ALL BACKGROUNDS HERE ASSUME YOU ARE AN ASPIRANT, A BEGINNER, A TRAINEE, AN INITIATATED OR JUST THE NEWEST GUY IN THE ORGANIZATION YOU CHOOSE YOUR BACKGROUND FROM.
Feature: Improved Spells The Web Manipulators seek to perfect it's control over the universe, and to perfect spells and discover new strains of the same old spells is one of their favorite activity. Every time a Web Manipulator reaches a new circle in an arcane class, he can choose three spells he knows from his older circles to have a breakthrough and select one to have an improved version. Exemple: When Flimsyflower reaches the third level of an arcane class and gain access to 2nd level spells, he choose 3 1st level spells he knows to get a breakthrough, which means he knows how these three spells can be developed and then he chooses one of theses spells to develop. Feature: Web Manipulator Spells Prerequisite: Spellcasting or Pact Magic class feature For you, the spells on the Web Manipulator Spells table are added to the spell list of your spellcasting class. If you are a level 1 Wizard, you gain them for free on your spellbook when you reach the required level to cast them. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Suggested Characteristics
Contacts The Web Manipulators are all about sharing important knowledge inside the guid and selling common non-relevant knowledge to ousiders. Roll three times on the Web Manipulator Contacts table (for two allies and a rival)
What are my responsabilities? Whatever your role in the Web Manipulator's Guild, you are expected to contribute to its research in some way. That contribution might involve participating in tests, whether as an assistant, a researcher, or a subject. You might be one of the soldiers who protects a laboratory, or a laborer responsible for lifting heavy pieces of equipment into place. Everyone's contribution matters. If your superiors call for your help, you can expect to gain something in return, but you better help, even if it's a dire situation. |
Feature: Watcher's Insignia When you are accepted in the order you gain a magical item that works while you remain in the ranks. This silver leaf gives you: - You are immune to scrying spells and effects - You can cast sanctuary once per day - You can cast cure wounds once per day Your spellcasting ability for these spells is Wisdow Feature: Outlander
While traveling for an hour or more in your favored terrain, you gain the following benefits: Difficult terrain doesn't slow your group's travel. Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. If you are traveling alone, you can move stealthily at a normal pace. When you forage, you find twice as much food as you normally would. While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. Feature: Favored Enemy: The Council of Immortals. - Favored enemies - As a Watcher you are taught the weakness and strenghs of all known beings from the Council of Immortals. You have advantage on knowledge checks and you add your proficiency as damage in all attacks you make agains them. Also, you must pick one of the 'Immortal Council' member, you specialized your training in tactics that would work better against it, but might give you a very helpful hand against other foes (or fools). SOTURNO, the First Primal
-> Just a flesh wound or failing a saving throw against a spell or nasty effect, the Watcher can as a Reaction make a performance check DC being 2 YAARD, The Devourer: DARTRAK, Chosen of Thiamat LILITH, The First Fallen Archangel of Mercius ABERCROMBIE, The Body taker KASSYADZ'DRAKT Others.... Suggested Characteristics
Contacts
What are my responsabilities? Watch over your area for the known menace that lurks. Spy for your order, keeping the villans moves in check. If you are called to action, rise to the ocasion and know that what you do is for the good of the realm. |
Feature: Street Rats As part of the training and survival in general, you get to know a bunch of stuff about the streets, and even though the cities might differ, they streets are almost always the same. While inside a city that resembles your main city (or a very different city that you spent some time getting acclimated to), you gain: - Advantage on performance and deception checks against targets that don't know that you are a criminal. - Advantage on intimidation checks against targets who know you are a criminal. Feature: Dirty Fighting To win in a glorious way is great, but to just win in a regular way is also good, and if you think really hard about it, not losing sometimes is like winning. Pick one maneuver or style that fits better your character. When you hit a creature with a weapon attack, you can attempt to knock the target down if the target is Large or smaller, it must make a Strength saving throw. (Dc qual to 8 + your prof + your Str or Dex modifier.) On a failed save, you knock the target prone. You can use this once per short rest or untl you are able to knock someone down with this