Racials
Racial Attributes - +2 DEX/+1 CHA
Brave - Advantage on saves vs Frightened
Halfling Nimbleness - Can move through the space of any creature that is of a size larger.
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.
Naturally Stealthy - You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
Paladin
Divine Sense (5/Long Rest)
Lay on Hands (25hp pool) - Action - Touch - 5hp/Disease or Poison
Fighting Style (Defense) - While wearing armor +1 AC
Divine Smite - Spend a spell slot on hit to deal 1d8+(1d8xSpell level)+(1d8 if undead/fiend) additional Radiant damage.
Channel Divinity - 1/day Nature's Wrath or Turn the Faithless
Divine Health - You are immune to Disease
Extra Attack - Two attacks when taking the attack action
Aura of Protection- Whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier. You must be conscious to grant this bonus.
Aura of Warding -You and friendly creatures within 10 feet of you have resistance to damage from spells.
Warlock
-Hexblade's Curse
Bonus action, 1 target within 30 feet. Duration 1 minute. +Proficiency to damage against target. Crit on 19/20. Heal CHA Mod+Warlock Level on target death. 1/short rest.
-Hex Warrior
At the end of a long rest touch a not two-handed weapon to use Charisma modifier for attack and damage rolls until next long rest.
Sorcerer - Favored Soul
Favored by the Gods
Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can't use it again until you finish a short or long rest.
Inquisition
Fury of the Light - Once per mission or act of a campaign, a member of the Inquisition may call upon the light to empower their next attack. This must be decided to be used at the start of the turn in which you wish to use it. It empowers the next attack, that if it hits, is considered a critical hit. If the attack misses, the effect is wasted. if this is used against a target without the evil alignment the effect is wasted. This may only be used on an effect with an attack roll.
Service to the White Pantheon: Gain a 2nd Lip Service and Church Boon from a deity that is in the White Pantheon.
-Church Boon (The Seven) - + 1 CHA, Prof in Athletics
ASI - Fortune’s Favor
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. (Picked Charisma)
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.
Bountiful Luck
Whenever an ally you can see within 30 feet of you rolls a 1 (2, or 3) 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.
Axion Bunny Backpack - unattuned
Axion Bunny Wondrous (Backpack) - Rare (2,000gp) - Attunement Your Charisma score is increased by 1, up to a maximum equal to your ability score cap.
This is a Bag of Holding, holding up to 500lbs in up to 64 cubic feet.
White Rabbit's Protection: This backpack can store 2 Rabbit Foot Charms and refills at the end of a long rest. While wielding a charm in one hand, a person can expend the charm to increase their AC by 1 for one minute as a reaction to being attacked by a hostile creature. Unused Rabbit Foot Charms disappear when the backpack refills.
This item is Glorybound
Ace up the Sleeve (Attuned)
Ace up the Sleeve
Tier 2 Mission Reward
+1 Katar - Major Rare (3,000gp) - Exclusive Attunement
Whenever you attack using this Katar, the faint jingling of coins can be heard. Its blade is made of gold and has an etching near the base of the blade. A bag of overflowing coins. It connects to the arm with a small brace and can be flipped under the wrist when not in use.
You cannot attune to any other weapon whilst attuned to this Katar.
Your Charisma score increases by 2, up to a maximum equal to your ability score cap.
Melee weapon attacks made with this Katar deal an additional 1d4 poison damage on a hit.
Raining Gold. You must have an open coin pouch on your person for this feature to work. When you take the attack action on your turn, you can choose to launch one gold coin at a target within 20 feet. Using your Dexterity modifer and proficiency (If you are proficient in Katars) on the to hit roll. It deals 1 damage to the creature, however the next attack you make against the creature has an increased critical hit range of 19-20. This feature consumes the gold piece as it fades to dust after the attack is resolved.
Heart of the Cards. As a bonus action, you can roll a d6. On a 1-2, you suffer 1d4 poison damage as the Katar senses your lack of faith. One a 3-4, the next attack roll you make is made at disadvantage. On a 5-6, you have advantage on your next attack, and if the attack hits, it is a critical hit. You can use this feature once, regaining the use after finishing a long rest.
This item is Glorybound
Viaken's Round Shield (Attuned)
Viakens Round Shield
+1 Shield - Minor Very Rare(4000) - Attunement
Your Constitution score is increased by 2, up to the maximum equal to your ability score cap.
Booming: As an action, you can force a creature in 5 feet of you to make a DC 15 constitution saving throw against an enemy. On a failure, they are stunned for a minute. They can attempt the save again at the end of their turn. You can do this ability again only after finishing a short or long rest.
Viaken Wood: You can increase your AC by 2 as a bonus action for a minute. You can do this once before finishing a long rest.
Get Up!: You can activate your shield as an action to heal 5d6 health to an ally within 30 feet of you that hear or see you.You can do this once, regaining this use on finishing a long rest.
This item is glorybound.
Eye of Pain
Eye of Pain
Tier 2 Prestige Mission Reward (Mission Reward)
Wondrous (Orb) - Minor Very Rare (4,000gp) - Attunement: Spellcasting/Pact Magic Class Feature
Your Constitution score is increased by 2, up to a maximum equal to your ability score cap.
Focus on the Pain: Whenever you would need to roll a concentration check on a leveled spell as a result of taking damage, you can choose to lose additional HP equal to 5 times the level of the concentrated spell to gain advantage on the concentration check. This HP loss does not trigger concentration checks.
Strength through Pain: You can sacrifice 10 HP as a bonus action to regenerate a spell slot of up to 4th level (if a full caster) or a slot of up to 2nd level (if a half caster). This ability can be used once and refreshes on short rest. This hp loss does not trigger concentration checks.
Vicious Brutality: When you critically hit with a spell attack or an enemy rolls a 1 on a saving throw against a spell that you cast, you can heal 1d6 hit points and gain 2 fast healing while conscious for 5 rounds. This can occur once per round, up to a maximum of 3 times before completing a long rest. If this effect is triggered while the fast healing is already active, its duration is refreshed to 5 rounds and no additional fast healing is gained.
This Item is Glorybound to Level 7.
Class/Racial Features & Traits
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