--- A Deity Feat is a small feat you get from being a follower of deity, granting you some minor benefits depending on which deity you follow. The only way to be granted a Deity Feat is to be a genuine follower of a deity. ## **[[Arboros]]: Untamed Awareness** - You have advantage on **Intelligence (Nature)** checks to identify plants or animals. - By smelling or lightly touching a plant, fungus, or other natural substance, you can immediately determine whether it is safe to eat or poisonous. - You can sense incoming changes in the weather up to 1 hour before they occur. ## **[[Aviatas]]: Sky’s Grace** - You have advantage on **Wisdom (Perception)** checks made to spot camouflaged or partially concealed creatures. - You can accurately mimic the calls of birds you have heard before. - You can see up to 1 mile away without difficulty, discerning even fine details as though they were no more than 100 feet from you. #### *<span style="color: #FD9696;">Special: Bestiae Ternionis</span>* - You can sense the presence of creatures who follow one of the three Beasts within 300 feet of you. You cannot discern which Beast they serve or their exact distance, only that they are within range. When such a creature is within 30 feet of you, you also learn the general direction to its location. ## **[[Fterotós]]: Valor’s Guide** - You have advantage on **Wisdom (Medicine)** checks made to determine the cause of a creature's death. - You can sense the presence of creatures that have died within the past 24 hours while they are within 30 feet of you. - While you are within 15 feet of a creature and not in combat, you cannot be surprised by attacks from that creature. ## **[[Isele]]: River’s Blessing** - You have advantage on **Wisdom (Survival)** checks made to determine whether natural water is safe to drink or if it is tainted, stagnant, or poisonous. - You can sense the general direction of the nearest natural water source, such as a river or stream. - You can catch small, edible fish by hand in shallow water. After 10 minutes of effort, you can gather enough to feed one person. ## **[[Isig]]: Winter’s Grasp** - While standing completely still, your breath, heartbeat, and body heat seem to vanish, granting you advantage on **Dexterity (Stealth)** checks to hide in snowy or icy terrain. - You can move across snowy or icy surfaces without risk of slipping. - You always know the safest path through snowy or icy terrain, avoiding unstable slopes and thin ice. ## **[[Jagun]]: Verdant’s Will** - You have advantage on saving throws **against being charmed**. - You instinctively know the safest path through forests, jungles, or overgrown terrain. - As an action, you can cause roots and vines in a 10-foot square centered on a spot you can see within 30 feet to become difficult terrain until the start of your next turn. ## **[[Kaos]]: Hand of Creation** - You have advantage on **Intelligence (Investigation)** checks to determine the composition, strength, or weaknesses of natural materials such as stone, wood, or metal. - You can harmlessly fuse two small objects together, such as twigs, rope ends, or sealing an envelope, as if lightly glued. The bond can be broken with moderate force. - You know the *Mending* cantrip ## **[[Kaphos]]: Arcane Favour** - You have advantage on **Intelligence (Arcana)** checks made to determine the school of magic of a spell or magical object. - You can read any written magical symbols, runes, or glyphs, though you might not understand their meaning. - You can sense whether items within 15 feet of you are magical, but you gain no additional information about the items or their enchantments. ## **[[Kikami]]: Springtide Sense** - You have advantage on **Intelligence (Nature)** checks made to determine a plant's health. - Woodland creatures are naturally unafraid of you. - You can sense the presence of herbs, medicinal plants, and edible growths within 15 feet of you, though you cannot pinpoint their exact location. ## **[[Maltic]]: Hand of Destruction** - You have advantage on **Strength (Athletics)** checks made to break objects. - You can detect rot, corrosion, or structural weaknesses in materials or objects you touch, including their precise location. - You know the *Rending* cantrip. ## **[[Noctua]]: Obscura** - You have advantage on **Dexterity (Stealth)** checks made at night. - You can remain perfectly motionless for extended periods without fatigue or discomfort. - You gain *Darkvision* with a range of 30 feet. If you already have *Darkvision*, its range is increased. ## **[[Oramei]]: Threads of Fate** - You have advantage on **Intelligence (Investigation)** checks made to locate a specific object or detail. - You sometimes feel a subtle pull toward the direction of people or events that will soon be significant to you. - You reflexively stop just before stepping on a loose stone or triggering a minor hazard. ## **[[Saeth]]: Wildhunt** - You have advantage on **Wisdom (Survival)** checks made to track creatures. - You can move at a normal pace while tracking without leaving obvious tracks or signs of your passage, unless you deliberately choose to do so. - You ignore natural difficult terrain while tracking a creature. ## **[[Segna]]: Arms of War** - You have advantage on **Initiative** rolls. - When you reduce a creature to 0 hit points, you can immediately move up to 10 feet, regardless of your remaining movement. - When a creature reduces an ally to 0 hit points within 30 feet of you, you have advantage on your next attack roll against that creature until the end of your next turn. ## **[[Tycherós]]: Fortune’s Favour** - You have advantage on **Wisdom (Insight)** checks made to notice subtle signs of hesitation or indecision. - Small, unpredictable events tend to work in your favor, such as a falling object missing you, a door opening when needed, or a coin landing in your favor. - You instinctively react in time to avoid minor accidents, such as slipping, tripping, or dropping important items. ## **[[Vromiá]]: Nature’s Embrace** - You have advantage on **Intelligence (Nature)** checks. - Plants you handle grow healthier, and animals instinctively feel calm in your presence. - You know *Speak with Plants* and can cast it at will. ## **[[Walvis]]: Ocean’s Whisper** - You have advantage on **Wisdom (Animal Handling)** checks when interacting with creatures underwater. - You can hold your breath for twice the normal duration while underwater. - Your swimming speed increases by 10 feet. #### *<span style="color: #FD9696;">Special: Bestiae Ternionis</span>* - You can sense the presence of creatures who follow one of the three Beasts within 300 feet of you. You cannot discern which Beast they serve or their exact distance, only that they are within range. When such a creature is within 30 feet of you, you also learn the general direction to its location. ## **[[Ydall]]: Grave Warden** - You have advantage on **Intelligence (History)** checks related to ancient ruins, relics, and lore. - You can perceive the threshold between life and death in nearby creatures. You can sense whether a creature within 30 feet of you is dying or close to death. - You know the *Speak with Dead* spell and can cast it at will ## **[[Yılan]]: Sandstrider** - You have advantage on **Wisdom (Survival)** checks made to find shade or water in desert environments. - You suffer only half the normal effects of heat exhaustion and can endure prolonged exposure to the sun without water. - You can detect vibrations through sand, sensing creatures within 30 feet of you. #### *<span style="color: #FD9696;">Special: Bestiae Ternionis</span>* - You can sense the presence of creatures who follow one of the three Beasts within 300 feet of you. You cannot discern which Beast they serve or their exact distance, only that they are within range. When such a creature is within 30 feet of you, you also learn the general direction to its location.