maneuver. - Roubo na cara dura When you hit a creature with a melee attack, you can attempt to disarm the target, forcing it to drop one item of your choice that it's holding. The target must make a Strength saving throw (Dc qual to 8 + your prof + your Str or Dex modifier.). On a failed save, it drops the object you choose. The object lands at its feet, or if you had a free hand when you made the attack, you can hold it. You can use this once per short rest or untl you are able to make someone drop an object. - Black Tactics If you have an ally that also has this style, you two (or 3, or 4, etc) can choose as a free action to fight like a pack. When you do so, choose up to your proficiency allies that also have this style, whenever you guys are flanking a target together, instead of the +2 against the flanked targets, you gain advantage on attacks against it (if by any reason you would already have advantage, then you gain the +2 to hit). When you use this ability, you benefit from it for 1 minute and can't use it again until you finish a long rest, but you can still benefit from it if another ally activates the Black Tactics. - Wind Karate You can tap on the incredible energy inside you and unleash it as powerful force, to flee from your enemies. On your turn, as a free action, your movement and jumping distance triples, you gain climbing speed and you can walk on liquids. These effects lasts until the end of your turn, after using this power, you can't make any more melee attacks until the end of your turn and if you end your turn closer to an (known) enemy than you started, you are restrained until the end of your next turn. When you use this ability, you can't use it again until you take a short rest. - Knife in the spleen You can use the most ancient Black Hand's technique. As a free action you can choose to activate this ability, you have advantage on melee attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised crits with a 18,19 or 20. (if you are an assassin, your sneak die value increases (example: from d8s to d10s). Once you used this ability you can't use it again until you roll initiative. Suggested Characteristics
Contacts
What are my responsabilities? You do what your Rank superior tells you to do, but don't worry, there is always coins for people who do things right, and the more you do, the bigger the coins get. You are here because you want, you could walk away at any moment, but you chose the bandit's way. |
Feature: Forged in Fire You experienced the true terror of losing the things you loved the most, it was a terrifying experience but one that hardenned you, that drove you to study your enemy and to train you against it. - Warforgeds and constructs are considered your favored enemies (prof in damage, at lv 6 advantage on saving throws against effects by it) - You have advantage on saving throw against massive damage. - Whenever you gain a level and choose to roll your hit points dice, you: Ignore a result of 1 on a D6. Ignore a result of 1 and 2 on a d8. Ignore a result of 1,2 and 3 on a d10 and ignore a result of 1,2,3 and 4 on a d12. Feature: Lumina's Relique You start the game with a Lumina's relique. Perhaps it is a family's heirloon, or maybe a loved one entrusted it to you on the moment of it's death, or maybe you found it on the battlefield...or could even be that in the midst of the chaos you stormed a house, or killed someone and got it. Roll on the table.
80-86 Cape of the Mountebank Suggested Characteristics
Contacts Roll three times on the Fall of Lumina's Surivor Contacts table (for two allies and a rival)
What are my responsabilities? Unless you belonged to the guard, you don't have any real responsability but the ones you decided to bear on yourself. You and a lot of refugees want something in common. Could be taking Lumina back, freeing the king, getting revenge, or anything like that. You are working with a lot of people who have different plans, different angles. You have to try and steer whoever you can in the best possible direction. You have to get stronger so you can achieve the means to your objective (power, contacts, magic itens, an army, etc) |
Feature: Nature`s Blessings - You know and can cast one cantrip from the druid's list Wisdom is your spellcasting ability for it. Nature's Messegers organize themselves in multiple circles and one circle can differ a lot from the other. Choose 1 other feature from the list below. Feature: Pack Leader - You can speak with non aquatic animals - You can use animal handling in all social interactions against animals. Feature: Dryad Blood - You can speak with plants - You can use Nature in all social interactions against plants. Feature: Marine Ancestor - You can speak with aquatic or amphibious animals - You can use Animal Handling in all social interactions against Aquatic animals. Feature: Moontouched - Shifting. As a bonus action, you can assume a more bestial appearance (choose one every time you use this