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Feats!
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Terran Empire Publishing
Feats!
By: Robert Buckley
Compatible for
New Feat Tables - Pg 5
Feat Descriptions - Pg 9
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Name Prerequisite Benefit
Arcane Defense Spellcaster level 4 or above Advantage on saving throws
against 1 arcane school.
Back to Back (TW) – +3 AC when flanked if adjacent ally
also has the feat.
Bleeding Critical Proficiency +4 or higher, slashing or 3d8 damage on round following
piercing weapon critical strike.
Blind-Fighter – No penalty in combat for being
blinded.
Catch Off Guard – +3 attack when using an
improvised weapon.
Chokehold Grappler, Str 15+ Use Action to deliver a chokehold.
Combat Feint Proficiency +2 or higher, Cha 13+ Target loses Dex bonus to AC on
failed save.
Combat Mobility Proficiency +4 or higher, Dex 14+ No longer subject to opportunity
attacks.
Combat Stomp Medium size or larger, Dex 14+, Str Use reaction to make melee attack
14+ on prone target.
+3 bonus to resist blinded,
deafened, incapacitated,
Condition Resistance (SF) Con 15+
paralyzed, petrified, poisoned, and
stunned condition.
+1 AC for every ally within 20 feet
Coordinated Defense (TW) – who also has the feat (Max +5 AC).
Immune to opportunity attacks if
Coordinated Maneuvers (TW) – adjacent to ally who also has feat.
Crippling Critical Proficiency +4 or higher Target gets -15 feet penalty to
movement on failed save.
Use reaction to lessen the damage
Critical Defense Proficiency +5 or higher taken on a critical strike.
Critical Focus Proficiency +4 or higher Score criticals on roll of 19 or 20
Critical Mastery Critical Focus, proficiency +5 or Score criticals on roll of 18, 19, or
higher 20.
Critical Sunder Proficiency +4 or higher, Str 15+ Target loses AC on a failed save.
Deadly Aim Proficiency +3 or higher, Dex 15+ Subtract Dex modifier on attack,
double Dex modifier on damage.
Deadly on the Ground Proficiency +3 or higher No penalty on attacks when prone.
TW = Teamwork Feat SF = Starting Feat
Name Prerequisite Benefit
Deceitful (SF) Cha 14+ Advantage on Deception and
Persuasion
Deep Well Fighter level 4 or higher Add Con modifier to Second Wind
feature, +1 to resist exhaustion
Add ½ proficiency (rounded down)
Defensive Combat – to AC for round. Subtract amount
to any attack roll.
Defensive Drills Proficiency +4 or higher +3 AC against one damage type
(bludgeoning, piercing, slashing).
Deft Hands (SF) Dex 14+ Proficiency in Sleight of Hand,
advantage on skill check
Devastating Sneak Attacks Rogue level 4 or higher Add proficiency and Str modifier to
Sneak Attack damage.
Difficult Charmer (SF) Wis 14+ Gain +4 to resist charm and
compulsion magic.
Difficult to Pin (SF) Small size, Dex 13+ Gain +4 to resist the grappled
condition.
Distracting Maneuver Proficiency +3 or higher Target cannot make opportunity
attacks on a failed save.
Divine Conduit Cleric level 4 or higher +1 use of Channel Divinity feature,
choose one level 1 domain spell to
now cast at will.
Divine Healer Paladin level 4 or higher Add proficiency, Cha modifier, and
Wis modifier to healing pool.
Duck and Cover (TW) – +3 to Dex saving throws when
adjacent to ally who also has the
feat.
Substitute energy type (acid, fire,
Spell casting ability modifier +3 or cold, thunder, lightning, necrotic,
Energy Substitution
higher psychic, force, radiant) in spell for
another.
Exhausting Critical Proficiency +4 or higher Target gains 1 level of exhaustion
on a failed save.
Expanded Arcana Spell casting ability modifier +3 or Substitute one spell per spell level
higher, proficiency +4 or higher for one spell of equal level from a
different spell list.
Extra Attunement Proficiency +5 or higher Attune yourself to 1 more magical
item.
Extra Spell Slot Spell casting ability modifier +3 or Gain 1 extra spell slot
higher
Increase range increment of ranged
Far Shot weapons by 10 feet per Dex
–
modifier.
Fast Healer (SF) Con 14+ Double your Con modifier when
gaining hit points on a short rest.
