Languages
Common (Grass), Auran (Lesser), Primordial
Genasi
Astral Air
Unending Breath – You can hold your breath indefinitely while you're not incapacitated.
Seal of Air – You gain a fly speed of 30ft. If you should deal lightning damage, the damage is increased by 2, this applies only once per source.
Astral Air Form: For 1 minute as a bonus action, you can become your astral form, doing so results in you gaining a +2 to all attack rolls and you deal an additional 2d6 astral lightning damage on any damage source you deal. Once this ability is used, it cannot be used again until you perform a long rest.
Astral Touched: -5 hp
Freemen
Kaheeli's Chosen - A Woman's Scorn: Increase all Thunder and Lightning damage dealt by 1d6 once per turn.
Curse Mark - Kaheeli’s Kiss: Receive half the normal healing received, deal an additional 4 damage on any weapon damage roll made.
Shanties: See Freemen page.
Ambassador: +5hp
Barbarian
Rage (3) / Unarmored Defense (+7)
Danger Sense – 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 – 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.
Storm Aura - Sea When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes 1d6 lightning damage on a failed save, or half as much damage on a successful one. The aura extends 10 feet from you in every direction, but not through total cover. (DC 13)
Rogue
Expertise: Performance, Athletics
Sneak Attack: 4d6
Cunning Action: Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Bonus Prof: Navigators tools and cartographers tools - (Freemen Pirate) You gain a +2 on these rolls for as long as you are in the faction.
Plunder and Thunder: You gain an additional 10% wealth when you find a treasure hoard. This stacks with other hoard modifiers.
Plunder and Thunder: As a bonus action, you can mark an enemy for death. For 1 minute, you deal sneak attack damage to that creature regardless of circumstances. However, the creature has advantage on attack rolls against you. If this creature is defeated within the minute of this ability, Kaheeli rewards your audacity - you gain a +1 bonus to attack rolls for the remainder of the combat encounter. You can use this ability multiple times in the same combat encounter. However, each time the bonus stacks while benefiting from this bonus, each creature you mark has this bonus to attack you as well. Once the combat encounter in which this ability is used ends, you must finish long rest before you can use it again.
Uncanny Dodge: When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
Evasion: When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Feats
Mobile: You are exceptionally speedy and agile. You gain the following benefits:
Your speed increases by 10 feet.
When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
Lucky: You have inexplicable luck that seems to kick in at just the right moment.
You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.
You regain your expended luck points when you finish a long rest.
Class/Racial Features & Traits