In addition to the standard types of feats, Racial Feats and Starmoot Feats are introduced in the Castlemourn Campaign setting.

Racial Feats
The races of Umbrara have unique abilities, some of which are difficult to control. Racial feats represent the character’s learned discipline over a racial ability. Racial feats always have a racial prerequisite.

Starmoot Feats
Starmoot Feats represent a strong connection between the character and the constellation of his birth, which is determined by a conjunction of the wandering constellation Aumounel and one of Mournra’s nine fixed constellations. Mournans refer to constellations as nightlanterns and the combination of two constellations as a starmoot. These are described in detail in Chapter Three: Religion & Astrology. Unless stated otherwise, Starmoot Feats can be taken after first level..

Acute Senses [General]
Your acute senses allow you to detect creatures all around you, even in total darkness.
When attacking opponents with total concealment (including invisible opponents) within 25 feet, you do not suffer Disadvantage.

Blackel [Starmoot]
You were born under the sign of Blackel, the Anvil.
You gain History as a skill and gain +2 to your History check.

Brave Heart [General]
Prerequisite: Wis 13
Your courage and the strength of your convictions give you the ability to overcome impossible mental hardships and see through deceptions others cannot.
Benefit: You gain Advantage to any checks against fear-like effects.

Caladuth [Starmoot]
You were born under the sign of Caladuth, the Claws.
You can add your proficiency bonus to any disguise check without a Disguise kit and receive a +2 bonus on Disguise checks.
Oftentimes, children are not told they were born under this “ominous” sign.

Covenant with the Land [General]
Prerequisite: Wis 13
You have made a life-long commitment to assist the natural growth and vigor of your birthland.
Your natural ability to heal is increased when you are resting on or in a natural stone formation, including water- or wind-carved caves or tunnels or on exposed ground. Provided you take your long rest, you add your Wisdom modifier to Hit Dice for healing.
At least once per 10 days, you must tend the land in some way for half a day (planting seeds, tilling farmland, clearing weeds or dead trees, tending to sick or starving animals, and so on) or lose the benefits of this feat for the rest of the season.

Creature of the Land [General]
Prerequisites: Cha 14
Your birth land reacts to you, giving you the benefit of an Animal Companion as per the ranger class feature (PHB p. 93). The animal must be native to, and commonly associated with, your homeland, but it isn’t restricted from traveling elsewhere.
Special: No individual character may have more than one animal companion, no matter the source.

Crown Tongue Chant [General]
Prerequisite: Int 13
You have learned a few magical Crown Tongue phrases during your adventures.
You gain the ability to cast a limited number of cantrips. When you take this feat, you
can choose any two cantrips. You know these spells (they become your Crown Tongue spell list).
Special: This feat can be taken multiple times. Its effects stack.

Disciplined Aura [Thaele Racial]
Prerequisite: Thaele
You have learned to exercise some limited control over your accursed aura. As a bonus action, you can increase the radius of your accursed aura to 10 feet with a successful Will Save (DC 14). Likewise, you can attempt to temporarily suppress it with a slightly higher Concentration check (DC 16). The effect lasts for one round, until your concentration is broken, or you dismiss it. You can use this feat a number of times per day equal to your Wisdom modifier.

Durblade [Starmoot]
You were born under the sign of Durblade, the Fallen Warrior.
You gain Survival as class skills and gain a +2 bonus on Survival checks.

Falling [General]
You have learned the secrets of falling correctly.
So long as you are not wearing heavy armor or carrying a heavy load, you take half damage from falls of up to 100 feet. You take normal damage from falls of more than 100 feet.

Fist of the Gods [General]
Prerequisites: Wis 14
You have been blessed by the Seven with greater fighting prowess. You may make an additional melee attack at your highest attack bonus. You may use this ability a number of times per day equal to your Wisdom modifier.

