Gambler-Born
You have always been fast. Trouble is always two steps behind. You gain +2 to initiative checks.
You can't bullshit a bullshitter – Skill Prof – Insight
Corruption Bonus – Roll two d6 after each long rest, you may choose one of the results and gain a +2 to the associated ability score until your next long rest.
1- Strength, 2- Dexterity, 3- Constitution, 4- Intelligence, 5- Wisdom, 6- Charisma.
Corruption Effect: Sometimes bad luck is even worse and even more so for you. Whenever you would roll a 2 on an attack roll, saving throw, or skill check, it counts as though you rolled a 1.
Hill Halfling
Lucky: When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Brave: You have advantage on saving throws against being frightened.
Halfling Nimbleness: You can move through the space of any creature that is of a size larger than yours.
Stout Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage.
Tilt
Languages
Common, Halfling (Leaf), Druidic, Wicked
Temporary Nilbogism
0/30: You become infected with Temporary Nilbogism. Once per combat, In response to another creature dealing damage to you, you reduce the damage to 0 and regains 1d6 hit points. Once this negates a total of 30 or more damage, you lose this ability.
Academies
Calligraphers Tools
Daborakian Kite Shield
Feats
Bountiful Luck
Prerequisite: Halfling
Your people have extraordinary luck, which you have learned to mystically lend to your companions when you see them falter. You're not sure how you do it; you just wish it, and it happens. Surely a sign of fortune's favor!
When an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll.
When you use this ability, you can't use your Lucky racial trait before the end of your next turn.
Fortune’s Favor
Prerequisite: Halfling
Fortune smiles upon you more often than it would upon others. You gain the following benefits:
Increase your Charisma or Dexterity by 1, to a maximum of 20. (Dexterity)
Your Lucky racial feature improves as follows:
When you roll a 1, 2, or 3 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
If you possess the Bountiful Luck racial feat, it improves as follows:
When an ally you can see within 30 feet of you rolls a 1, 2, or 3 for an attack roll, ability check, saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll. When you use this ability, you can't use your Lucky racial trait before the end of your next turn.
Hell Knight Ambassador
Blazing Glory:
In True Combat (combat against a threatening foe), when you roll a 20 on an attack roll, you gain a stack of Blazing Glory. For each stack of Blazing Glory that you have, you deal an additional 5 damage of the weapon or spell's original type against hostile creatures. Additionally, you score a critical hit on a 19 or a 20 when attacking an outsider, which is further increased by 1 if you have the Improved Critical or Superior Critical features as appropriate, and you gain a stack of Blazing Glory if you score a critical hit in this way. All stacks of Blazing Glory fade when True Combat ends.
Barbarian 5
Rage 3/3: In battle, you fight with primal ferocity. On Your Turn, you can enter a rage as a Bonus Action. While raging, you gain the following benefits if you aren't wearing heavy armor:
• You have advantage on Strength Checks and Strength Saving Throws.
• When you make a melee weapon Attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level.
• You have Resistance to bludgeoning, piercing, and slashing damage. If you are able to cast Spells, you can't cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked Unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on Your Turn as a Bonus Action. Once you have raged the maximum number of times for your barbarian level, you must finish a Long Rest before you can rage again. You may rage 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.
Unarmored Defense: While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a Shield and still gain this benefit.
Danger Sense: At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.
Reckless Attack: Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
Spirit Seeker: Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the beast sense and speak with animals spells, but only as rituals, as described in chapter 10.
Totem Spirit: Bear. While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.
Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Fast Movement: Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor.
Druid 3
Wild Shape 2/2: Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
• Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiency, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
• When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
• You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.
• You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
• You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
Fighter
Fighting Style: Defense
While you are wearing armor, you gain a +1 bonus to AC.
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
Starting at 2nd level, 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. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Hkari Plate (+2)
Myrmidon Echelon
The armor takes on a sharper more sinister shape, as dozens of mouths with sharp teeth form closed all around the armor.
Loyalty 1 - As a bonus action you grow dozens of tiny maws on your armor, consuming the blood of those you slay. For 1 minute whenever you kill an enemy you heal 1 hitpoint. You must complete a long rest before you can use this ability again.