feature). This transformation lasts for 1 minute, until you fall unconscious, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depends on the form you wish to assume. Once you shift, you can't do so again until you finish a long rest. Bear-like Bestial appeareance Whenever you shift, you gain 2d6 additional temporary hit points. While shifted, you have a +1 bonus to your Armor Class. Wolf-like Bestial appeareance. While shifted, you can use your elongated claws and fangs (that are light and finess weapons) to threat, flank and make an unarmed strike as a bonus action. If you hit with your fangs, you can deal piercing damage equal to 1d10 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike. If you already had claws or fangs before, their damage becomes 2d6. Feline-like Bestial appeareance. While shifted, your walking speed increases by 15 feet and you gain climb speed. Additionally, you can move up to 10 feet as a reaction when a creature ends its turn within 5 feet of you. This reactive movement doesn't provoke opportunity attacks. While shifted, you have advantage on Wisdom checks, and no creature within 20 feet of you can make an attack roll with advantage against you, unless you're incapacitated. Feature: Nature's Messenger spells Prerequisite: Spellcasting or Pact Magic class feature For you, the spells on the Nature's Meesenger Spells table are added to the spell list of your spellcasting class. If you are a level 1 druid, you always haver them prepared as extra spells when you reach the level required level to cast them. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Suggested Characteristics
Contacts Roll three times on the Nature's Messenger Contacts table (for two allies and a rival)
What are my responsabilities? At lower ranks, you need to protect nature as best as you can, and help the normal people to live together with it. While you do that you can study and research ways to strengthen nature. As you advance in ranks and your conection gets deeper you start to be included in more questionable studies, but studies thar promiss to help nature nonetheless. |
Feature: I laugh in the face of danger. - You are immune to being frightened Feature: Dragonslaying techniques
- The Danius Maneuver - Smack it! Suggested Characteristics
Contacts Roll three times on the Dragonslayers Contacts table (for two allies and a rival)
What are my responsabilities? Thousands of years ago the elven nobles murdered almost all your house and forced those who remain to live in poverty without the right to gain a title. But your mission as a Dragonslayer never stopped and you keep training and wandering the world looking for sights of dragons to ensure they will be found and dealt with. Also, your clan have a personal interest in taking Lumina back, because the sacred Dragon armors and Dragon Slayer weapons are stored deep inside the Dragonslayers lair and without it dealing with powerfull ancient dragons becomes a lot harder. |
Feature: Focused Research - You have done extensive research in a field of magic, using ancient secret Librarium methods and artifacts to boost your knowledge in one of the schools of magic. Choose one school from Abjuration, Transmutation, Illusion, Necromancy, Evocation, Conjuration, Enchantment and Divination, you will never be able to change your school of focus, so choose wisely. - On your first level you can choose 1 spell from your school of choice and add it to the list of spells avaiable to your class. Keep in mind that this does not outright give you the spell, for example, if you are a lv 1 Bard that chose Evocation as your Focused Research Spell, you could as your 1st level spell from this feature add Magic Missile to the general Bard Spell List, and than select Magic Missile as one of the 4 spells you know. If you are a class that prepare spells, than you add the spell to your general list and will have to prepare it as you would normally prepare any other spell. - When you gain more levels and you are able to choose or prepare spells from new higher levels (or you multiclassed to another spellcasting class), you do the same thing you just did on level 1. - If you multiclass, you do the same, but with your new class. -> Wizards, sorcerers and warlocks can't choose healing spells with this feature because the gods hates them. Feature: Piece of an Ancient Contraption Suggested Characteristics
Contacts Roll three times on the Librarium Academic Contacts table (for two allies and a rival)
What are my responsabilities? You need to travel throughout the world and gather all knowledge you can, match it with Librarium hidden anctient lore and try to uncover this mysteries of the universe. And while you are at it, you could try to form a powerful group of adventures to clear some of the wards that no one was able to. |