Hero of the Land [General]
You have become a hero to the people of your birthland.
Intelligent creatures must make a Will save (DC equal 8 + proficiency bonus + your Charisma modifier) or be unwilling to attack you unless you initiate combat.
Additionally, you gain Advantage on all Persuasion and Intimidate checks while within your birthland.
You are often recognized and it is difficult to disguise yourself or go unnoticed.
Special: In order to gain this feat, you must have killed a foe of the land. This enemy could be an individual or a monster, but must have been a significant threat to a place or region, must have been actively terrorizing inhabitants there. You do not have to defeat the enemy in single combat, but the enemy must be killed or neutralized (placed in prison, banished, etc.) and your character must contributed in a significant way to the enemy’s downfall. The GM has final say over these requirements.

Inspiration [General]
Prerequisites: Wis 13, Cha 13
People around you are inspired to act after seeing your good works.
You can spend 10 minutes inspiring your companions, calling them to fight with all their skill and might. Those you inspire gain d4 bonus on attack rolls, skill checks, and saving throws so long as they remain within sight of you. This effect only functions while you are in full control of your own actions.
You may use this ability once per day or until you finish a long rest.

Spirit [Golaunt Racial]
You have developed an even greater relish for proving yourself against larger foes in combat.
You gain an additional use per day of your Relentless Endurance racial ability.

Intensified Immue [Elf racial]
You can cause your Immue to emit light.
With a successful Concentration check (DC 15), you can glow with your Immue projecting light for 5 feet and dim light for 10 feet.
You can maintain the increased radius or effect by concentration as if you were concentrating to maintain a spell. The effect ends if your concentration is
broken or when you release it. You may use this ability a number of times per day equal to your Charisma modifier.

Longfire Birthed [Starmoot]
Prerequisites: Born under the sign of your deity
Your birth was hailed and blessed by your god through the presence of a longfire.
When you stand in combat with those of your faith, you grant them a +1 morale bonus on all attacks and saving throws for a number of rounds equal to your Charisma modifier (minimum 1). You may use this ability a number of times per day equal to your Charisma modifier and can affect any number of allies within 30 feet of you.

Malavindor [Starmoot]
You were born under the sign of Malavindor, the Lost Chariot.
You gain Acrobatics as a class skill and gain a +2 bonus on Acrobatics checks

Orluth [Starmoot]
You were born under the sign of Orluth, the Blind Bird.
Benefit: You gain Medicine as class skill and gain a +2 bonus on Medicine checks.
Special: This feat can only be taken at character creation.

Paeragus [Starmoot]
You were born under the sign of Paeragus, the Watcher.
You gain History as a skill and gain a +2 bonus on History checks.

Primal Howl [General]
When you enter battle, you let out a terrifying howl that startles your opponents.
On the first round of any combat, as long as you can speak and your opponents can hear you, this howl forces your opponents to make a Will save Will save (DC equal 8 + proficiency bonus + your Charisma modifier). If they fail, they are Frightened for d4 rounds.

Purified [General]
Prerequisites: Cha 14, must have destroyed at least five kinds of undead
You have been noticed by the gods and blessed to hunt down the undead.
Benefit: You gain Advantage on all attack rolls, saving throws, and skill checks when fighting the undead.

Rauth [Starmoot]
You were born under the sign of Rauth, the Bloodboar.
You gain Intimidation as a skill and gain a +2 bonus on Intimidation checks.

Tactics [General]
You have studied the art of war and can use learned theory to give your companions an advantage on the battlefield.
You can convey strategy to your companions that will improve their initiative and ability to support their companions in battle.
If you have a minimum of one minute to plan and communicate regarding a battle plan, you and your companions gain the following benefits:
• Increase initiatives for up to five companions by +2 for the duration of the encounter.
• You and your companions reach for the Help Action in increased to 10 feet and the Help becomes a Bonus Action for the duration of the fight.
This feat does not work if you are ambushed or surprised.
Special: Your companions gain an additional +2 to initiative if they hail from the land of your birth.

Tree of Stars [Starmoot]
You were born under the sign of the Tree of Stars.
You gain Advantage on any saving throw you make against necrotic energy.

Viliyath ar [Starmoot]
You were born under the sign of Viliyathar, the Sky Dragon.
You gain Insight as a skill and gain a +2 bonus on Insight checks.


Castlemourn JimWayne