Living Aspect (5e Feat)
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Living Aspect (Feat)
Prerequisite: Below 5th level to begin.
A Living Aspect
You have been chosen, since the instant you were created, to embody one of the Aspects of The Mana. Though you are compelled to fulfill your purpose, the path you choose in life beyond that does not matter. A noble, a pauper, a valiant warrior, or a humble scholar - your power will manifest regardless of where life takes you.
Below are the details for each Living Aspect chain of feats, as well as their requirements and additional notes.
Aspect of Death
Yours is the Path of The Mana itself, the energy of the world. Aspects of Death have historically been the conduit between The Mana and the common people. They stand at the threshold of the afterlife, and the world around them comes to their aid - so long as they remain virtuous. It is your station to embody the virtue of Determination, and overcome the vice of Loss. Failure and death are part of life, and having the inner strength to push on is something you will never struggle with.
- At 4th level, you may select this feat to begin your training in this power. Once you select it, no other creature in the universe may have the same power so long as you live. During a short rest, you can cast the spell Augury with The Mana as the answering entity. She may offer a single word, or a short sentence as the GM decides.
- At 8th level, you must select this feat again. Your Wisdom score increases by 2, to a maximum of 20.
- At 12th level, you must select this feat again. You can cast Conjure Elemental once. The spell can only be cast at 5th level, even if you have higher level spell slots. If you lose concentration before the spell ends, the elemental collapses back into the stuff of its origin.
- At 16th level, you must choose this feat again. Your Wisdom score increases by 1, to a maximum of 20. During a short rest, you may call upon the world around you to answer your questions. You may ask five questions, and each time must ask something new. If the scene is a struggle, you may ask the blood spilled one question, such as "To whom do you belong." You might also ask the ground, "who has tread upon you." Each time, you receive a truthful answer, but with only as much detail as the GM decides, as perhaps the dirt only knows that soft shoes tread upon it and not to whom they belonged. The wind may witness a murder, but the wind travels swiftly and randomly. Furthrmore, this ability does not work on creatures, living or dead.
- At 19th level, you gain proficiency in Wisdom saving throws, if you did not already have it. You can call on The Mana to intervene if you are below half your hit point maximum. Imploring Her aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your character level, She intervenes as the GM determines.
Aspect of Water
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