Features (Tales from Thedas)

Features are either taken at Character Creation for humans, in place of an Ability Score Increase at a level-up, or otherwise acquired during roleplay. All Features from base D&D 5E Player Handbook with the exception of Ritual Caster and Magic Initiate are also available in Tales from Thedas. The following simply lists Features unique to the system.

## Abomination

*Restrictions:* character is not a dwarf

Spirits are sometimes drawn to mortal hosts: you have become one of those hosts. The exact nature of your possession and your relationship with the spirit possessing you depends on the identity of that spirit. The exact mechanical effects of this feature are uncertain. Speak with your DM to figure out the details. For the sake of example, here is a link to how this feature has manifested in other characters:

* Spirit of Trust, Spectre of Guilt
* Mayhem, the Riot in the Soul

Some characteristics that would be common to all spirit-possessed characters:

* Advantage on Wisdom saving throws against further possession or demonic control
* Advantage on Insight checks against spirits or demons
* Vulnerability to Detect Magic and Banishment spells (you will be made visible by Detect Magic regardless of stealth)

## Enchanter Initiate

*Restrictions:* character must be a dwarf or Tranquil

You have taken the time to study the art of enchantment, following in the footsteps of runesmiths and arcanists before you. Working with raw lyrium is dangerous, so only those individuals with no connection to the Fade can work with it safely. Regardless, you have mastered two lesser runes (cantrips) and one 1st-level rune from the rune list, the latter of which you may cast once. Your spellcasting ability for this feature is Intelligence.

## Lyrium Addict

*Restrictions:* character is not a Templar nor a mage

You have become addicted to the consumption of Lyrium, but do not have any of the Templar training to help master it. As a result, you suffer similar but not identical weaknesses, with some of the benefits. For instance, once per rest, you are able to cast one of the following spells using the ingested lyrium in your blood:

* Detect Magic
* Cure Wounds
* Searing Smite

There are six stages of your lyrium addiction: **Full, Sated, Distracted, Craving, Desperate, Maddening.** You progress from one stage of your lyrium addiction every long rest, and suffer worse and worse effects as you continue.

Consuming a vial of lyrium restores you automatically to the **Full** stage, and you must find a way to regularly acquire lyrium. At the **Desperate** and **Maddening** stages, your body undergoes **lyrium withdrawal**. If you are able to survive two weeks of lyrium withdrawal, your addiction is broken, and you lose this feat.

#### **Stages of Lyrium Addiction**

* **Full -** Passive Perception +1, Initiative +1, Spell Save DC+1. You feel alert and empowered.
* **Sated -** No effects, you feel healthy and normal.
* **Distracted -** Passive Perception -1. You're a little bit distracted by your need for lyrium.
* **Craving -** Passive Perception -1, AC -1. Your addiction has begun to impede your ability to fight.
* **Desperate -** Passive Perception -1, AC -1. Every day you wake up Desperate, roll a WIS saving throw. On a fail, you are exhausted. Satisfying your addiction is now your number one priority.
* **Maddening -** Passive Perception -2, AC -2, You are exhausted, and suffer -1 to all ability scores. You would kill and eat anyone you know for a chance at getting some lyrium.

At **Desperate** and below, you no longer regenerate your spells. At the **Desperate** and **Maddening** stages, you gain the ability to detect the presence of any lyrium at a 60ft radius.

## Maleficar Initiate

*Restrictions:* character must be a mage

For reasons that are your own, you have resorted to the art of blood magic to gain magical power. You gain two cantrips from the Blood Mage spell list, as well as one 1st level spell and 1st level spell slot. You also gain one use of the Hemorrhage feature per long rest, as well as one Sacrifice power from the Sacrifice spell list. Your spellcasting ability for this feature is Wisdom.

You also gain the Temptation feature, and must make the corresponding Temptation saving throws for Hemorrhage and Sacrifice. On a turn in which a Temptation saving throw is made, the Maleficar Initiate can't be healed.

## Somniari

*Restrictions:* character must be a mage

Named after the Tevene word for "dreamer", Somniari are mages capable of entering the Fade at will, without need for blood magic or lyrium. As a Somniari, you may pass through the Veil in order to directly speak with spirits, or witness memories of the past.

Additionally, whenever you sleep during a long rest (or nap during a short rest) you are able to ask the spirits of the Fade to show you answers to questions you may have while you dream. You may ask three questions, for which you will dream of memories that will give you the answers you seek.

## Tainted

*Restrictions:* feature can only be taken after a failed CON saving throw against the Blight

Through exposure to the Blight, either through contact with a darkspawn or another tainted individual, you have contracted the Taint. You immediately suffer one level of exhaustion, and begin to suffer the following effects:

* Discolored spots of flesh appear all over your body, and your veins become swollen around the spots. The eyes appear sunken and the skin sallow.
* For every short or long rest make a saving throw of DC14, on a failure gain a level of Exhaustion. On success lose a level of exhaustion, until you reach the 5th level of exhaustion. At this point, the Taint becomes incurable and your character becomes a ghoul. Roll a WIS saving throw at DC 12, with a failure signaling that your psyche has been consumed by the taint and you begin to hear the Calling. On a success, you die.
* Once the Taint has progressed to the point that you are a ghoul, the only cures available are the Joining of the Grey Wardens or the Maker’s final mercy.

If you receive the Joining of the Grey Wardens, then you gain the Joining Taint feature as present in the Grey Warden Origin.

## Tranquil

*Restrictions:* character is not a dwarf

For all non-dwarves, their connection to the Fade is tied to their emotions and sense of identity--sever that, and what remains is a Tranquil. You no longer perceive great emotional heights, at most being able to feel a vague sense of satisfaction or an appreciation for order. You do not possess strong opinions and are easily suggestible. However, you still retain conscious, abstract thought, and carry out what instructions you are given. While Tranquil, you suffer the following effects:

* Your CHA is reduced to 6
* You will follow any instructions you are given, with more recent instructions countermanding earlier ones
* You are incapable of using magic
* You are immune to possession and have advantage on any saving throws against magical effects

Unbeknownst to any outside the Seekers, however, is that the Rite of Tranquility may be applied to all those with a connection to the Fade, not just mages. In addition, only they know that the Rite can be reversed.