Aarakocra (Skinwalker)
Flying speed: 50 (no medium or heavy armor). Size: medium (5 ft, 96 lbs). Age: 4 (lifespan: 30)
Your Dexterity score increases by 2, and your Wisdom score increases by 1. You can speak, read, and write Common, Aarakocra, and Auran.
Your talons are natural weapons, which you can use to make unarmed strikes. You are proficient with your unarmed strikes, which deal 1d4 slashing damage on a hit.
Ranger (Revised)
Natural Explorer: You ignore difficult terrain, you have advantage on initiative rolls, and on your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted. You gain the following benefits when traveling for an hour or more: 1) Difficult terrain doesn’t slow your group’s travel. 2) Your group can’t become lost except by magical means. 3) Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. 4) If you are traveling alone, you can move stealthily at a normal pace. 5) When you forage, you find twice as much food as you normally would. 6) While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
Favored Enemy (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. You also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. *Custom Verum feature: In addition to its normal effects, Favored Enemy gives advantage on Wisdom (Martial) checks against your chosen favored enemy.
Fighting Style (Level 2) -> Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
Primeval Awareness (Level 3): You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack. You cannot use this ability against a creature that you have attacked within the past 10 minutes. Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you. If there are multiple groups of your favored enemies within range, you learn this information for each group.
Ranger Conclave (Level 3) -> Scalecaller Conclave: *see page on Verum's World Anvil and Pets/Companions under Equipment section of sheet.
Floating Nomad (Steton)
Stetonians are rumored to have the influence of giants within them. As such they are quite hardier than others. You gain +1 to Constitution. You are more in tune with nature – Skill Prof – Nature.
You manipulate the metallic properties of ammunition, you deal +2 damage with projectile weapons and receive +2 AC against a ranged attack of the same material. Skill Prof – Arcana.
Crowsworn
Attribute Cap Increase - +2 Charisma; this boosts the maximum of the ability score but not the score itself. Gain two additional languages of your choice that are available.
Babylon: Lip Service -> Proficiency in Persuasion
Crowsworn (Loyalty Benefits)
Loyalty 2 Benefit: Krähewyrm’s Plumage - You gain the blessing of the great dragon crow, the Krähewyrm.
Cloak of the Crow: Once per combat, as a bonus action, you surround yourself with phantasmal feathers for a number of rounds equal to your proficiency modifier. When a creature makes a melee attack on you, they take piercing or slashing damage afterwards equal to your proficiency bonus. This happens if they hit OR miss.
Loyalty 5 Benefit: Gift of the Dragon Crow - You have fully unlocked the power bestowed upon your people by the Krähewyrm, and can unleash it upon your foes. As you move, feathers the color of the deepest abyss sometimes get left in your wake. Your shadow appears as if you have great, feathery wings, even if you have none. Your chosen ability can be used once per long rest.
Breath of the Darkest Night: You can use your action to sprout enormous wings of darkest black and gain a fly speed of 30 feet for one minute. As an action on one of your turns while you have this fly speed, you can expel a burst of black, razor sharp feathers in either a 30 foot radius centered on you or a 50 foot cone emanating from you. All within the area must make a Constitution saving throw (DC 15). On a failure, a target suffers 8d6 necrotic damage and is blinded until the end of their next turn. On a success, they take half damage and are not blinded. Using this attack removes your fly speed, and ends the ability.
Feats and ASI
Level 4: Aerial Acuity - You are unmatched in the air, and those beneath you shall be blinded by the radiance behind your wings. You gain the following benefits: 1) You gain a +1 bonus on attack rolls and contested ability checks if you are at a higher elevation than the opponent. 2) When flying outside and the sun is out, you can use the Hide action even without cover if you are at least 60 feet above those you are hiding from by taking advantage of the sun’s position in the sky, and you gain advantage on Dexterity (Stealth) ability checks as a part of this kind of hiding. This has no effect on creatures that do not rely on sight to perceive you. 3) Darkvison: 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/Racial Features & Traits