Traits, Proficiency, and Class Abilities by Losizi Sol | World Anvil

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Tue 7th May 2019 06:42

Traits, Proficiency, and Class Abilities

by Losizi Sol

Proficiencies


World Wanderers - Ranger Stones, Cartographer's Tools

Follower of Vinsc - Sleight of Hand

Khao - Nature

Forager - Medicine

Warlock - Light Armor, Simple Weapons, Intimidation, Investigation, Charisma Saving Throw, Wisdom Saving Throw

Revised Ranger Multi-class - Medium Armor, Shields, Martial Weapons, Animal Handling
 

Traits


Forager


Herbs and minerals are powerful tools in your hands. When you use a healing kit to stabilize a creature, you restore 1d4 hitpoints to that creature. If you use the action from the healer feat, you heal the target for an additional 1d10 hitpoints.
 

Radiant Souls


Aasimar: Protector

Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back.
 
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.
 
Once you use this trait, you can't use it again until you finish a long rest.
 

Light Bearer


Aasimar

You know the light cantrip. Charisma is your spellcasting ability for it.
 

Healing Hands


Aasimar

As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.
 

Celestial Radiance


Aasimar

You have resistance to necrotic damage and radiant damage.
 

Darkvision


Aasimar

Blessed with a radiant soul, your vision can easily cut through darkness. 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.
 

Class Abilities


Bonus Cantrips


Celestial Warlock

At 1st level, you learn the sacred flame and light cantrips. They count as warlock cantrips for you, but they don't count against your number of cantrips known.
 

Healing Light


Celestial Warlock

At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.
 
As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.
 
Your pool regains all expended dice when you finish a long rest.
 

Pact of the Chain


Warlock
You learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known.
 
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.
 
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to use its reaction to make one attack of its own.
 

Eldritch Invocations


Warlock

Voice of the Chain Master


You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.
 

Beast Speech


You can cast speak with animals at will, without expending a spell slot.
 

Favored Enemy: Beasts


Revised Ranger

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds. Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type.
 
Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
 

Natural Explorer


Revised Ranger

You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:
  • You ignore difficult terraint

  • You have advantage on initiative rolls.

  • On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.

 
In addition, you are skilled at navigationg the wilderness. You gain the following benefits when traveling for an hour or more:
  • Difficult terrain doesn't slow your group's travel.

  • Your group can't become lost except by magical means

  • 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

 

Misc Details


Madman

10 Str / 14 Dex / 15 Con / 11 Int / 11 Wis / 15 Cha
 
Aasimar: Protector

+2 Cha / + 1 Wis
 
Khao: City Origin

+1 Cha
 
Level 4 Warlock ASI

+2 Wis
 
Languages

Aasimar: Protector - Common, Celestial (Angel)

Revised Ranger: Favored Enemy - Primordial (Elemental)
 
World Wanderer Loyalty

5 Loyalty

+5 HP

+25 gp from Day Jobs

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  1. Traits, Proficiency, and Class Abilities
  2. Magic Items
  3. Equipment