Loyalty 2 - Whenever you use the Divine Smite class feature on an evil outsider, you deal an additional 1d8 damage. If you do not have access to the Divine Smite class feature, you can use it once per day as if with a first level spell slot. The extra damage does not count toward the dice maximum provided by the ability.
Chitinous Claw
Chitinous Claw crafted by Ollen Tyr +1 Quarterstaff – Minor Very Rare (3200gp)
Claws from an ankheg and bear have been torn from their hosts and attached to the head of a staff. Their tendons wrap around its length, massing in a bulbous sac at its center. The sac beats slowly, causing the claws to twitch and clench as if not quite dead. Twisting opposite the tendons is a channel filled with poison coursing from the sac. At its end, a single massive manticore stinger lays hidden among the claws. The claws tear through flesh and earth alike.*
-While held, this staff gives the wielder a burrowing speed of 10 feet. Harmful residue sticks to the surfaces left behind however, damaging the wielder with 1 point of poison damage for every 5 feet burrowed.
-Deadly Pulse: The sac beats faster with each hit, pumping more and more venom into its targets. Consecutive hits with this staff deal 1 additional poison damage, to a maximum of 4 on the 5th hit. This bonus resets when you miss with an attack or end your turn without hitting with this weapon.
-[Base Material, Adornment, Enhancement, Enchantment x1 (1 spell)]
Ursa Minor
Ursa Minor
Being crafted by Ollen Tyr
Wondrous (Spellcasting focus)- Minor Rare (1100gp 11 days)
A hardwood totem ripe with green moss carved into the likeness of a bear
Bears Vigor. This item has three charges, which replenish on a long rest.
While wielding this totem before you take damage, you can expend one charge of this focus to heal 1d4+1 hit points to potentially prevent you from falling unconscious
Claws Of The Wild. While wielding this totem as a spell casting focus your unarmed fist attacks deal 1d4 slashing damage, unless you already have a natural claw attack in which case its damage is increased by 1.
[Base material, Enhancement, Spell Invocation]
Diplomat’s Apparel
Fine Clothing (Wondrous) - Uncommon (165gp)
Made from finely crafted silk, you are sure to look more than presentable at whatever party you go to. Made to fit any Medium or smaller creature, these fine clothing will mask any odour of sweat, wine, or blood on it while it is worn. Be sure to keep your hands clean! It also smell faintly of citrus, and has a pocket on the front to place a badge or sigil in.
[Base Material]
Primal Prism
Primal Prism
Being crafted by Ollen Tyr
Shield - Minor Rare (1300GP, 13 Days)
A pristine shield chiseled and cleaved from a raw mountain diamond. This prismatic shield is rough and bears many intricate striations of mineral throughout the diamond. The inner most side of the shield bears a basilisk eye, though its opposite side is empty of such features. An ouroborous adorns the front as the shield crest. It reflects and refracts, but with the efforts of a serpent hand, the echoes of terror lurk behind what the light touches.
Diamonds are Forever - Once per day, you can spend a bonus action to plant your shield down and hunker yourself to the earth. When you do this, you increase your AC by 1 until the start of your next turn.
Refraction of Terror - If an enemy were to attack and miss you when "Diamonds are Forever" is active, they must make a DC 13 Wisdom saving throw or take 1d4 psychic damage as they catch a glimpse of something unsightly in the reflections of the shield.
[Base Material, Enchantment, Special Crafter]
The Ivory Spine
+2 Battleaxe - Arcadum, Attunement
This battleaxe is made from sharpened ivory.
While attuned to this axe, you gain access to the following ability:
-Whenever you would critically hit a creature with this weapon, that creature suffers a 1d6 penalty to their Dexterity score for the next minute. If creature is killed by this critical hit, that creature is turned into a statue of pure ivory. The statue produced by this effect, regardless of size, is always worth 2,000gp. This can only create an ivory statue of a creature who's CR is not lower than one-half of your character level, rounding down. This weapon can only make three statues per update stream or long rest, whichever is a longer wait.
Class/Racial Features & Traits
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