Bite (1d6) piercing, Action surge, Natural armour, Second wind, Hold breath, Hungry jaws, +4 to CON cap, Cunning artisan, Two weapon fighting, +2 to cold damage, Cold resistance, +2 to lightning damage, Lightning resistance,
At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon. Refresh on long rest.
You gain your 2nd attunement slot at 6th level in Cleric, and your 3rd attunement slot at 9th level in Cleric. If you already have a 2nd or 3rd attunement slot, these don't stack, but they don't prevent you from gaining attunement slots normally.
Every crafting material you use is considered to have the Blessed mutator. This stacks, even if the material already has the Blessed mutator.
Sanguine Knight:
-You can only use weapons that deal slashing damage. If you use a weapon that deals Slashing or another damage type, you can only choose slashing. When you deal slashing damage with such weapons, you deal an additional 1 bleed damage to the target.
-Whenever you are healed, if you would be healed to your maximum hit points, you can convert any leftover healing as temporary hit points. You cannot gain more than 3 times your character level of temporary hit points in this way. You cannot gain temporary hit points from this class feature if you already have any temporary hit points at all.
Class/Racial Features & Traits
Comments