Origin
The Rift
The Rift
The Rift was once a swirling mass of wild magic, spells given sentience and a bestial hunger for magic. However, as the seals have been restored and stability returned to the inner planes. the Rift has begun to stabilize, revealing ruins long since thought abandoned. Those that have tried to live on its edge have found new lands to inhabit and the rampant magic has caused several changes within them during the process. The volatile and unstable nature of The Rift is seen etched onto their very flesh and burned into their minds.
+1 to Strength
Vrath
Vrath
Lu'us, one of the eight cities of the Taladoni, was best known for its lavish parties and scandalous officials, a place where love was free and most unpredictable. Those that venture too close is changed by this magic.
+1 to Strength
Denied Skill – Martial
Racial
Half Orc
Half Orc
Ability Scores: +1 to Constitution, +2 to Strength
Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light.
Menacing: proficiency in the Intimidation skill.
Relentless Endurance: When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
Savage Attacks: When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit
Languages: Common (grass), Orclin (tribal)
Faction
Factionless
Factionless
There are those whose path is not defined by the politics and structure of an organization, but by their own decisions, achievements, and struggles. This is the path of a Factionless, one who does not align themselves to any formal faction in particular.
Tool Proficiency – Brewer's Supplies
Skill Proficiency – Perception
Great Bazaar
The Great Bazaar
Attribute Cap Increase (+2 Intelligence)
Tool Proficiencies – Smith's Tool
Linnorm Lords
The Linnorm Lords
Attribute Cap Increase (+4 Strength)
Tops
The Tops
Glamored Top Hat - This top hat may become any form of fitting Top Hat on the wearer, no larger than a 5ft cube. If the Glamored Top Hat is unobstructed, it instantaneously reshapes and cleans itself. While wearing this hat, you gain a bonus +1 to Charisma Checks for each other Tops member wearing a Glamored Top Hat within 15 feet of you. Additionally, you gain a +1 bonus to Attack Rolls if there is another Tops member wearing a Glamored Top Hat within 15ft of you.
Tool Proficiency – Leatherworker's Tools, Weaver's Tools
Attribute Cap Increase (+2 Constitution)
Deity
Astaroth
Astaroth
The dwarves of old speak of the underworld, a place of caverns that have their own sky, that have even their own sun. This dark sun is believed to be the throne in which sits the maker of the dwarves. Astaroth is a being that upholds strength, conviction and the earth. He believes the weak should die and the strong should live. Only fools believe otherwise. Although the dwarves of Verum have left behind his open worship in the favor of more amenable deities. Depictions of Astaroth can be found in the deepest places of Krazax and there is rumored to be a great deep gate, that bars the way to the underworld. Where Astaroth waits to rise again to punish his children.
Skill Proficiency – Insight
Fighter Class
Fighting Style
Fighting Style
Defense: While you are wearing armor, you gain a +1 bonus to AC.
Second Wind
Second Wind
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.
Action Surge
Action Surge
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again.
Extra Attack
Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
Indomitable
Indomitable
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.
Samurai Subclass
Fighting Spirit
Fighting Spirit
As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. You can use this feature three times, and you regain all expended uses of it when you finish a long rest.
Elegant Courtier
Elegant Courtier
Starting at 7th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier.
Your self-control also causes you to gain proficiency in Wisdom saving throws.
Tireless Spirit
Tireless Spirit
Starting at 10th level, when you roll initiative and have no uses of Fighting Spirit remaining, you regain one use.
Titles & Feats
Orcish Fury
Orcish Fury
• Increase your Strength by 1, to a maximum of 20.
• When you hit with an attack using a simple or martial weapon, you can roll one of the weapon's damage dice an additional time and add it as extra damage of the weapon's damage type. Once you use this ability, you can't use it again until you finish a short or long rest.
• Immediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack.
Battle Reborn
Battle Reborn
Your adventures have taken you to the brink of death more times than your scars would admit, and your resilience when in danger has increased greatly. You gain the following benefits:
Your adventures have taken you to the brink of death more times than your scars would admit, and your resilience when in danger has increased greatly. You gain the following benefits:
• You have advantage on death saving throws.
• While you are below half your hit point maximum (round up), you gain +1 to saving throws, attack rolls, and AC.
• If your Relentless Endurance is activated or the unconscious condition is removed from you during a combat encounter, you gain +5 temporary hit points, and you have resistance to all damage until the start of your next turn.
Fire Lord's Blessing
Fire Lord's Blessing
Your worship of these fiery gods brings a powerful, infernal blessing upon your prowess in combat. You gain the following benefits:
• Before you make a melee weapon attack, you can choose to take a -2 penalty to the attack roll. If the attack hits, it deals an additional 1d8 fire damage.
• When you deal fire damage in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1). You can do this a number of times equal to your constitution modifier (minimum of 1) per long rest.
• Should your worship of any of these gods cease, the penalty to hit is increased to -4.
Class/Racial Features & Traits
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