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Specialist Training

Feat

DI RB · p.37

Open source p.37
Training

You're very, very good at something. Give it a name: this feat works Δ4 times per day, meaning you roll Δ4 after its use to see if you can still use it today (see risk dice rules, p. 48). Unless it's a really impressive feat (something mere mortals cannot attempt), a specialist's feat does not require an ability check.

Talk with the DM to establish what your feat does, especially if there is a mechanical advantage or if it breaks the rules in some way. Have this conversation at character creation, not the first time you use the feat in-game! Certain powerful feats can be counterbalanced with agreed upon disadvantages.

Some ideas:

  • Animal companion (who can scout out client aeries for you)
  • Battle rage (double damage on the next successful attack)
  • Fire breath ( damage but, on a 1–3, you catch fire)
  • Golden tongue (a person who hears you speak doesn't pay attention to anything else)
  • Dirty fighting (advantage on both attack and damage for your next combat move),
  • Regeneration (regain all your hit points)

Specialist training is the only way (other than maneuvers) to get advantage on combat rolls.