Race:
Kitsune
+2 Wisdom
Size - Kitsune are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.
Darkvision - Accustomed to a nocturnal lifestyle, you have superior vision in dark and dim conditions. You can see in dim light within 60 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.
Fox’s Cunning - You have proficiency in the Investigation skill.
Seishin
Seishin:
Ability Score Racial Traits - A Seishin increases their Charisma score by 1.
Will-o-wisp - As a bonus action, you can call forth a mote of light to follow you, one for each tail you have. These motes occupy the same space as you and emit 20 ft. dim light. As an action, you can combine all motes together to make a target you can see within 30 ft. of you. This target must make a DC 14 Wisdom saving throw. Upon failure, the target takes 1d6 + your Charisma modifier of Radiant damage, and half as much on a successful one. Multiple motes do not increase damage. You must re-summon the motes after having made an attack with them. If you have multiple attacks within an attack action, this replaces one of them.
Clandestine - You are able to hide the fact that you are a Kitsune and Skinwalker, and instead appear Human. As an action, you can magically hide your ears, fur, and tail(s), and visually replace them with human equivalents. You may drop the illusion as a free action.
----
Origin:
Krazax (Peakfolk)
Krazax:
The hardiness of the Dwarves is heavily influenced in all Krazaxians. You gain +1 Constitution.
The mountains are harsh country and only those with the skills survive. Skill Prof – Survival
To fall would be… undesirable. You gain advantage on any skill checks and saving throws to avoid falling off an edge of a height greater than 10ft.
Skill Prof – Acrobatics
---
Fighter:
Fighting Style
Fighting Style
You adopt a particular style of Fighting as your specialty. Choose a Fighting Style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.
Style: Defense
While you are wearing armor, you gain a +1 bonus to AC.
Second Wind
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.
---
Barbarian:
Rage
Rage
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
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
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
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.
Primal Path
Primal Path: Ancestral Guardian
At 3rd Level, you choose a path that shapes the Nature of your rage, such as the Path of the Berserker. Your choice grants you features at 3rd Level and again at 6th, 10th, and 14th levels.
ASI
Ability Score Improvement
When you reach 4th Level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
(+1 Strength, +1 Con)
Extra Attack
Extra Attack
Beginning at 5th Level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.
Fast Movement
Fast Movement
Starting at 5th Level, your speed increases by 10 feet while you aren't wearing Heavy Armor.
Class/Racial Features & Traits