Feature: Air elemental tutelage. You have studied under one or several air elementas and because of this, not only you gained great insight and knowledge about elemental creatures, but in someway your soul was marked forever. - You have advantage in knowlege checks that involve elemental beings - You have advantage in ability checks that involve social interaction with elemental beings - Elemental beings can understand what you are just by looking at you, and will treat you differently and might even regard you as one of their own, if the situation is correct. Feature: The Storm inside. You hold great power inside you, and sometimes you can tap into it to achieve great feats. You gain a resource called Storm Power. Your proficiency controls how many charges you have in this resource. All your charges of Storm Power recharge when you take a long rest. Overload: As a Bonus action you can spend all your remaning Storm Power to regain spell slots. You regain half your Storm Power (rounded down) in spell slots. For example if you had 4 Storm Power and used this, you can choose to regain 2 1st level spell slots or 1 2nd level spell slot. Capacitor: Once per turn during combat, when you deal lightning damage, you can spend your Bonus Action to regain one Storm Power. Ride the Lightining: When you deal lightning damage, you can spend your reaction and two charges of Storm Power to teleport to a non occupied space anywhere inside the area that the spell (or the attack/ability that caused lighting damage) went through. Static Barrier: As a Bonus Action you can spend 1 Storn Power and give yourself and 2 allies within 20 feet resistance to Lightning damage until the end of your next turn. If either of you were resistant to lightining damage already, it gains immunity to lightning damage until the end of your enxt turn. Static Discharge: As an action, you can emit a Static Discharge spending all your remaining Storm Power. Every creature within up to 20 feet of you must make a Dexterity saving throw (Dc being 8 + your proficiency + your highest ability modifier) or take 2d6 lighting damage per charge, taking half on success. When you do this, you gain Temporary Hit Points equal to Half the damage you rolled. Suggested Characteristics
Contacts
What are my responsabilities? You are an embassador to the elementals, you have to help maintaining the elemental balance in the material world. Also, being a member of the ilustrous Tempests, you must stand up to it's high standards and don't make a fool of yourself or the order. |
Suggested Characteristics
Contacts
What are my responsabilities: Primarily, you are expect to travel the world and bring knowledge back to the order. You are expected to defend hope from any attack if possible, and you are expected to carry yourself with dignity and pride, to respect the human nobility (even if nominaly), to take good care of your wolf and wolves in general and finally you are expected to (unless its clearly a lost cause) protect travelers in the areas the Steelclaw order is active, which includes much of the northern part of the green continent. You will provide directions and counsel to travelers and will generally obey the law. |
Bruxeiro (Monster Hunter in ancient Dwarven) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Originally created by elves to hunt demons and other monstrosities rampaging the blue continent many thousand years ago the order was dying after most of the threats had been taken care of, their practices considered barbaric and eventually they were forced to cease operating. That changed around 800 years ago, when human adventurers found the Bruxeiros greatest vault, detailing all the experiments done to create elite Bruxeiros, it took another 50 years before they discovered how to use the machines and get mages capable of doing the proper rituals, and when they tried, one of the original creators of the vault, Vega the archdruid, appeared and scolded them for their ignorance and carelessness, the boy they planned on making a super soldier was now dead. However, the archdruid reasoned that he was only forbidden to tinker with elven blood, but no sort of prohibition was ever made about humans explicitly, and if he only advised them to prevent them wasting innocent lives ... so he decided to aid them in their pursuit of making mutated humans with amazing capabilities that could hunt and kill monsters on their own, the blue continent was after all, very much in a dire situation, and there were things worth protecting and getting informed about in there. With his help the order grew very powerfull. Requeriments: Only children can start training to become Bruxeiros, they train all their life and are subjected to many rituals that make them amazing monster hunters, and these rituals dont really work on adults Skill proficiencies: Any two skills that do not involve charisma Armor and weapon proficiencies: You gain proficiency with Leather armour and with the Greatsword
