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Mark of the Fallen

You bear a visible mark of one of the titans, whether due to a willing act of worship or through exposure to primal energies. Bearing the mark of a titan generally carries significant negative social stigma.

You are considered to be titanspawn for any spell, class feature, or effect that specifically targets or affects titanspawn.

Choose one of the mark effects described below.

  1. Increase your Constitution score by 1, to a maximum of 20. You have advantage on all saving throws against disease and being poisoned. When you are cured of a disease, you can choose to remain a carrier and spread the disease as if you still had it.
  2. Increase your Wisdom score by 1, to a maximum of 20. You gain advantage on all Wisdom (Animal Handling) checks related to beasts, and beasts have disadvantage on saving throws against druid and ranger spells you cast.
  3. Increase your Constitution score by 1, to a maximum of 20. Each day you go without food counts as only half a day when determining the effects of food deprivation. If you eat at least two pounds of food during a long rest, you regain all of your Hit Dice rather than half.
  4. Increase your Intelligence score by 1, to a maximum of 20. You gain proficiency with smith’s tools. When you craft a weapon, you can forge a bond between you and the weapon. You can’t be disarmed of that weapon, and it is considered magical. You can be bonded to only one weapon at a time.
  5. Increase your Charisma score by 1, to a maximum of 20. You can’t be blinded or deafened by spells or magic.
  6. Increase your Constitution score by 1, to a maximum of 20. You have advantage on saving throws against exhaustion, and you are immune to the poisoned condition.
  7. Increase your Dexterity score by 1, to a maximum of 20. Whenever you succeed on a Wisdom (Survival) check to track a creature, you have advantage on Dexterity (Stealth) checks to remain hidden from it. This benefit ends if you attack the creature. You have advantage on the first weapon attack roll you make against the tracked creature.
  8. Increase your Strength score by 1, to a maximum of 20. You have advantage on ability checks and saving throws against effects that would force you to move. At the start of your turn, you can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against you have advantage until the start of your next turn.
  9. Increase your Dexterity score by 1, to a maximum of 20. You have resistance to lightning and thunder damage.
  10. Increase your Intelligence score by 1, to a maximum of 20. You can become attuned to one additional magic item. When you are the only creature targeted by a spell, you can use your reaction to gain advantage on your saving throw against that spell.
  11. Increase your Charisma score by 1, to a maximum of 20. You have advantage on saving throws against being charmed. In addition, you can use your action to hypnotize a target within 30 feet that can see you. The target must make a Wisdom saving throw (DC 8 + your proficiency modifier + your Charisma modifier). On a failed save, the target is charmed by you. While it is charmed, the target’s speed is reduced to 0. The target can make a new saving throw at the end of each of its turns. The effect ends once the target makes a saving throw, the target can’t see you, or the target isn’t charmed by you anymore. Once you use this ability, you must finish a short or long rest before you can use it again.
  12. Increase your Strength score by 1, to a maximum of 20. You gain resistance to fire and radiant damage.
  13. Increase your Dexterity score by 1, to a maximum of 20. When you take the Dash action, you gain a fly speed equal to your base speed until the start of your next turn. You must concentrate to maintain this flight, as if you were concentrating on a spell. If you lose your concentration or fail to take the Dash action at the start of your next turn, you fall.
Section 15: Copyright Notice

Scarred Lands Player’s Guide © 2016 Onyx Path Publishing Authors: Bill Ashbless, Jason Bolte, Chris Cowger, Adam Eichelberger, Alain Giorla, Nathan Knaack, Chris Sims, Eddy Webb