TW = Teamwork Feat SF = Starting Feat
Name Prerequisite Benefit
Favored Enemy Awareness Ranger level 4 or higher Add favored enemies to Primeval
Awareness
+1 melee attack for every ally
Gang Up (TW) – within 20 feet who also has the
feat (Max +5).
Greater Innate Spell Innate Spell, spellcasting ability Cast one 2nd level spell you know
modifier +5 or higher at will.
Healthy Body (SF) Con 14+ Advantage on Con saving throws,
+1 HP per HD per level.
Heavy Weapon Training (SF) Small size, Str 14+ Wield heavy weapons with no
penalty.
Honing Shot Proficiency +4 or higher Allies gain +2 to next ranged attack
on same target after you
successfully hit with ranged attack.
Innate Spell Spellcasting ability modifier +4 or Cast one 1st level spell you know at
higher will.
Increased Arcane Recovery Wizard level 4 or higher Add proficiency to spell slots
gained with Arcane Recovery.
Increased Invocations Warlock level 4 or higher +1 Invocations, lower prerequisite
level for invocations by 1.
Increased Rage Barbarian level 4 or higher +1 Rage, +2 rage damage.
Intensified Spell Spellcasting ability modifier +4 or One spell is cast at its highest
higher possible duration, damage, radius.
Gain resistance to poison and
Iron Guts (SF) Con 14+ advantage against the poisoned
condidtion.
Ironhide (SF) Dragonborn, half-orc, dwarf +2 bonus to AC
Advantage on initiative rolls if your
Lighting Reflexes (SF) Dex 14+ Dex modifier is higher than at least
2 other combat participents.
Bard inspirations last 20 minutes.
Lingering Inspirations Bard level 4 or higher
Long Distance Runner Sprinter, Con 14+, Dex 14+ +20 base movement speed, +2 to
saving throws to resist exhaustion
from running.
Overhand Strike Str 14+, Dex 12+ Double ability score modifier when
using a weapon 2-handed.
Overflowing Font Sorcerer level 4 or higher Add proficiency to Font of Magic
feature.
Use bonus action to make one
Parting Shot Dex 14+ ranged weapon attack while
Disengaging.
TW = Teamwork Feat SF = Starting Feat
Name Prerequisite Benefit
Quick Recovery (SF) Con 15+ Remove 1 level of exhaustion with
short rest.
Quick Reflexes Dex 14+ Advantage on Dex (Acrobatics) and
Dex saving throws.
Rapid Reload Proficiency +3 or higher, Dex 14+ Use full Attacks with weapons that
have the Loading property.
+4 Dex skill checks when on the
Sea Legs (SF) – deck of a ship on water. Advantage
on Str checks to climb rigging or
swim.
Shield Focus Proficiency with shields +2 bonus to AC when using non-
magical shield.
Skill Focus Proficiency +3 or higher Double proficiency bonus with one
skill you are proficient in.
Skilled Driver Dex 12+, Int 12+ +4 to any roll made while driving a
vehicle you are proficient in.
Spell Focus Spellcasting ability modifier +2 or +1 DC and +1 to hit with spells
higher from chosen arcane school.
Spell Penetration Spellcasting ability modifier +4 or Saves against your spells are made
higher at a disadvantage.
Sprinter (SF) Con 12+, Dex 12+ +10 base movement speed.
Stealthy Dex 14+, proficient in Stealth Advantage on Stealth checks, -4
Perception to notice you.
Strike Back Proficiency +5 or higher Use reaction to make 1 melee
attack against opponent when hit
with a melee attack.
Swinging Defense Proficiency +3 or higher, Str 14+ Add ½ proficiency (rounded down)
to AC for 1 round after successful
with attack with 2-hand weapon.
+1 attack with weapons with
Throwing Weapon Specialist Dex 14+ Throw property. Increase range
increments by 10 feet each.
+2 Dex (Acrobatics) checks when
Tumble (SF) Dex 14+ moving through opponent's
square.
Weapon Finesse Proficiency +3 or higher +1 attack with weapons that have
the Finesse property.
Weapon Focus Proficiency +5 or higher +2 on attack rolls when using
chosen weapon.
Weapon Specialization Weapon Focus Advantage with weapon
TW = Teamwork Feat SF = Starting Feat
Teamwork Feats
Teamwork feats only work in conjunction with other friendly creatures who are nearby and
also have the same feat. If there is no friendly creature near you with the same feat, you gain no
benefit from it.
Starting Feats (Optional)
When a player creates a new character (starting at level 1), they can choose not to apply their
race’s ability score modifications and instead take any one Starting Feat that they qualify for. Feats
labeled as “Starting Feats” can still be taken at a later time, if you desire.
