Linnorm Features
General:The Mark of Crovux - Members of this faction are marked by a carved tattoo upon their face, it can look as stylish as you wish, but you must never hide it, for a lion does not hide from a mouse.
Attribute Cap Increase - +4 to any ability score; This boosts the maximum but not the score itself. (+4 Cha)
Linnorm Lord
At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.
***Draaga: Lightning/ Cold / Primal***
You can speak, read, and write Draconic (Linnorm). Additionally, whenever you make a Charisma check when interacting with Linnorms, your Proficiency bonus is doubled if it applies to the check.
Linnormous Blessing
You are blessed with life energy, increasing your hit point by 10.
Fone - First of the Fells The character gains cold resistance. In addition you deal an additional 2 cold damage per cold damage source. (This effect is additive and stacks with other blessings.) - Awakened
Eldos Daikura - The Mastermind The character gains lightning resistance. In addition you deal an additional 2 lightning damage per lightning damage source. (This effect is additive and stacks with other blessings.) - Awakened
Linnorm Prowess
As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. Starting at 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Additionally, you grow sharp claws that increase in potency as you gain levels using the following progression:
At 1st Level: Your claws deal 1d4 Slashing
At 6th Level: Your claws deal 1d6 Slashing
At 14th Level: Your claws deal 1d6 Slashing + extra 1d6 Primal damage
At 18th Level: Your claws deal 1d6 Slashing + extra 1d6 that is every element your chosen Linnorm governs.
Attacks with these claws use your Strength modifier, and you can use your bonus action to make an attack with a claw. These claw attacks are considered magical for the purpose of bypassing resistances.
Dominance
Starting at 6th level, you can use an ability associated with the Linnorm you have chosen. Using such abilities costs 1 sorcery point, and they only function with hard casted spells.
Eladrin Feature
Eladrin of Autumn/Winter/Summer/Spring (MToF) Features: Ability Score Increase (Cha +1), Fey Step (bonus action, teleport up to 30 ft., 1/short or long rest)
Elf Racial
Emperor’s Gift. You gain a +2 to your initiative rolls.
Ability Score Increase (Dex +2)
Size (Medium)
Base Speed (30 ft.)
Darkvision (60 ft.)
Keen Senses (proficiency in Perception)
Fey Ancestry (advantage on saving throws against being charmed; magic can't put you to sleep)
Trance (elves meditate for 4 hours instead of sleeping)
Languages (Common, Elvish)
3rd Level Eladrin
When you reach 3rd level, your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Charisma modifier.
Eladrin of Autumn (MToF) Feature: Fey Step (after using Fey Step, attempt to cause two creatures within 10 ft. to become charmed [Charisma])
Eladrin of Winter (MToF) Feature: Fey Step (before using Fey Step, attempt to cause one creature within 5 ft. to become frightened [Charisma])
Eladrin of Spring (MToF) Feature: Fey Step (when using Fey Step, touch a willing creature within 5 ft. and it teleports instead of you)
Eladrin of Summer (MToF) Feature: Fey Step (after using Fey Step, each creature within 5ft. takes fire damage equal to your Charisma mod)
Origin
Badlanders are haught and resilent. You gain a +10 to your maximum hitpoints. You gain a +2 bonus to all saving throws.
Whenever you kill an enemy, you are healed for a number of hitpoints equal to the killed enemy's Constitution modifier (minimum one).
Array Allocation
Feats
Elven Accuracy
Prerequisite: Elf or half-elf
The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:
• Increase your Dexterity, Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
• Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.
(Charisma +1)
MV Gain
https://docs.google.com/spreadsheets/d/16COqtGdYXmj2rstOzndvuZ5jYhV1x7vD2ZZXdQf54Nc/edit#gid=0
Class/Racial Features & Traits