Dexterity 13 or Higher and proficiency with a specific ranged weapon
You mastered the art of taking your time for a shot, making it land where it does more damage. You gain the following benefits: 1. As a bonus action, you choose either to receive disadvantage on you next ranged attack, or to reduce your speed to 0 if you have not moved yet. Roll the weapon damage dice twice for the next ranged weapon attack you make this turn. If you have the Extra Attack class feature and it would apply for that attack, you instead make one attack, and you roll the weapon damage dice a number of times equal to the number of attacks that would be made with Extra Attack. 2. When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position. 3. Snap shot. You may ready your weapon in cover (not prone), attack, and then return to that cover in 1 action (e.g. crouch behind a table, stand, shoot, and return to behind the table). However, your opponents may "Ready" and then "React" to you popping up for a shot. Trainers: Megan Genessee, Queen's Own Rangers, patrolling and mapping area between the Iron Hills and Derry River. Training time: 1 week scattered over 1 month plus 3 weeks of practice. Cost: Negotiable. Note: She also is very knowledgeable about Orcs and Hobgoblins. OR James Willis, Brickhill guard captain, Brickhill. Training time: Same. Cost: 100 gp. Note: You must choose 1 specific weapon for this skill - both trainers specialize in longbow.
Spellflair Can Cast Spells in that school of magic.
You are particularly adept in a specific school of magic. Choose one of the following schools of magic: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Transmutation or Necromancy. Spells you cast from this school gain the following benefits: 1. You gain a +1 bonus to spell attack rolls you make, and to the spell saving throw DC with spells you cast from this school. 2. You have advantage on Constitution saving throws you make to maintain a spell from this school. 3. When you cast a spell from this school, you can choose to cast it one spell level higher than normal, without having to increase the spell slot level accordingly. You cannot cast a spell at a higher level than you have spell slots. You cannot use this feature again until you take a long rest. Trainers: Need a priest or priestess of the Lord of Knowledge/Lady of Learning at the level of Bishop or higher. Almost all of them are in Caraway, the capital. During late Mehefin and early Gorfennaf, the High Priestess Bearager will be at the Forks and will then travel to Jordan's Ferry and possibly Addington. Training time: Varies. Cost: ? It's possible she is too busy to teach someone, unless she had a very good reason.......
Stylized Combatant Requirements: Proficiency with the weapon/shield/armour affected by the fighting style.
You learn one fighting style of your choice from the list available to the fighter class. You can’t take a Fighting Style option more than once, even if you later get to choose again.
You can select this feat multiple times. Trainers: Varies - drill sargent at any Anglesey fort/training center. Training time: 1 month. Cost: None while on duty.
Warded
You have a magical barrier of vitality that keeps you up on your feet. You gain the following benefits:
1. Whenever you finish a short or long rest, you gain temporary hit points equal to your character level plus the ability modifier of the chosen ability. 2. You have Advantage on all Constitution saving throws. Trainer: Bishop Thomas Allimar, Lord of Health and Lady of Healing. He will be travelling from Caraway to the Apian Monastery (Shrine of Health and Wellness) in the first week of Gorffennaf. Training time: 2 weeks. Cost: Negotiable. The Bishop is there to restore the Shrine and turn the area back to a center of health and healing (and teaching about it).
Actor - This feat has three different components. First, you assume a generic role rather than imitating a specific individual (a noble in a large kingdom rather than Lord Ian Silverfish of the Duchy of Seaside). Your training as an actor allows you to: mimic the speech of another person or the sounds made by other creatures (provided the sound can be humanly made), adopt their mannerisms, and use make up to alter your appearance to fit the role. The DM sets the DC level and gives you an approximate idea of how difficult it will be to pull the role off (low for a role that requires little to no change and/or a lack of close observation to high for a role requiring great change and/or close inspection, etc.). Bonuses and penalties are also assigned for how familiar the character is with the target and his ‘audience’. Finally, the DM rolls and checks versus your Charisma (Deception) or Charisma (Performance). Note: On a substantial but not critical fail, the DM rolls against your party’s IQ to give them a chance to notice your failure (only if they are familiar with the target as well). You may then make one more attempt after 1 hour of practice to better your role. Second, you may assume a specific role. The DM will assign bonuses and penalties based on what you are attempting to do and inform you approximately how difficult it should be. (You tell the DM that you will pretend to be Lord Ian Silverfish to bluff your way past the newly hired guards and you have spent considerable time with Lord Silverfish = -2 to the guards, +4 to you….). You then contest your Charisma (Deception) versus the target's Wisdom (Insight). However, on a critical fail by you, the target sees through your disguise and has initiative. On a critical success by the target, he/she/they will see through your disguise and you are sure they have been fooled….. Note: You may have to make subsequent checks based on new bonuses and penalties if circumstances change (if you unexpectedly run into Lady Silverfish who has been married to the Lord for over 20 years.....). Third, you may use this skill (based on your Charisma), to see through other people/creatures attempting to pretend to be someone/something else. This is a straight contest of the two skills with bonuses and penalties assigned by the DM. The DM rolls secretly for both ‘actors’. If you succeed by “1”, you notice the disguise, by “2” you have initiative, by “3” or more and your opponent is convinced he/she has fooled you completely..... Trainers: John and David Williams of Starlight Theater Company which tours the Iron Dukes' territory plus Addington and Clothall in the Debatable Lands. Training time: intense month and cost is 75-100 gp.
