Sylvari
Photosynthesis
Your body regrows and regenerates in sunlight, you regain one spent hit dice for each hour you spend in direct sunlight.
Plant Speak
You can cast Speak With Plants at will.
Take Root
As an action you can choose to take root, your speed is reduced to zero and you cannot be knocked prone or involuntarily moved. For the duration of this effect, you can as a bonus action perform a Grapple check using Dexterity against a creature within 30ft.
This effect ends after one minute or if you choose to end it early instead of making a Grapple check at the end of your turn. You can use this feature once per long rest.
Subrace
A sylvari's personality is determined by time of day when they awaken(are born).
Dawn: +1 Charisma
Noon: +1 Constitution
Dusk: +1 Intelligence
Night: +1 Strength
Aegis
Safeguard
On your turn you can enter Safeguard as a bonus action.
While safeguarding, you gain the following benefits:
• As a reaction, you provide a creature within 5 feet of your Cover or Counter once per turn, depending on your Shield Art. The effect last until the end of that creature’s turn.
• While in Safeguard, you can use the Disengage action as a bonus action and are immune to knock back, prone, and stun effects.
• If an armor you wear requires you to add you Dexterity modifier to get your total AC, add your Constitution modifier instead (max 2).
Safeguard last for 1 minute. It ends early if you are knocked unconscious or if two turns have gone by since you last safeguarded a creature. You can also end Safeguard on your turn as a bonus action.
Once you have a safeguarded the number of times shown for your Aegis level in the Safeguard column of the Aegis table, you must finish a short or long rest before you can Safeguard again.
If you use Cover as a rection, you cannot use the attack action on your next turn.
Shield Arts
While Safeguard is active, you use your Wisdom modifier when determining attack and damage for a weapon you are proficient with. Once selected, you cannot change your Shield Art:
Dual Shield: You provide three-quarters cover when you Cover a target as a reaction. The second shield does not give the +2 AC but can now be considered a weapon you are proficient with which has the light property and does 1d8 bludgeoning damage. Only this shield is considered a weapon and attacks you recibe while Safeguard is active get disadvantage.
Weapon and Shield: When using a weapon and shield, you provide half cover when Covering a creature as a reaction. While Safeguard is active, creatures who make an attack against you gain disadvantage to that hit, but you also gain disadvantage to hit as well.
Spiritual Insight
When in the presence of a deity, you are able to see past the façade they put on. Whenever a deity tries to use their will or power to deceive, intimidate, or persuade you or your party members, you all gain advantage on the saving throw associated with that skill. Those party members must be in your line of sight or within at least a 30-foot radius of you to gain this advantage.
Spirit
Your Spirit level is determined by your Aegis level which determines the number of Spirit points you have to spend. These points can be spent on various actions that are fueled by your Spirit. The first three you know being Closed Mind, Shield Bash, and Toll the Bell. (8 spirit points)
When you spend a Spirit point, it is not available again until you take a short or long rest. You must also spend 45 minutes of that time alone studying or pondering over your belief. As long as you have Spirit points, you have no limit on how many times these actions can be used.
You unlock an additional Spirit action at 3rd level, and again at 6th, 10th, and 18th levels in this class. Safeguard must be active to use these actions, unless stated otherwise, and they can only be used for yourself.
Shield Bash
When attacking on your turn, you can spend 1 Spirit to use Shield Bash as a bonus action to knock the target back 5 feet. This action causes no damage.
Shield Throw
As an action, you can spend 1 Spirit to lob you shield at a target within 15 ft of you to do 1d4 bludgeoning damage + Wisdom modifier. If the creature is within 10 feet, your shield returns to you.
Closed Mind (3rd Level Required)
When not incapacitated at the beginning of battle, if you are surprised or frightened, you can spend I Spirit to act normally as if you weren't surprised or frightened, but only if you enter Safeguard before doing anything else on your next turn.
Healing Belief (6th level Required)
You can spend 2 Sprirt as a bonus action to heal disease, poison or bleeding you are experiencing. This can be used outside of battle.
Overreactive
At 5th level, you can take two reactions per round instead of just one.
Poultices (4d4 - 5 Poultices)
At 5th level, you have learned to heal yourself using the natural gifts that were provided to you by the one who truly created everything, You can create special poultices that can heal like some potions. You must have an herbalism kit.
You can spend 1 hour gathering herbs and creating an amount of poultices equal to your Intelligence modifier. After 24 hours they lose their potency. Only you can apply these poultice to others and yourself. It takes one minute to apply a poultice and the one the poultice is applied to gains 1d4 hit points for every two Aegis levels.
Because of the potency of the poultices, you can only apply two poultice per character, including yourself, per day.
Shield Tactics
At 7th level, when Safeguarding another creature, if the attack misses, you can choose to Shield Bash or Toe Smash that attacking creature, as a bonus reaction.
Path Of Displacement
When you choose this path at 3rd level you learn to harness your Spirit to create a force that allows you to move your enemy at will This path requires you to spend your Spirit points each time you use an ability.
Whenever you learn a new Spirit ability, you can also replace one Spirit ability you know with a different ability.
Casting Spirit Abilities: To cast one of the Spirit abilities, you must have the required Spirit cost available and have a spirit focus present on your character at the time of casting, but do not need to be holding the spirit focus. This can be anything like a book, a relic, or at the DM's permission, a memory.
