Abilities in THE DREAMHUSK | World Anvil
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Abilities

Abilities
  • Blind Sense - While lacking certain sensory organs, species and individuals with this ability still have the ability to sense things around them.
  • Burning Touch - Species with this ability are hot to the touch! If an enemy makes a physical attack against them, or otherwise comes in contact, they take 1d10 fire damage. Friendly characters are unbothered by the touch, and may only experience a sensation not unlike moving-water, and intense heat.
  • Changeling Shifting - As a bonus action, changelings may copy the appearance of a different species or individual they've seen. If they've seen or been in contact with said species or individual in person they can change seamlessly; however, if they have never seen the subject they are transforming into, they must roll an allure check to transform correctly, with a difficulty of 11.
  • Copycat - As a bonus action, species and individuals with this ability may copy the ability of another individual or species they've been in contact with within the last 24 hours. However, this ability will not work with unrealistic abilities, such as Devourer of Souls, Gaseous/Plasma Form, or Life after Death, as they are too difficult to imitate reasonably.
  • Deep Diver - Species with Deep Diver have incredible lung capacity, allowing them to hold their breath for 10 minutes.
  • Dense Coat - Thanks to thick fur or hide, species and individuals with this ability have resistance to cold climates and weather.
  • Devourer of Souls - After killing an enemy, species and individuals with this ability are able to consume their soul, healing 2d8. Once used, this ability cannot be used until the user takes a short rest.
  • Dragon Blood - Dragons are more inclined to trust and interact with individuals and species with this ability.
  • Fae Blood - Fae are more inclined to trust and interact with individuals and species with this ability.
  • False Appearance - Species with the ability false appearance are indistinguishable from inanimate objects while motionless.
  • Flight - Species and individuals with flight wings have the ability to fly (or glide).
  • Frightful Presence - Thanks to impressive size, reputation, or any other number of factors, species and individuals with this ability may choose to make a creature or group of creature frightened if they fail an enlightenment check of 17. If failed, the creature becomes frightened while in the individual's presence. This check can be rerolled every turn. If the creature succeeds, they become immune to Frightful Presence for the next 24 hours.
  • Gaseous Form - Species with this ability are made of a non-solid, gas based form, such as air. As a result, they may pass through areas as narrow as 1 inch wide without issue.
  • Glissade - Species and individuals with this ability cannot be knocked prone on icy terrain. Additionally, if descending a slick or icy slope, they can instead choose to slide safely to the bottom.
  • Herd Instinct - Species with this ability are all alarmed once one member of their group has become alerted to a threat, and as such cannot be caught off guard once the group has become alert. Alternatively, if the individual is alone, and the enemy who startled them is of the same size, or one size bigger or smaller, the individual must make a fight or flight check (10 or higher being attack, 9 or lower being flee).
  • Hard Runner - Species with this ability are made for running long and hard! Individuals with this ability do not receive disadvantage if running over what would usually be difficult terrain to run in, and additionally can run further than other species.
  • Highly Acclaimed - Species with this ability are well-respected for their capabilities! This gives individuals of this species advantage on allure-based skill checks.
  • Ignite - Species and individuals with this ability can ignite flammable objects at will, provided they are touching them!
  • Illusory Form - While this may come as easy as second nature for some species, many casters struggle to perfect the art of illusion magic. Illusory Form allows individuals to alter their appearance to that of another species or individual once a day.
  • Illuminant - Species with this ability give off their own light in a 30ft radius around themselves.
  • Immutable Form - Species with this ability are immune to any spells or effects that would alter their form.
  • Keen Sense of Smell - Thanks to a strong nose (or other olfactory-sensing organs), species and individuals with this ability have an excellent sense of smell. This grants advantage on smell-based perception checks.
  • Kitsunebi - Kitsune have the ability to create fox fires- flaming orbs which light their path. The more tails a kitsune has, the more fox fires they can create at a time.
  • Life After Death - Undead species can technically live indefinitely, however, they heal slower than a living individual, and if their body is irreparably damaged, they may die for good.
  • Lightweight - Species with this ability are light enough to levitate several feet above the ground, and take no fall damage.
  • Liquid Form - Species with this ability are made of a non-solid, liquid based form, such as water. As a result, they may pass through areas as narrow as 1 inch wide without issue.
  • Merfolk Blood - Merfolk are more inclined to trust and interact with individuals and species with this ability.
  • Multiattack - Species and individuals with the Multiattack ability are able to take two consecutive attack during their turn.
  • Natural Glider - Species and individuals with this ability cannot fly; however, thanks to skin, wings, or other physical features, they have the ability to glide.
  • Natural Swimmer - Species who live in and around water have the Natural Swimmer ability. This allows them to choose to take an acrobatics (dexterity) check rather than an athletics (might) when swimming. Additionally, water is not considered rough terrain to individuals with this ability.
  • Petrichor - Species with this ability produce a fresh, sweet, earthy smell after a good rain. This puts people within 50ft of the individual at ease.
  • Plasma Form - Species with this ability are made of a non-solid, plasma based form, such as fire. As a result, they may pass through areas as narrow as 1 inch wide without issue.
  • Shapeshifter - Species and individuals with this ability are capable of change from one of two forms, whether it be willfully or not.
  • Strength in Numbers - Species and individuals with the Strength in Numbers ability excel in groups and enjoy herd/pack life. This ability grants individuals +1 on rolls for every other member of their group.
  • Yōkai Blood - Yōkai are more inclined to trust and interact with individuals and species with this ability.

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