Almiraj Gyokuto
Despite their undeniable kinship with the other gyokuto,
the Almiraj stand out like sore thumbs compared to their
cousins. These boisterous and ambitious gyokuto manifest
their wanderlust in a competitive spirit. Any hurdle they
face is seen as a challenge that must be overcome by sheer
grit and determination, and in the case challenges are absent, they are quick to set themselves lofty goals to relentlessly pursue.
While their attitude may appear off putting at first, one will quickly realize that Almiraj are supportive companions, as despite their competitive nature, they rarely show signs of envy. They find inspiration in the success of friends and rivals alike and will be among the first to congratulate and celebrate your victories.
Bully. You are proficient Athletics or Intimidation.
Horn. Your horn is natural melee weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Threatening Glare. You can use a bonus action to give a creature within 60 ft. of you a threatening glare. If the creature can see you, it must succeed a Wisdom saving throw. If the creature is a beast, it has disadvantage on the saving throw. On a failed check a creature is frightened by you until the end of your next turn. Once the effect ends on a creature, it becomes immune to your threatening glare for 24 hours. You can use this feature an amount equal to your proficiency modifier before you have to finish a long rest to use it again. The saving throw is equal to 8 + your proficiency modifier + your Str or Cha modifier.
While their attitude may appear off putting at first, one will quickly realize that Almiraj are supportive companions, as despite their competitive nature, they rarely show signs of envy. They find inspiration in the success of friends and rivals alike and will be among the first to congratulate and celebrate your victories.
Bully. You are proficient Athletics or Intimidation.
Horn. Your horn is natural melee weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Threatening Glare. You can use a bonus action to give a creature within 60 ft. of you a threatening glare. If the creature can see you, it must succeed a Wisdom saving throw. If the creature is a beast, it has disadvantage on the saving throw. On a failed check a creature is frightened by you until the end of your next turn. Once the effect ends on a creature, it becomes immune to your threatening glare for 24 hours. You can use this feature an amount equal to your proficiency modifier before you have to finish a long rest to use it again. The saving throw is equal to 8 + your proficiency modifier + your Str or Cha modifier.
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