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You can prepare and deliver deadly poisons, granting you the following benefits: | You can prepare and deliver deadly poisons, granting you the following benefits: | ||
*Your Wisdom Score increases by 1. | *Your Wisdom Score increases by 1. | ||
* | *You ignore Resistance to Poison Damage | ||
*You can apply poison to a | *You can apply poison to a Weapon or piece of ammunition as a Bonus Action, instead of as an Action. | ||
*You gain | *You gain Proficiency with [[Adventuring Gear#Alchemical Tools|Poisoner's Kits]]. | ||
*With one hour of work using a [[Adventuring Gear#Alchemical Tools|Poisoner's Kits]] and expending 50GP worth of materials, you can create a number of doses of potent poison equal to your Proficiency Bonus. Once applied to a Weapon or piece of ammunition, the poison retains its potency for 1 minute or until you hit with the Weapon or ammunition. When a creature takes Damage from the coated Weapon or ammunition, that creature makes a Constitution Saving Throw with a DC of 8 + your Proficiency Bonus + your Wisdom Modifier. On a failed Save, the target takes 2d8 Poison damage and is [[Conditions#Poisoned|Poisoned]] until the end of your next turn. | |||
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*If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect. | *If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect. | ||
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==== Taunt ==== | |||
You learn to goad your foes to target you instead of your allies, gaining the following bonuses: | |||
*Your Constitution or Charisma Score increases by 1. | |||
*You gain Proficiency in Intimidation, or another skill if you have it already. | |||
*As a Bonus Action, you can make a Strength or Charisma (Intimidation) check targeting a number of creatures up to your Proficiency Bonus. Each chosen creature must be within 30ft of you and must be able to see or hear you. The DC of this check is 10 + highest Wisdom Saving Throw bonus of the creatures targeted. On a successful check, each target creature has disadvantage on attack rolls against targets other than you. | |||
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==== Tough ==== | ==== Tough ==== | ||
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=== Half Feats === | === Half Feats === | ||
These feats give you a +2 in an ability score, or +1 in two ability scores as part of the feat. You may remove these ability score increases and choose three of these feats in place of one, or choose one of these feats and one full feat. If a feat would use the improved ability score as a Spellcasting modifier, or to determine some other part of the feat, choose one of the scores that could have been chosen for those abilities. | These feats give you a +2 in an ability score, or +1 in two ability scores as part of the feat. You may remove these ability score increases and choose three of these feats in place of one, or choose one of these feats and one full feat. You can also reduce the ability score by 1 and take a second Half Feat without its ability score increases.<br> | ||
If a feat would use the improved ability score as a Spellcasting modifier, or to determine some other part of the feat, choose one of the scores that could have been chosen for those abilities. | |||
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=== Full Feats === | === Full Feats === | ||
These feats each give a strong bonus and a +1 in an Ability Score, you can forgo this +1 to instead gain a Half Feat without its additional Ability Scores. | |||
==== Defensive Duelist (13 Dexterity) ==== | ==== Defensive Duelist (13 Dexterity) ==== | ||
When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you. | When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you. Additionally your Dexterity Score increases by 1. | ||
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==== Elemental Adept (The ability to cast a spell) ==== | ==== Elemental Adept (The ability to cast a spell) ==== | ||
When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder. Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2. You can select this feat multiple times. Each time you do so, you must choose a different damage type. | When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder. Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2. You can select this feat multiple times. Each time you do so, you must choose a different damage type. Additionally, your Intelligence, Wisdom, or Charisma score increases by 1. | ||
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==== Inspiring Leader (13 Charisma) ==== | ==== Inspiring Leader (13 Charisma) ==== | ||
You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished | You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished long rest. Additionally, your Charisma Score increases by 1. | ||
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You have practiced moving in medium armor to gain the following benefits: | You have practiced moving in medium armor to gain the following benefits: | ||
*Wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks. | *Wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks. | ||
*When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher. | *When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher. Additionally, your Dexterity Score increases by 1. | ||
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==== Metamagic Adept (The ability to cast a spell) ==== | ==== Metamagic Adept (The ability to cast a spell) ==== | ||
You’ve learned how to exert your will on your spells to alter how they function: | You’ve learned how to exert your will on your spells to alter how they function: | ||
*Your Charisma Score increases by 1. | |||
