Lost Art Feats

Homebrew feat category for Heretics of the Old Gods

Lost Art feats are fragments of pre-collapse wizard curriculum — high-level techniques cut when the eight schools of magic consolidated into three. They aren’t taught. A wizard reconstructs them from excavated theory, and doing so costs a feat. This is the “self-taught from Aeorian texts” path made mechanical.

Each surviving school has a single Mastery feat that reconstructs both of its lost high-level techniques at once.

Rules

  • Category: Lost Art. A Mastery feat may be taken whenever you gain an Ability Score Improvement, in place of that ASI or another feat.
  • No ability score increase. A Mastery feat grants two former subclass features; that is the entire feat.
  • Prerequisites: level 12+ and membership in the relevant school. The GM may waive the school prerequisite when the knowledge is recovered as a story reward — an intact Aeorian text, a captured master’s notes.

Dunamantic Mastery

Prerequisite: Level 12+, School of Dunamancy

You reconstruct the lost battlefield-gravity techniques of the pre-collapse Graviturgists. You gain both of the following:

Violent Attraction. When a creature you can see within 60 feet hits with a weapon attack, you can use your Reaction to add 1d10 damage of the weapon’s type to the hit. Alternatively, when a creature within 60 feet takes falling damage, you can use your Reaction to add 2d10 to it. You can use this a number of times equal to your Intelligence modifier (minimum once), regaining all uses on a long rest.

Event Horizon. As an action, you emit a field of gravitational energy for up to 1 minute (concentration). Whenever a creature hostile to you starts its turn within 30 feet, it makes a Strength saving throw against your spell save DC. On a failure it takes 2d10 force damage and its speed drops to 0 until the start of its next turn; on a success it takes half, and each foot of movement costs 2 extra feet this turn. Once you use this, you can’t again until you finish a long rest or expend a spell slot of 3rd level or higher on it.


Unseen Mastery

Prerequisite: Level 12+, School of the Unseen

You reconstruct the deep techniques of foresight and misdirection the merged school left behind. You gain both of the following:

Illusory Self. When a creature hits you with an attack roll, you can use your Reaction to interpose an illusory duplicate; the attack automatically misses, then the illusion dissipates. Once you use this, you can’t again until you finish a short or long rest, though you can restore the use by expending a level 2+ spell slot (no action required).

Greater Portent. You roll three d20s for your Portent feature rather than two. (Requires the Portent feature from the School of the Unseen.)


Ruinous Mastery

Prerequisite: Level 12+, School of Ruin

You reconstruct the necromantic minion-craft cut from the merged school. You gain both of the following:

Inured to Undeath. You have resistance to necrotic damage, and your hit point maximum can’t be reduced.

Command Undead. As an action, choose one undead you can see within 60 feet. It makes a Charisma saving throw against your wizard spell save DC. On a success, you can’t target it with this again. On a failure, it becomes friendly to you and obeys your commands until you use this feature again. Undead with Intelligence 8+ have advantage on the save; if one with Intelligence 12+ fails, it can repeat the save at the end of every hour until it succeeds and breaks free.