Cheap Caster
You start learning how to cast spells that require simple material components without the need of them. You can cast any spell that require material components that is equal to or less than 50 gp without the need to use such materials. For example, if you are a 3rd-level wizard, you have continual flame spell which require material components which worth 50 gp. Upon taking this feat, you can cast this spell without needing consume such materials. Trainer: Stephen the Wanderer, Somewhere in the Debatable Lands - check near ruins. Training time: 1d20 - intelligence modifier days (must be at least 1 day). Cost: Negotiable but remember Stephen is most interested in reclaiming "lost" magic.
Great Weapon Master
You’ve learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes: 1. On your turn when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action. 2. Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage. Trainers: Captain Federa, transferred from Morford to Jordan's Ferry late Mehefin. Trains in Greatsword/2 handed sword. Training time: 1 month of intense training. Cost: Negotiable. OR Jordan Berdin, forester in Baldock. Trains in Greataxe/2 handed axe. Training time: Intense 3 weeks. Cost: 75 gp. OR Morley Yardin, miner and guard at Ironguard. Trains in Greatsword/2 handed sword. Training time: 1 month of intense training. Cost: 120 gp.
Rodeo Expert
You are skilled at spinning, twirling, and throwing ropes and whips to capture and restrain creatures. You gain the following benefits: 1. You can attempt to grapple a creature with rope instead of a free hand. When you do this, you may make a Dexterity (Acrobatics) check instead the usual Strength (Athletics) check, contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check. 2. When you hit a creature no more than one size larger than you with a whip, you can use a bonus action to grapple the creature automatically and pull the creature up to 5 feet closer to you. The grapple ends at the beginning of your next turn or if you release the whip. You cannot use the whip until the grapple ends. 3. Using a rope with two hands, you can attempt to grapple a creature up to 20 feet away. As a bonus action, you can pull a creature grappled in this way up to 10 feet closer to you. The grapple ends if you release the rope or if it is broken. 4. Using a rope with two hands, you can attempt to restrain a prone creature within 5 feet that is no more than one size larger than you by making a grapple check. On a success, the creature is restrained. Trainers: Dana the Limber of Starlight Theater Company that tours the Iron Dukes' territory plus Addington and Clothall in the Debatable Lands. Training time: 14 days scattered over 1 month and cost is 100 g.p. OR Orin Swiftmane of the Horse people whose people are moving from north-west Anglesey kingdom to the Iron Hills (in late Mehefin). Training time: intense month BUT will also include instruction in horsemanship and introduction to mounted archery. Cost: Cannot be bought, must be sponsored from a member of the tribe and service to the Horse people.
Sniper Requirements: Dexterity 13 or Higher and proficiency with a specific ranged weapon
You mastered the art of taking your time for a shot, making it land where it does more damage. You gain the following benefits: 1. As a bonus action, you choose either to receive disadvantage on you next ranged attack, or to reduce your speed to 0 if you have not moved yet. Roll the weapon damage dice twice for the next ranged weapon attack you make this turn. If you have the Extra Attack class feature and it would apply for that attack, you instead make one attack, and you roll the weapon damage dice a number of times equal to the number of attacks that would be made with Extra Attack. 2. When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position. 3. Snap shot. You may ready your weapon in cover (not prone), attack, and then return to that cover in 1 action (e.g. crouch behind a table, stand, shoot, and return to behind the table). However, your opponents may "Ready" and then "React" to you popping up for a shot. Trainers: Megan Genessee, Queen's Own Rangers, patrolling and mapping area between the Iron Hills and Derry River. Training time: 1 week scattered over 1 month plus 3 weeks of practice. Cost: Negotiable. Note: She also is very knowledgeable about Orcs and Hobgoblins. OR James Willis, Brickhill guard captain, Brickhill. Training time: Same. Cost: 100 gp. Note: You must choose 1 specific weapon for this skill - both trainers specialize in longbow.
Spellflair Can Cast Spells in that school of magic.
You are particularly adept in a specific school of magic. Choose one of the following schools of magic: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Transmutation or Necromancy. Spells you cast from this school gain the following benefits: 1. You gain a +1 bonus to spell attack rolls you make, and to the spell saving throw DC with spells you cast from this school. 2. You have advantage on Constitution saving throws you make to maintain a spell from this school. 3. When you cast a spell from this school, you can choose to cast it one spell level higher than normal, without having to increase the spell slot level accordingly. You cannot cast a spell at a higher level than you have spell slots. You cannot use this feature again until you take a long rest. Trainers: Need a priest or priestess of the Lord of Knowledge/Lady of Learning at the level of Bishop or higher. Almost all of them are in Caraway, the capital. During late Mehefin and early Gorfennaf, the High Priestess Bearager will be at the Forks and will then travel to Jordan's Ferry and possibly Addington. Training time: Varies. Cost: ? It's possible she is too busy to teach someone, unless she had a very good reason.......
Stylized Combatant Requirements: Proficiency with the weapon/shield/armour affected by the fighting style.
You learn one fighting style of your choice from the list available to the fighter class. You can’t take a Fighting Style option more than once, even if you later get to choose again.
You can select this feat multiple times. Trainers: Varies - drill sargent at any Anglesey fort/training center. Training time: 1 month. Cost: None while on duty.
Warded
You have a magical barrier of vitality that keeps you up on your feet. You gain the following benefits:
1. Whenever you finish a short or long rest, you gain temporary hit points equal to your character level plus the ability modifier of the chosen ability. 2. You have Advantage on all Constitution saving throws. Trainer: Bishop Thomas Allimar, Lord of Health and Lady of Healing. He will be travelling from Caraway to the Apian Monastery (Shrine of Health and Wellness) in the first week of Gorffennaf. Training time: 2 weeks. Cost: Negotiable. The Bishop is there to restore the Shrine and turn the area back to a center of health and healing (and teaching about it).