*You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. *Whenever you gain a level you can replace one of these Metamagic options with another one from the sorcerer class. | *You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. *Whenever you gain a level you can replace one of these Metamagic options with another one from the sorcerer class. | ||
*You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest. | *You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest. | ||
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==== Ritual Caster (An Intelligence or Wisdom Score of 13 or higher) ==== | ==== Ritual Caster (An Intelligence or Wisdom Score of 13 or higher) ==== | ||
You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them. | You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them. | ||
When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class's spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard. | When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class's spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard. Additionally, the Ability Score used for the spellcasting ability of this feat increases by 1.<br> | ||
If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. | If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. | ||
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==== Skulker (Dexterity Score of 13 or higher) ==== | ==== Skulker (Dexterity Score of 13 or higher) ==== | ||
You are expert at slinking through shadows. You gain the following benefits: | You are expert at slinking through shadows. You gain the following benefits: | ||
*Your Dexterity Score Increases by 1. | |||
*You can try to hide when you are lightly obscured from the creature from which you are hiding. | *You can try to hide when you are lightly obscured from the creature from which you are hiding. | ||
*When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position. | *When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position. | ||
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==== Spell Sniper (The ability to cast a spell) ==== | ==== Spell Sniper (The ability to cast a spell) ==== | ||
You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits: | You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits: | ||
*Your Intelligence, Wisdom, or Charisma Score increases by 1. | |||
*When you cast a spell that requires you to make an attack roll, the spell’s range is doubled. | *When you cast a spell that requires you to make an attack roll, the spell’s range is doubled. | ||
*Your ranged spell attacks ignore half cover and three-quarters cover. | *Your ranged spell attacks ignore half cover and three-quarters cover. | ||
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==== War Caster (The ability to cast a spell) ==== | ==== War Caster (The ability to cast a spell) ==== | ||
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits: | You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits: | ||
*Your Intelligence, Wisdom, or Charisma Score increases by 1. | |||
*You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. | *You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. | ||
*You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. | *You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. | ||
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=== Half feats === | === Half feats === | ||
These feats give you a + | These feats give you a +2 in an ability score, or +1 in two ability scores as part of the feat. You may remove these ability score increases and choose three of these feats in place of one, or choose one of these feats and one full feat. You can also reduce the ability score by 1 and take a second Half Feat without its ability score increases.<br> | ||
If a feat would use the improved ability score as a Spellcasting modifier, or to determine some other part of the feat, choose one of the scores that could have been chosen for those abilities. | |||
==== Heavily Armored (Proficiency with Medium Armor) ==== | ==== Heavily Armored (Proficiency with Medium Armor) ==== | ||
You have trained to master the use of heavy armor, gaining the following benefits: | You have trained to master the use of heavy armor, gaining the following benefits: | ||
*Increase your Strength score by | *Increase your Strength score by 2. | ||
*You gain proficiency with heavy armor. | *You gain proficiency with heavy armor. | ||
==== Heavy Armor Master (Proficiency with Heavy Armor) ==== | ==== Heavy Armor Master (Proficiency with Heavy Armor) ==== | ||
You can use your armor to deflect strikes that would kill others. You gain the following benefits: | You can use your armor to deflect strikes that would kill others. You gain the following benefits: | ||
*Increase your Strength score by | *Increase your Strength score by 2. | ||
*While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical attacks is reduced by 3. | *While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical attacks is reduced by 3. | ||
==== Moderately Armored (Proficiency with Light Armor) ==== | ==== Moderately Armored (Proficiency with Light Armor) ==== | ||
You have trained to master the use of medium armor and shields, gaining the following benefits: | You have trained to master the use of medium armor and shields, gaining the following benefits: | ||
*Increase your Strength | *Increase your Strength and Dexterity score by 1. | ||
*You gain proficiency with medium armor and shields. | *You gain proficiency with medium armor and shields. | ||
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=== Full Feats === | === Full Feats === | ||
These feats each give a strong bonus and a +1 in an Ability Score, you can forgo this +1 to instead gain a Half Feat without its additional Ability Scores. | |||