New Feats
Arcane Defense
Prerequisite - Spellcaster level 4 or above
You gain advantage on saving throws against one school of magic that you choose when first taking
this feat. You can obtain this feat multiple times, each time corresponding to a different school of
magic.
Back to Back (Teamwork)
You gain +3 to your AC when flanked by an opponent and you are adjacent to a friendly creature with
this feat.
Bleeding Critical
Prerequisite - Proficiency bonus +4 or higher
Whenever you score a critical hit with a slashing or piercing weapon, your opponent takes 2d8 points
of bleed damage on their turn each round in addition to the damage dealt by the critical hit. Bleed
damage can be stopped by an Intelligence (Medicine) skill check or through any magical healing. The
effects of this feat stack.
Blind-Fighter
You do not suffer disadvantage on attack rolls if you are blinded and creatures do not gain advantage
to their attack rolls against you while you are blinded.
Catch Off Guard
You gain a +3 bonus to your attack roll when using an improvised weapon.
Chokehold
Prerequisite - Grappler, Strength 15 or higher
You can now apply a chokehold to any creature that you have successfully grappled. You can use your
action while grappling to force a Constitution saving throw against a DC equal to 8 + your proficiency
+ your Strength modifier. On a failed save, the creature is considered unconscious for a number of
rounds equal to 1 + your Strength modifier.
Combat Feint
Prerequisite - Proficiency bonus +2 or higher, Charisma 13 or higher
You can use your bonus action to force a creature you are in melee combat with to make a Dexterity
saving throw against a DC equal to 8 + your proficiency + your Charisma bonus. On a failed save, the
creature loses any Dexterity bonus to their AC for 1 round, if they had any.
Combat Mobility
Prerequisite - Proficiency bonus +4 or higher, Dexterity 14 or higher
You no longer provoke opportunity attacks when you move out of range without first using the
Disengage action.
Combat Stomp
Prerequisite - Medium size or larger, Dexterity 14 or higher, Strength 14 or higher
You can use your reaction to make one melee attack with your foot against any creature who is
considered prone and within 5 feet of you. This is considered a melee weapon attack, using either
your Dexterity or Strength modifier for the attack roll and damage. The damage is 1d6 for Medium
creatures, and an additional 1d6 for each size category above medium.
Condition Resistance
Prerequisite - Constitution 15 or higher
You gain a +3 bonus to resist the following conditions: blinded, deafened, incapacitated, paralyzed,
petrified, poisoned, stunned
Coordinated Defense (Teamwork)
You gain +1 AC for every friendly creature within 20 feet of you who also possesses this feat
(Maximum of +5). You gain no advantage from this feat if there are no friendly creatures who also
possess this feat within 20 feet of you.
Coordinated Maneuvers (Teamwork)
You are immune to opportunity attacks when adjacent to a friendly creature who also possesses this
feat.
Crippling Critical
Prerequisite - Proficiency +4 or higher
Your critical strikes force your target to make a Dexterity saving throw against a DC equal to 8 + your
proficiency + your Ability Score Modifier used with the critical strike. On a failed save, the creature
suffers -15 feet to its base movement speed for 1 minute.
Critical Defense
Prerequisite - Proficiency +5 or higher
If you are the recipient of a critical strike, you may use your reaction to lessen the amount of damage
taken. You subtract an amount equal to your proficiency bonus + your Constitution modifier + your
Dexterity modifier from the final total amount of damage the critical strike deals to you. It is possible
to receive no damage from a critical strike if you possess this feat.
Critical Focus
Prerequisite - Proficiency +4 or higher
You now score a critical strike any time you roll a natural 19 or 20.
Critical Mastery
Prerequisite - Critical Focus, Proficiency +5 or higher
You now score a critical strike any time your roll a natural 18, 19, or 20.
Critical Sunder
Prerequisite - Proficiency +4 or higher, Strength 15 or higher
When you score a critical strike, you can force your opponent to make a Dexterity saving throw
against a DC equal to 8 + your proficiency bonus + your Strength modifier. On a failed save, you
sunder their armor and they suffer a penalty to their AC equal to your Strength modifier for 1 minute.
Deadly Aim
Prerequisite - Proficiency +3 or higher, Dexterity 15 or higher
Any time you make a ranged weapon attack, you may do so without adding your proficiency bonus. If
you are successful, you add your proficiency bonus and double your Dexterity modifier to the
damage.