Equipment: When you are set on the path, you start with two greatswords, a normal one and a Masterwork Silver Greatsword that is also considered to be adamantite for the purpose of hurting monsters and it can only be used against monsters. You will also get a medallion from your Bruxeiro school, each named after a beast or monster. These medallions allow the wearer to cast detect magic once per short rest. Feature: Bruxeiro School Every Bruxeiro belongs to a school, they share the same principles, but the way they do things might differ a lot. Choose one to be your School, you will never be able to change this. CAT Known for being more willing than normal to be hired to kill non-monsters, getting involved in politics and other shenanigans, this school was founded with the intent of hunting humanoids that walked a dark path. - You have climbing speed equal to 2/3 of your speed. - Your movement speed is increased by 5 feet. - Once per day as a free action you can double your movement speed for a round. WOLF Wolf Bruxeiros are considered the most reliable of them all. Known as master trackers and annoying stalkers, capable of finding anyone anywhere, or so it is said. - As a Bonus Action, you can designate something as your quarry, you have advantage on all knowledge and tracking related checks associated with it. While in pursue of your quarry, you and your group can travel at a fast pace without any penalties to perception regardless of terrain. Also you add 1d6 to the damage of your attacks and spells against your quarry. (and no, won't count for all magic missiles.) The target is considerd your quarry until you take a Long Rest. You can use this feature twice per day. - Survival DCs for outdoors survival are 5 less for you. - Where others would take 10 minutes investigating something you take only 1. BEAR Bear school was founded thinking about threats of enormous sizes, and because of it they undergo more intense strengh training. Known as hulking behemoths with little manners and great appetite, many consider them responsible for the Bruxeiros bad reputation. - While wearing heavy armor, you can shift your weight and block attacks with it. Once per short rest as a reaction you can use this feature to subtract a 2d6 + your Strengh Bonus from incoming damage. - Your carrying capacity is doubled and you can grapple Huge or smaller creatures. GRIFFIN Created to harbour the magic users beetween the boys that would become Bruxeiros, this school often accept children that started training with other schools and then began developing magical powers. This school grew in influence by maintaning great conections with wizard's schools. Nowsdays the other Bruxeiros think they serve nobles, walking amongst the courts as if they were better than the rest of them. - You gain the metamagic adept feat (Using the rules that all feats give give stats, you only get stats if the vanilla version of the feat would give stats (the stats will be the same as the feat by D&D standard rules). MANTICORE The other bruxeiros think they are cowardly ass wussies who always use potent poisons, but and they might be to some extent. But they are also the school with the best knowdlge about herbs and alchemy, often able to craft strong potions not known to the other Bruxeiros. - You gain proficiency with either the Alchemist tools or the Herbalism kit. - You gain the poisoner feat (Using the rules that all feats give give stats, you only get stats if the vanilla version of the feat would give stats (the stats will be the same as the feat by D&D standard rules). VIPER This school split up from the manticore school and now seems to be competing with the cats to see who gets the most contracts to kill non-monsters. They are very good with poisons and harbour a different fighting style than the other Bruxeiros, using two one-handed swords instead of a greatsword. - Instead of a Masterwork Silver Greatsword, you start the game with two Masterwork one handed swords of your choice. - You gain the poisoner feat (Using the rules that all feats give give stats, you only get stats if the vanilla version of the feat would give stats (the stats will be the same as the feat by D&D standard rules). CRANE A somewhat exotic school, it is the youngest of all Bruxeiro schools, trained to kill flying monsters with modern firearms, these Bruxeiros excel in distant combat. The Bruxeiros of this school are also good with dealing with people in general and are among the most liked school. The other Bruxeiros think that everyone likes them since no one is afraid of their puny weapons and that this school is set for extinction since theit choice with weapons sucks. - Instead of a Masterwork Silver Greatsword, you start the game with a Masterwork Firearm and 30 special silver bullets - Firearms Knowledge. You know how to use firearms and your mastery of firearms enables you to ignore the loading property of muskets and pistols. Feature: Unnatural Biology - Unlike normal humans, your mutations give you extreme longevity, to this date, no witcher has died of old age, Vega estimates the lifespan