==== Bountiful Luck (Halfling) ==== | ==== Bountiful Luck (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 for it, and it happens. Surely a sign of fortune’s favor! | 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 for it, and it happens. Surely a sign of fortune’s favor!<br> | ||
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 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.<br> | ||
When you use this ability, you can’t use your Lucky racial trait before the end of your next turn. | When you use this ability, you can’t use your Lucky racial trait before the end of your next turn.<br> | ||
Additionally, your Charisma score increases by 1. | |||
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==== Dark of the Deep (Deepling) ==== | ==== Dark of the Deep (Deepling) ==== | ||
You awaken to latent instincts you have from the cold, dark depths of the ocean, unlocking the hidden powers within you and enabling you to conjure inky clouds of mist and darkness. You gain the following benefits: | You awaken to latent instincts you have from the cold, dark depths of the ocean, unlocking the hidden powers within you and enabling you to conjure inky clouds of mist and darkness. You gain the following benefits: | ||
*Your Intelligence Score increases by 1. | |||
*You have resistance to cold damage. | *You have resistance to cold damage. | ||
*You learn fog cloud and darkness, each of which you can cast once without expending a spell slot. You regain the ability to cast those two spells in this way when you finish a long rest. Intelligence is your spellcasting ability for both spells. When you cast one of these spells in this way, you can't be perceived by blindsight while you are in the area. | *You learn fog cloud and darkness, each of which you can cast once without expending a spell slot. You regain the ability to cast those two spells in this way when you finish a long rest. Intelligence is your spellcasting ability for both spells. When you cast one of these spells in this way, you can't be perceived by blindsight while you are in the area. | ||
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==== Magic of the Dryads (Kethie Mooraarbaa) ==== | ==== Magic of the Dryads (Kethie Mooraarbaa) ==== | ||
You learn the ancient magic of the dryads, for which your people have a natural talent. You learn the Thorn Whip cantrip. You also learn Barkskin and Pass Without Trace, each of which you can cast once without expending a spell slot. You regain the ability to cast those two spells in this way when you finish a long rest. Charisma is your spellcasting ability for all three spells. | You learn the ancient magic of the dryads, for which your people have a natural talent. You learn the Thorn Whip cantrip. You also learn Barkskin and Pass Without Trace, each of which you can cast once without expending a spell slot. You regain the ability to cast those two spells in this way when you finish a long rest. Charisma is your spellcasting ability for all three spells.<br> | ||
Additionally, your Charisma Score increases by 1. | |||
==== Prodigy (Human) ==== | ==== Prodigy (Human) ==== | ||
You have a knack for learning new things. You gain the following benefits: | You have a knack for learning new things. You gain the following benefits: | ||
*One ability score of your choice increases by 1. | |||
*You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice. | *You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice. | ||
*Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn’t already benefiting from a feature, such as Expertise, that doubles your proficiency bonus. | *Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn’t already benefiting from a feature, such as Expertise, that doubles your proficiency bonus. | ||
=== Half Feats === | === Half Feats === | ||
These feats give you a + | These feats give you a +2 in an ability score, or +1 in two ability scores as part of the feat. You may remove these ability score increases and choose three of these feats in place of one, or choose one of these feats and one full feat. You can also reduce the ability score by 1 and take a second Half Feat without its ability score increases.<br> | ||
f a feat would use the improved ability score as a Spellcasting modifier, or to determine some other part of the feat, choose one of the scores that could have been chosen for those abilities. | |||
==== Celestial Resilience (Kethie) ==== | ==== Celestial Resilience (Kethie) ==== | ||
Your connection with the celestial light that has infused you is strong and pure , making you hearty like an angel You gain the following benefits: | Your connection with the celestial light that has infused you is strong and pure , making you hearty like an angel You gain the following benefits: | ||
*Increase your Constitution score by | *Increase your Constitution score by 2. | ||
*You have resistance to poison and necrotic damage. | *You have resistance to poison and necrotic damage. | ||
*You have advantage on saving throws against poison and disease. | *You have advantage on saving throws against poison and disease. | ||
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==== Crystal Telepathy (Crystalkin) ==== | ==== Crystal Telepathy (Crystalkin) ==== | ||
You have learned to connect with other minds by tapping into your nature as either a being of mind or a being of celestial light. You gain the following benefits: | You have learned to connect with other minds by tapping into your nature as either a being of mind or a being of celestial light. You gain the following benefits: | ||
*Increase your Intelligence, Wisdom, or Charisma score by | *Increase your Intelligence, Wisdom, or Charisma score by 2. | ||