Deadly on the Ground
Prerequisite - Proficiency +3 or higher
You no longer suffer disadvantage to attack rolls while you are prone.
Deceitful
Prerequisite - Charisma 14 or higher, Proficient in Deception and Persuasion
You gain advantage on Charisma (Deception) and Charisma (Persuasion) skill checks. Creatures suffer
a -4 penalty on Wisdom (Insight) skill checks to determine if you are telling the truth or what your
intentions might be.
Deep Well
Prerequisite - Fighter level 4 or higher
You add your Constitution modifier, if any, to the amount of hit points you recover from you Second
Wind feature. You also gain +1 to Constitution saving throws to resist exhaustion.
Defensive Combat
You may choose to subtract a number of points equal to ½ of your proficiency (rounded down) and
add them to your AC for 1 round. The amount you choose is not available to add to any attack rolls.
Defensive Drills
Prerequisite - Proficiency +4 or higher
You gain +2 AC against one weapon damage type (bludgeoning, piercing, slashing), chosen at the time
you take this feat.
Deft Hands
Prerequisite - Dexterity 14 or higher
You gain proficiency in Dexterity (Sleight of Hand) if you do not already possess it and gain advantage
on Dexterity (Sleight of Hand) skill checks.
Devastating Sneak Attacks
Prerequisite - Rogue level 4 or higher
You add your proficiency bonus + your Strength modifier, if any, to the damage done by your Sneak
Attacks.
Difficult Charmer
Prerequisite - Wisdom 14 or higher
You gain +4 to any saving throw to resist charm and compulsion magic.
Difficult to Pin
Prerequisite - Small size, Dexterity 13 or higher
You gain +4 to resist the grappled condition.
Distracting Maneuver
Prerequisite - Proficiency +3 or higher
You are able to use your action to distract a creature within 10 feet and force it to make a Wisdom
save vs a DC equal to 8 + your proficiency + your Charisma modifier. On a failed save, the creature is
unable to perform opportunity attacks for a number of rounds equal to your Charisma modifier.
Divine Conduit
Prerequisite - Cleric level 4 or higher
You gain 1 more use of your Channel Divinity feature and you are able to cast one 1st level domain
spell of your choice at will. Once the choice of spell is made, it cannot be changed.
Divine Healer
Prerequisite - Paladin level 4 or higher
You are able to add your proficiency bonus + your Charisma modifier + your Wisdom modifier, if any,
to the well of healing available to you when using Lay on Hands.
Duck and Cover (Teamwork)
You gain +3 to Dexterity saving throws when you are adjacent to a friendly creature who also
possesses this feat.
Energy Substitution
Prerequisite - Spellcasting ability modifier +3 or higher
You are able to substitute the energy type of a spell you cast (acid, fire, cold, thunder, lightning,
necrotic, psychic, force, radiant). For example, you can cast a fireball that deals cold damage or a cone
of cold that deals necrotic damage. The amount of damage does not change, only the manner in
which the damage is conveyed. Some energy types, like fire, can have other effects such as igniting
flammables. These energy types retain their secondary properties.
Exhausting Critical
Prerequisite - Proficiency +4 or higher
When you succeed in a critical strike, you can force your target to make a Constitution saving throw
against a DC equal to 8 + your proficiency + your Strength modifier. On a failed save, the creature
takes one level of exhaustion in addition to the damage of your critical strike.
Expanded Arcana
Prerequisite - Spellcasting ability modifier +3 or higher, proficiency 4 or higher
You are able to substitute one spell per spell level for a spell of equal level from a spell list that is not
your own. For example, a choice of 1st level spell for a Wizard could have one drawn, instead, from
the Cleric spell list. You cast this spell as your class would typically cast any of their normal spells. You
cannot use this feat to substitute any spell of 5th level or higher.
Extra Attunement
Prerequisite - Proficiency +5 or higher
You can attune yourself to 1 more piece of magical equipment beyond the limit of what you would
normally be allowed.
Extra Spell Slot
Prerequisite - Spell casting ability modifier +3 or higher
You gain 1 extra spell slot in your daily allotment, chosen from a spell level you can cast at the time
you choose this feat. You may choose this feat multiple times, however, you may only have 1 extra
spell slot per spell level at any time.
Far Shot
You extend the range increment of ranged weapons by 10 feet per Dexterity modifier you possess.
You also suffer no penalty for shooting beyond your weapon’s normal range.
Fast Healer
Prerequisite - Constitution 14 or higher
You double your Constitution bonus when calculating hit points recovered during a short rest.