could be around 1000 years, but you are sterile. - You can see in the dark up to 60 feet, most people think your eyes are creepy and dont like being stared down by you. Ferlix consider you an abomination and you will be hunted down by them. - You can see in the ultraviolet and infrared spectrum, as well as a very acute sense of smell and taste, allowing you to notice that which others would certainly miss. You have advantage on perception and investigation checks. - You can benefit from several potions that would be poison to normal humans. Also you have resistance against poison damage and advantage on saving throws against poison. - You are an unnatural abomination, hated by the gods, you have the Curse of the bruxeiros. Unfortunately Bruxeiros suffer from a powerful curse that makes falling high distances certain death. They re-roll 1s and 2s on falling damage received and must keep the new roll. - You are considered a freak of nature, In general, and specially on the lower echelons of society, you will be treated very unfavourably, with higher prices for accommodation or outright denial. People expect Bruxeiros to be flush with cash, and to pay more to be tolerated. Feature: Bruxeiro runes You were taught very primitive magics based on old Signs to make you a more powerful warrior. At level one choose a cantrip beetween: True Strike, Produce Flame and Gust, you learn it and can cast with Intelligence being it's spellcasting atribute. Also, you have stumbled upon at least one Ancient Sign Stone and learned it's magic from it. Spells you learng this way can be cast once per day each (unless they are cantrips), requiring only somatic components and as you level, they can become stronger. You can never change the spells you learned this way, so choose wisely Shield, Booming Blade, Lighting Lure, Absorb Elements, Burning hands, Compelled Duel, Feather fall, Jump, Long Strider, Friends, Charm Person or Mage armor. Suggested Characteristics
Contacts
What are my responsabilities? Training Bruxeiros is expensive, and you are expected to receive worthy compensation for your efforts. After your training is complete, you will be set on the path and are expected not to stray from it. The path basically consists of wandering around the world finding contracts to hunt and kill monsters and to keep civilization protected from the supernatural. You are expected to return in the winters and bring things of value to the order and rendevouz, but if its not uncommon for Bruxeiros to relocate to other continents and spend vast ammounts of time away. Further, the path consists of maintaining the Bruxeiro infrastructure and caring for the growth of the order. The best thing one can bring to the order are new recruits, so often Bruxeiros grab orphans on their way back to the rendevouz for the next round of training. Bruxeiros cant sit idly by, they must dedicate their lifes to either hunting monsters or training the next generation. They must uphold the reputation of the Bruxeiros as the best monster hunters that always honor their contracts and dont meddle into humanoid affairs (such as kingslaying, kidnapping nobles, etc etc, something the cat and viper schools were accused of doing and might start a Bruxeiro civil war to avoid Bruxeiros being hunter altogether). |
You are a champion, not only between your people but also between the spirits. Your glorious deeds in the arenas and favour of the spirits has marked you by the Jade Dragon to be one of his contenters in the Spiritual Colosseum. You don't belong to a proper organization, but everyone knows who's the champion, or at least everyone who matters. Requeriments: Orc, troll, norfss or ferlix Skill proficiencies: Choose two from Performance, Intimidation, Insight, Athletics, Surival and Nature. Tool Proficiencies One type of musical instrument or artisan's tools Languages: Any one of your choice Equipment: A hunting trap, a totemic token or set of tattoos marking your loyalty to the spirits that bestow you powers, a set of traveler's clothes, and a pouch containing 10 gp Feature: Welcome to my Arena. An Ancestral Champion is a master of combat, and it thrives in the spectable that is a battle, bringing everyone to his down domain of blood. Pick one Act that fits better your character - Act 1: Enter the arena An Ancestral champion in a display of power and/or skill can make an statement (physical or verbal) and choose a foe to be his target. As an Action, choose one enemy within 90 feet and make a Peformance check contested against the target Wisdow saving throw. If you win, the target is frightened by you until you attack someone other than it or miss an attack. Once you use this feature, you have to take a short rest to use it again. - Act 2: Blood for the Blood God! When an Ancestral Champion downs an opponent or scores a critical hit, he can't lose the opportunity to announce to all his foes (and witness) who he is, even in covert missions. After scoring a