Half-Breed feats


Homebrew and House Rules

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I am not a lover of any Half-race (Half-Elf or Half-Orc, for example).

I have long contemplated designing racial feats that allow a player of any race to take them and call their character Half-(insert something here). This is what I have so far; I could use some help with ideas fleshing these all out and balancing them. Disclaimer: Not all of what lies below is original.

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Racial Feats:
Racial feats represent having another race in your ancestry. You can only take these feats at first level, but if you have more than one feat available, you may take more than one racial feat, representing what many call ‘mongrelfolk’. It is also possible to take these feats even if you are already from these races; it means that you are just a paragon of your race.

Celestial Blooded (Angels, Archons, Celestials)
Dragon Blooded (Dragons, Lizardfolk)
Leshay Blooded (Elves, Fey)
Giant Blooded (Ogres, Trolls, Giants)
Goblin Blooded (Orcs, Goblins, Hobgoblins, Bugbears)
Infernal Blooded (Demons, Devils, Daemons, Rakshasa)
Titan Blooded (Dwarves, Gnomes)

Celestial Blooded
Celestial creatures descending from the heavens to live with mortals often appear in myth and legend, and you can trace your heritage back to these beings of the Upper Planes. Descendants of such relationships often have silver or golden hair, a proud bearing, or a piercing stare.
Benefits:
You receive a +1 bonus to all Sense Motive, Bluff and Diplomacy checks, a +1 to all saving throws made against spells with the [evil] spell descriptor, and receive light as an at will spell-like ability.

Titan Blooded
The titans where an ancient race of architects, who built some of the great wonders in the world, like mountains, lakes, and canyons. From the very rock of the earth they built the dwarves; from its precious stones they crafted the gnomes. Within your veins runs their blood.
Benefits:
You add your class level as a racial bonus on all Craft checks related to items made of stone, metal, or precious gems. You also receive a +1 racial bonus on all saving throws made against poison and magic. Lastly, you can intuit where true north lies in relation to yourself, whenever underground.

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