Favored Enemy Awareness
Prerequisite - Ranger level 4 or higher
You are able to add your favored enemies to the list of creatures you are able to sense when using
your Primeval Awareness feature. You are able to discern the number and general direction (N, S, E,
W) of your favored enemy within the allowable distance of the feature.
Gang Up (Teamwork)
You gain a +1 to melee attack rolls for every friendly creature within 20 feet of you that also possesses
this feat (Maximum +5).
Greater Innate Spell
Prerequisite - Innate Spell, spell casting ability modifier +5 or higher
You can choose any spell you know of 2nd level and cast it at its lowest level without needing to
expend a spell slot.
Healthy Body
Prerequisite - Constitution 14 or higher
You gain advantage on Constitution saving throws and +1 hit points added to your total hit points
every level.
Heavy Weapon Training
Prerequisite - Small size, Strength 14 or higher
You can wield weapons that have the heavy property with no disadvantage.
Honing Shot
Prerequisite - Proficiency +4 or higher
When you are successful with a ranged weapon attack, any friendly creature within 30 feet of your
position gains +2 to their next ranged weapon attack against the same target. They cannot benefit
from the bonus more than once per turn.
Increased Arcane Recovery
Prerequisite - Wizard level 4 or higher
You add your proficiency bonus to the amount of spell slots you regain when you using your Arcane
Recovery feature.
Increased Invocations
Prerequisite - Warlock level 4 or higher
You gain 1 more Invocation, and the level of any prerequisite to use any invocations is lowered by 1.
Increased Rage
Prerequisite - Barbarian level 4 or higher
You gain 1 additional Rage. You gain a +2 bonus to your Rage damage.
Innate Spell
Prerequisite - Spellcasting ability modifier +4 or higher
You can choose any spell you know of 1st level and cast it now at its lowest level without the need of a
spell slot.
Intensified Spell
Prerequisite - Spellcasting ability modifier +4 or higher
You choose one spell you know of 3rd level or lower and cast it at its full power every time you cast it.
Every damage die rolls its maximum. Once you choose the spell, it cannot be changed. You may
choose this feat more than once, but it must apply to a different spell each time.
Iron Guts
Prerequisite - Constitution 14 or higher
You gain resistance to poison damage and advantage on any saving throw to resist the poisoned
condition.
Ironhide
Prerequisite - Dragonborn, dwarf, or half-orc
Your skin is naturally tougher than others, even members of your own race. You gain a +2 bonus to
your AC.
Lightning Reflexes
Prerequisite - Dexterity 14 or higher
You gain advantage on initiative rolls if you have a higher Dexterity modifier than at least two other
participants in the combat encounter.
Lingering Inspirations
Prerequisite - Bard level 4 or higher
Your bard inspiration dice last for 20 minutes instead of 10.
Long Distance Runner
Prerequisite - Sprinter, constitution 14 higher, dexterity 14 or higher
You gain +20 to your base movement speed. You also gain +2 to resist exhaustion due to running
great distances.
Overflowing Font
Prerequisite - Sorcerer level 4 or higher
You add your proficiency bonus to your total amount of Sorcery Points.
Overhand Strike
Prerequisite - Strength 14 or higher, dexterity 14 or higher
You can double your ability score modifier when using a two-handed weapon or a weapon with the
versatile property.
Parting Shot
Prerequisite - Dexterity 14 or higher
You can use your bonus action to make one ranged weapon attack without disadvantage, but with a
-2 penalty to the attack roll, after using your action to move away from combat, either with the
Disengage action or not.
Point Blank Shot
Prerequisite - Proficiency +3 or higher
You suffer no penalty for using a ranged weapon attack on a target within 5 feet.
Powerful Soul
Prerequisite - Monk level 4 or higher
You add your proficiency bonus plus your Wisdom modifier to your Ki pool.
Quick Recovery
Prerequisite - Constitution 15 or higher
You are able to remove one level of exhaustion with a short rest.
Quick Reflexes
Prerequisite - Dexterity 14 or higher
You gain advantage on Dexterity (Acrobatics) skill checks and Dexterity saving throws.
Rapid Reload
Prerequisite - Proficiency +3 or higher, Dexterity 14 or higher
You can use more than one Attack, if able, while using a weapon with the loading property.
Sea Legs
You gain +4 to Dexterity (Acrobatics) skill checks when you are on the deck of a ship that is on the
water. You gain advantage on Strength (Athletics) skill checks to swim and climb the rigging of a ship.