*You can communicate telepathically with any creature you can see within 60 feet of you. You don't need to share a language with a creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. If you have telepathy from another source, the range is doubled, and the target can also respond to you telepathically. | *You can communicate telepathically with any creature you can see within 60 feet of you. You don't need to share a language with a creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. If you have telepathy from another source, the range is doubled, and the target can also respond to you telepathically. | ||
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==== Dragon Fear (Dragonwrought) ==== | ==== Dragon Fear (Dragonwrought) ==== | ||
When angered, you can radiate menace. You gain the following benefits: | When angered, you can radiate menace. You gain the following benefits: | ||
*Increase your Strength, Constitution, or Charisma score by | *Increase your Strength, Constitution, or Charisma score by 2. | ||
*Instead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds on the save if it can’t hear or see you. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success. | *Instead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds on the save if it can’t hear or see you. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success. | ||
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==== Dragon Hide (Dragonwrought) ==== | ==== Dragon Hide (Dragonwrought) ==== | ||
You manifest scales and claws reminiscent of your draconic ancestors. You gain the following benefits: | You manifest scales and claws reminiscent of your draconic ancestors. You gain the following benefits: | ||
*Increase your Strength, Constitution, or Charisma score by | *Increase your Strength, Constitution, or Charisma score by 2. | ||
*Your scales harden. While you aren’t wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit. | *Your scales harden. While you aren’t wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit. | ||
*You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike. | *You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike. | ||
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==== Dwarven Fortitude (Dwarf) ==== | ==== Dwarven Fortitude (Dwarf) ==== | ||
You have the blood of dwarf heroes flowing through your veins. You gain the following benefits: | You have the blood of dwarf heroes flowing through your veins. You gain the following benefits: | ||
*Increase your Constitution score by | *Increase your Constitution score by 2. | ||
*Whenever you take the Dodge action 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). | *Whenever you take the Dodge action 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). | ||
==== Kethie Accuracy (Kethie) ==== | ==== Kethie Accuracy (Kethie) ==== | ||
The accuracy of the Kethie is legendary, especially that of the Kethie archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits: | The accuracy of the Kethie is legendary, especially that of the Kethie 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 | *Increase your Dexterity, Intelligence, Wisdom, or Charisma score by 2. | ||
*Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once. | *Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once. | ||
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==== Kraken Anatomy (Deepling) ==== | ==== Kraken Anatomy (Deepling) ==== | ||
Your tentacles are covered in octopus suckers and sturdy enough that fewer are needed to support you, giving you an iron grip and an unparalleled advantage when wrestling. You gain the following benefits: | Your tentacles are covered in octopus suckers and sturdy enough that fewer are needed to support you, giving you an iron grip and an unparalleled advantage when wrestling. You gain the following benefits: | ||
*Increase your Strength, Dexterity, or Constitution score by | *Increase your Strength, Dexterity, or Constitution score by 2. | ||
*You cannot be disarmed, you have advantage on ability checks and saving throws made to escape from being grappled or restrained, and creatures have disadvantage on ability checks and saving throws made to escape from your grapples. | *You cannot be disarmed, you have advantage on ability checks and saving throws made to escape from being grappled or restrained, and creatures have disadvantage on ability checks and saving throws made to escape from your grapples. | ||
*You have two extra arms (tentacles) that you can use as normal or hide inside your body while they aren't holding anything. | *You have two extra arms (tentacles) that you can use as normal or hide inside your body while they aren't holding anything. | ||
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==== Second Chance (Halfling) ==== | ==== Second Chance (Halfling) ==== | ||
Fortune favors you when someone tries to strike you. You gain the following benefits: | Fortune favors you when someone tries to strike you. You gain the following benefits: | ||
*Increase your Dexterity, Constitution, or Charisma score by | *Increase your Dexterity, Constitution, or Charisma score by 2. | ||
*When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. You can use this ability a number of times equal to your proficiency bonus, regaining expended uses at the end of a long rest. | *When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. You can use this ability a number of times equal to your proficiency bonus, regaining expended uses at the end of a long rest. | ||
==== Stout Nimbleness (Dwarf, Small, or Smaller Race). ==== | ==== Stout Nimbleness (Dwarf, Small, or Smaller Race). ==== | ||
You are uncommonly nimble for your race. You gain the following benefits: | You are uncommonly nimble for your race. You gain the following benefits: | ||
*Increase your Strength | *Increase your Strength and Dexterity score by 1. | ||
*Increase your walking speed by 5 feet. | *Increase your walking speed by 5 feet. | ||
*You gain proficiency in the Acrobatics or Athletics skill (your choice). | *You gain proficiency in the Acrobatics or Athletics skill (your choice). | ||