critical hit or downing an opponent, the champion can use it's Bonus action and scream his name with all his lungs, making an Intimidation check. Every other enemy within 60 feet must make a wisdow saving throw (the dc being the result on the intimidation check) or be frightened by it until the end of it's next turn. If you attack a target that is still frightened by your display of power, your critical range against it improves by 1. Once you use this feature, you have to complete a short rest to use it again. - Act 3: The Champion is crowned When a fight ends, you can crown yourself the Ancestral Champion and make a statement to everyone watching - spirits included. Choose if you are going to make a Bolstering statement or a Fierce statement. Bolstering statement: Lets you spend hit dice as if you have completed a short rest. Make a Performance check. Dc 15: Can spend up to two hit dice Dc 20: Can spend up to five ht dice Dc 25: No limit of hit dices you can spend and all your allies can spend one of their hit dices to heal as if they have completed a short rest if they feel like it. Fierce statement: You have a chance to empower your morale for a time, gaining a temporary inspiration. Make an Intimidation check. Dc 15: Inspiration lasts for 1 hour Dc 20: Inspiration lasts until you take a short rest for for 1 hour Dc 25: Inspiration is permanent. You can use this feature whenever you finish a battle. Feature: Favoured by the Spirits The strongest spirits have decided that you are worthy, and have agreed to concede you some of their power. -> Choose one of the great spirits, you will never be able to change this choice. - Gurahl the Ever-Hunger Gurahl is currently regarded as the mightiest of the Bear spiritrs and it's hunger for life essence knows no bounds. - As a reaction to taking damage, you can sacrifice 1 or 3 hit dices and Invoke the Mighty Gurahl to aid you. If you sacrifice 1 hit dice you gain resistance to the damage. If you sacrifice 3 hit dices, ignore all the damage. Once you invoke Gurahl, to invoke it again you have to finish a short if you gained resistance to the damage or a long rest if you completely ignored a damage. - Bastet the one who runs faster than wind Bastet is known to be the favorite spirit of the Crystal Tiger, and is the only spirit who has being absorbed by Yaard and escaped to tell the tale. - As a Bonus action you can invoke Bastet to aid you. When you do this, your Ac increases by 2, your speed increases by 10 feet, you gain climbing speed equal to your speed and if Bastet is still aiding you, as a Bonus Action in subsequent turns, you can take the dash or disengage action. At the end of your next turns, roll 1d6, if you roll 1 or 2, Bastet stops aiding you and you can't summon it again until you finish a long rest. - Archimedes the old Archmedes might be the oldest spirit "alive", and it is told that even Yaard one day went through hell just to be beyond the Great Owl Spirit and ask him for advice. At the beginning of your turn, you might summon the wise Archimedes as a free action, you can do that even if you are charmed, dominated, paralyzed, stunned or deprived of your mental capabilities. When you do this, Archimedes will remove any mind-related negative condition afflicting you that you wish to be removed. Once you do this you must finish a long rest to summon archimedes again. Alternatively you can also summon Archimedes to ask it for guidance about one subject. If you do so, it will help you the best it can and you can't summon it again to heed it's council for at least a week. - THE BULL Known only by THE BULL, this spirit showed himself to be extremely powerfull when he was summoned by the Circle of Shamans to help stopping Oprimax who had fled his prison. THE BULL is a might and proud spirit whose stubbornness knows no boundaries. As a Free action you can call forth THE BULL to aid you. Until the end of your next turn, you gain the following benefits: - You carrying capacity is multiplied by 10 - All your attacks that hit have a chance to make your target fall prone (Str save dc equal to 8 + your proficiency + your STR modifier). - All your attacks cause and additional 1d6 damage. - You have advantage in STR ability checks and STR saving throws - You can grapple creatures up to two sizes bigger than you. - Whenever you push someone, you can choose to push it up to 10 adicional feet. Once you invoke THE BULL, you can't do it again until you finish a short or long rest. Suggested Characteristics
Contacts
What are my responsabilities? As an Ancestral champion you have to try and be the finest of your lineage. You must make good for the spirits that chose to bless you and you need to train and become the stronger there is, because the Jade Dragon might summon you and perhaps your closest allies at any moment to the SPIRITUAL COLOSSEUM, where you can win at the ULTIMATE GAMES and prove to everyone that you are THE CHAMPION. |
Guerreiro de Inerill
Guardiao