Shield Focus
Prerequisite - Proficient with shields
You gain a +2 bonus to AC when you are using a non-magical shield. You gain a +1 bonus to your AC if
you are using a magical shield.
Skill Focus
Prerequisite - Proficiency +3 or higher
You can double your proficiency bonus for one skill you are proficient in, chosen at the time you
choose this feat. You can choose this feat multiple times, each time it applies to a different skill.
Skilled Driver
Prerequisite - Dexterity 12 or higher, Intelligence 12 or higher
You gain +4 to any roll made when driving a vehicle that you are proficient at driving, including
mounts.
Spell Focus
Prerequisite - Spellcasting ability +2 or higher
You choose one arcane spell school and add +1 to the DC, as well as a +1 bonus to hit with spell
attacks, for spells of the chosen school. You can choose this feat more than once, but each time, it
must be applied to a different spell school.
Spell Penetration
Prerequisite - Spellcasting ability +4 or higher
You force saving throws against your spells to be made at a disadvantage.
Sprinter
Prerequisite - Constitution 12 or higher, Dexterity 12 or higher
You add +10 feet to your base movement speed.
Stealthy
Prerequisite - Dexterity 14 or higher, Proficient in Stealth
You gain advantage on any Dexterity (Stealth) skill checks and creatures suffer a -4 penalty to Wisdom
(Perception) checks to notice you while you are hiding or sneaking.
Strike Back
Prerequisite - Proficiency +5 or higher
When you are struck with a melee weapon attack, you may use your reaction to immediately strike
the creature that hit you with one melee weapon attack. You cannot benefit from this feat more than
once per round.
Swinging Defense
Prerequisite - Proficiency +3 or higher, Strength 14 or higher
You are able to add ½ of your proficiency bonus (rounded down) to your AC for 1 round after a
successful melee weapon attack using a two-handed weapon or a weapon with the versatile property
that was wielded two-handed.
Throwing Weapon Specialist
Prerequisite - Dexterity 14 or higher
You gain +1 to attack rolls with weapons that have the throw property. You also increase the each
range increment that you can throw a weapon with the throw property by 10 feet.
Tumble
Prerequisite - Dexterity 14 or higher, Proficient in Acrobatics
You gain +2 to Dexterity (Acrobatics) skill checks when you move through an opponent's square. On a
successful Dexterity (Acrobatics) skill check, you suffer no opportunity attack.
Weapon Finesse
Prerequisite - Proficiency +3 or higher
You gain +1 to attack and damage rolls with weapons that have the finesse property.
Weapon Focus
Prerequisite - Proficiency +5 or higher
You gain +2 on attack rolls when using a weapon you choose and are proficient with at the time you
take this feat. You can take this feat multiple times, but each time, it is applied to a different weapon.
Weapon Specialization
Prerequisite - Weapon Focus
You must choose a weapon that you have associated with the Weapon Focus feat. You now have
advantage on melee attack rolls when using that type of weapon.
Coming Soon! 2018!
Also available from Terran Empire
Publishing at drivethrurpg.com!
Terran Empire Publishing is proud Terran Empire Publishing is proud Terran Empire Publishing is proud
to present: The Blood Mage. This to present: The Blademage. This to present: The Hospitaller. This
new, 5th edition compatible class, new, 5th edition compatible class, new, 5th edition compatible class,
is a fresh and unique take on a blends martial and arcane combines divine and martial
genre classic. Some of the new concepts like never before! Some abilities like never before. Some of
abilities include Blood Component, of the new abilities include Arcane the new abilities include Trauma
Sanguine Reserve, Scarification, Training, Blade Attunement, Sense, Restoring Touch, Radiant
Coagulate, and Blood Puppet. Arcane Recovery, and more! The Shield, and Second Chance. Four
Three new spells (Blood Biography, 16 page PDF also includes 3 new new spells (Fluid Movement,
Bloody Rend, and Suffocate) and arcane spells: Evolve, Haunted Heroic Surge, Life Shield, and
one new monster (Summoned Steps, and Scream. Radiant Burst) are also included!
Blood Ooze) are also included.
Terran Empire Publishing is proud to present: Magical Items, Volumes 1 - 3. Each volume has 10 + new and unique
magical items for GMs to add to their adventures and random treasure tables! Items such as the Darkstar Mace
(legendary!), War Pick of Armor Piercing, Armor of Daylight’s Embrace, Shield of Radiant Glory, Boots of Deception,
Evergreen Cloak, and many more!