You do not need to have your hands free to use these abilities if you are using a shield and/or a one-handed weapon.
Spirit Save DC = 8 + your proficiency bonus + your Wisdom modifier (DC 16)
Spirit Attack Modifier = your proficiency bonus + your Wisdom modifier (+8 to hit)
Blinding Spirit
As an action, you spend 1 Spirit to cause a flash of radiant light in a 15-foot radius around you. Up to 2 creatures of your choice make a Constitution saving throw. On a failed throw, those creatures are blinded for the next two turns.
Spirit Balls
For the cost of 1 Spirit, 3 small balls of Spirit energy are projected at a target you can see within 20 feet of you as an action. Make a ranged spirit attack for each Spirit Ball On a hit, each does 1d4 force damage, and if all 3 successfully hit the creature, the creature is knocked back 5 feet.
Spirit Beam
As an action, you can spend 1 Spirit and make a concentrated beam out of that Spirit which can hit a target you see within 20 feet. Make a ranged spirit attack. On hit, that creature takes 1d8 radiant damage.
Spirit Wave
You can spend 1 Spirit to make a wave of energy burst out in a 15-foot radius all around you as an action. Up to 3 creatures have to make a Strength saving throw. On a fail, you do 1d6 force damage to all creatures that are hit, and they are knocked back 10 feet.
Guided Spirit Ball
As an action, you can spend 2 Spirit to make a range spirit attack against any creature you can see within 20 feet of you. On a hit, the target takes 2d8 force damage and the creature is knocked back 10 feet.
Spirit Hand Blast
As an action, you can spend 2 Spirit to make a energy explode from your hands in a 15 foot cone, up to 3 creatures in the cone make a Strength saving throw, of take 3d6 force damage and they are knocked back 5 feet and prone.
Spirit Weapon
Your weapon does an extra 1d6 force damage, and the target must make a Strength saving throw(Spirit Save DC: 16), on a fail, the creture is knocked back 5 feet. If the creature is knocked back into a friendly creature, they can use their reaction, to move 5 feet or make a weapon attack against the knocked target. On hit, they do that weapons damage + 5. On a miss, both creatures take 1d6 bludgeoning damage. This counts as magical for the purpose of overcoming resistances and immunity.
Heroic: Toxic Avenger
(2d12 hit die)
Shroud of Mist: as a bonus action you can trigger a cloud of mist at your location with 5-meter radius around, only when you are in safeguard, you can stop the mist with another bonus action, the mist has the following perks:
You can choose the type of mist when you summon it from poisonous, protective, or soothing.
• Poisonous mist: creatures within range do a Con saving-throw DC being your CON (DC 16), on a fail they receive 2d8 poison and 1d4 per round for the duration. On a save they receive only half the damage and no periodic damage. at level 10 is 2d10 and 2d4, at level 17 3d12 and 2d8).
• Protective mist: makes allies within range increase their saves or AC in +1 and you can increase the range in 5 ft with a sacrifice 2d6 to a max of 20ft (at level 10 bonus increase +3 and level 20 bonus is +5 but sacrifice damage increases to 2d12 after level 12).
• Soothing mist: you can choose up to 3 people in 60ft and the mist will spread doing either a heal of 2d4 per round or give disadvantage to 1 attack per round until the mist is canceled or they are out of range healing increases at level 12 (3d6) and number of attacks with disadvantage increases after level 12 to a max of 3, and healing increases at level 18 (4d8).
• Blinding mist: mist spreads around you in a range of 10ft, any hostile creature that enters the area (or any creature that enters without you knowing) must make a CON saving throw (DC16) on failure they are blinded inside the area and for 3 turns after leaving it, if they succeed they have reduced visibility, disadvantage on hits and can't make reactions.
Legendary: Inquisitor
(2d12 hit dice)
True Bastion of Flame
When a creature that attacks you fails to surpass your AC, you can, as a reaction, parry that attack and deal 4d6 fire, poison or thunder damage (your choice).
Igniting Mist
As a bonus action you can chose ignite your mist by spending 2 Spirit points, when this activates, when a creature first enters the area and at the beginning of a creature's turn, that you choose, must make a CON saving throw (DC16) or take 4d8 spirit damage, and half on a success. Any creature that dies because of this damage can't be revived do to the damage to their spirit.
Anger of the Ancients
All damage you have received transforms into a retaliation, by spending 1 Spirit point, you can deal damage equal to number of missing hitpoints you have in a 20 ft area. You can alternatively deal 2d20 damage at full hitpoints, 4d20 at level 16 and 6d20 at level 20.
Character Skill: Scourge of Fraergon
Adenine can now focus and control the flow of Fraergon inside her body, when she touches an enemy they must make a CON saving throw (DM determines DC), on a fail the enemy is maked with Fraergon, weakening it for 1d6 turns, they gain disavantage on attack rolls and saving throws, if a marked enemy receives a critical hit they gain a point of exhaustion. If Adenine succesfully marks an enemy this way, she regains 1d4 Spirit points. This ability can be used 3 times per long rest.
Magnify Details
Anytime that you naturally succeed an Investigation (The number rolled on the dice alone succeeds the DC), you gain additional information about the person, action or place you are investigating.