Dolten
Dolten
You gain a +3 bonus to saving throws vs. Fear effects.
Skittering
You must consume 8 times the normal amount that your race requires. However, you have no problem eating sentient races.
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Racial
Kuo-Toa movement
Amphibious
You can breathe air and water.
Superior Darkvision
You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Deepwalker
Adapted to even the most extreme ocean depths, you have resistance to cold damage, and you ignore any of the drawbacks caused by a deep, underwater environment.
Slippery
Thanks to the slime-like substance that your skin secretes, you are able to slip from bonds and holds with ease. You gain advantage on ability checks and saving throws made to avoid becoming grappled or restrained.
Sunlight Sensitivity
You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Wordwyrd
You are immune to the damage and ill effects produced by glyphs, runes or similar dangers dealing with magical writing.
Goggler-Otherworldly Perception
As a bonus action, the Goggler can flick a special lens upon their eye that allows them to see beyond the natural realm. For the next hour, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent. You can use this ability once per short rest.
Goggler-Whispered Reality
A Goggler has lost a sense of their self from the pain and mental anguish they have suffered, but from this loss they have learned to see things in a new light, and to create their own reality. You suffer disadvantage against any Madness effect, but you can cast silent image with this trait. Starting at 3rd level, you can cast phantasmal force with it, and starting at 5th level, you can also cast major image with it. Once you cast a spell with this trait, you can't cast that spell with it again until you finish a long rest. Wisdom is your spellcasting ability for these spells.
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Druid
Druidic
You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.
Ritual Casting
You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Wild Shape
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.
Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.
(refer to table)
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.
While you are transformed, the following rules apply:
-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 proficiencies, 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.
Circle of Storms
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The Circle of Storm is dedicated to the wrath of nature in her storms and the call of Kaheeli. Although the Matron of Discord is not an official member of the Green pantheon, they share mutual respect. And when the Green suffered, the wrath of the Goddess of the Sea was personified by the Circle of Storms.
Master of the Storm
At 2nd level, add the following cantrips and spells to your druid spell list, and you learn one extra cantrip from this list.
Booming Blades
Lightning Lure
Shocking Grasp
Thunderous Smite
Shatter
Lightning Arrow
Lightning Bolt
Thunder Step
Storm Sphere
Chain Lightning
Kaheeli's Jealousy
At 2nd level, you deal 1 less damage with spells that do not deal thunder of lightning damage. You deal additional damage with spells that deal thunder or lightning damage equal to the spell's level. This damage is added once per spell.
Class/Racial Features & Traits