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Origin
Dragon
Khyne :
Origin: +2 to Any Stats(CHA) and +1 to Any Stat (DEX)
Skills: Choose any 4 skills to gain proficiency in, or choose 2 of your skill proficiencies to gain Expertise instead.
Tools: Gain Proficiency in any 1 Tools, 1 Musical Instrument, and 1 Kits.
Skill Proficiency: Athletics, Martial, Stealth, or Acrobatics and +2 to Strength or Dexterity
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Fighter
Fighter
Fighting Style:
Defense
While you are wearing armor, you gain a +1
bonus to AC.
Action Surge
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Extra Attack
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
Indomitable
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.
You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
Extra Attack
At 11th level, you can attack three times whenever you take the Attack action on your turn.
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Cleric
Cleric
Spellcasting
As a conduit for divine power, you can cast cleric spells. See chapter 10 for the general rules of spellcasting and chapter 11 for a selection of cleric spells.
Cantrips
At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.
Preparing and Casting Spells
The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Ritual Casting
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus
You can use a holy symbol as a spellcasting focus for your cleric spells.
Channel Divinity(2/rest)
At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.
When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
Turn Undead
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
Destroy Undead (CR 1/2)
Starting at 5th level, when an undead of CR 1/2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.
Destroy Undead (CR 1)
Starting at 8th level, when an undead of CR 1 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed
Divine Intervention
Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.
Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.
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Rune Knight
Rune Knight
Bonus Proficiencies
You gain proficiency with smith's tools, and you learn to speak, read, and write Giant.
Rune Carver
Whenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, a shield, a piece of jewelry, or something else you can wear or hold in a hand. Your rune remains on an object until you finish a long rest, and an object can bear only one of your runes at a time.
Runes Known
3rd-2
7th-3
10th-4
15th-5
>Fire Rune
>Cloud Rune
>Hill Rune
>Storm Rune
Giant's Might
You have learned how to imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute:
If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change.
You have advantage on Strength checks and Strength saving throws.
Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Runic Shield
You learn to invoke your rune magic to protect your allies. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to force the attacker to reroll the d20 and use the new roll.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
-Great Stature
10th-level Rune Knight feature
The magic of your runes permanently alters you. When you gain this feature, roll 3d4. You grow a number of inches in height equal to the roll.
Moreover, the extra damage you deal with your Giant's Might feature increases to 1d8.
-Indomitable (Two uses)
At 13th level, you can use Indomitable twice between long rests.
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Veil Cleric
Veil Cleric
Veil Domain Spells
Cleric Level Spells:
1st feather fall, shield
3rd blur, misty step
5th slow, haste
7th dimension door, fabricate
9th hold monster, far step
Cleric of the Old Ways
Starting at 1st level, you gain proficiency with Heavy Armor and Martial Weapons.
Scholar of Time's Flow
At 1st level, you are never surprised. Additionally, you are proficient in the History & Religion skills and may double your proficiency bonus when making History, & Perception skill checks. If you already have expertises in them then gain 2 Time/Fate Dice after a long rest.
Channel Divinity: Veil Threading
Starting at 2nd level, you can use your Veil Domain's version of Channel Divinity to alter the flow of time to your benefit. On your turn, you may use your Channel Divinity to take one additional action on top of your regular action and may cast another lv spell with this action. You can only use this feature once per turn, no matter how many uses of Channel Divinity you have.
Veilmancer
At 6th level, when you use the Veil Threading feature, until the beginning of your next turn, your movement speed doubles, attack rolls and Dexterity saving throws you make have advantage, and attack rolls against you have disadvantage.
Additionally at 6th level, you can target objects, as well as creatures, with your domain spells. For example, you can cast slow on a rolling boulder or feather fall on a falling glass.
Veil Blessed
At 8th level, you gain advantage on initiative rolls. You can also attack twice, instead of once, whenever you take the Attack action. (Counts as Extra Attack)
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Racial
Racial
- The Temporal Ones
Ability Score Increase
Your STR score increases by 5, and your Wis score increases by 5
Ability Score Decrease
-5 to Dex score
Age
File Corrupted
Size
Dragonborn are taller and heavier than humans, standing well over 12 feet tall and averaging almost 250 pounds. Your size is Medium or large.
Speed
Your base walking speed is 45 feet and a fly speed of 15 feet.
Corrupted Ancestry
Sun Scaled True Radiant 15 by 30 ft. line (Str. Check)
You have Corrupted Ancestry. Choose one type of Old One from the Ancestry table. Your breath weapon and damage resistance are determined by the DM
Celestial Breath Weapon
You can use your action to exhale destructive energy. Your Corrupted ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + you STR or Wis modifier + your proficiency bonus. A creature takes Xd6 damage on a failed save, and half as much damage on a successful one. The damage increases with level and X is your current level. After you using your breath weapon; your weapons and spells deal up to your level in Corrupted ancestry damage for one min. You can do this up to half your prof mod (Min of 1/ Rounded Down), you can’t use it again until you complete a short or long rest.
Disclaimer: this bonus damage doesn't stack with itself but, increase the duration.
Warning: the more you use this the more you lose yourself.
Damage Resistance
You have resistance to the damage type associated with your ancestry.
Languages
You can speak, read, and write Common and Vox Maki.
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Feats
Feats [4/7]
Tough
Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
Sentinel
You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:
When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
Shield Master
You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:
-If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
-If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
-If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
Skill Expert
You have honed your proficiency with particular skills, granting you the following benefits:
-Increase one ability score of your choice by 1, to a maximum of 20.
-You gain proficiency in one skill of your choice.(Medicine)
-Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.(religion)
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Title
Titles
Watcher(Prime Ability)
(Title Slot: Fate Free Slot)
(Class: Any)
(Backstory and Fate Driven)
(Rarity: Ö̵̑ŕ̷̛a̷̛̅c̴̍̿l̷̆́e̸̐͆ )
Resolve (Ex):
Your supreme dedication and intense focus allow you to temporarily set aside the pain and hindering effects of injuries. When an opponent strikes you, the injury does not immediately affect you. You have a delayed damage pool that allows you to forestall the effects of many injuries. This pool resets to 0 at the beginning of each encounter. When you are attacked for at least 30% of your maximum HP, the total damage taken is added to your delayed damage pool as temporary HP. The pool cannot be larger than your maximum HP. All status effects and abilities will still effect you as normal (ex: If an attack were to restrain you, you still get restrained). At the end of your next turn, the delayed damage pool is reset to 0.
If damage were to put you in an unconscious or dying state while there is Temp HP in your delayed damage pool, you may act as normal until the Temp HP disappears. If you were put in the dying state, you still roll death checks as normal. This effect may only be used once per encounter.
Counter Fate (Ex):
You can channel the pain of your injuries into a boiling rage that lets you lash out at your enemies with renewed vigor and power. Each attack that strikes you only pushes you onward to greater glory. The first weapon attack made on your turn gains a bonus to the attack modifier equal to the current value of your delayed damage pool divided by 10, rounded down (minimum +1). The maximum bonus you can gain from this ability is +6 to your attack roll. If an attack affected by Counter Fate hits, you may expend all of the Temp HP in your delayed damage pool, adding that value to the total damage as Radiant, Necrotic, or Weapon (type of damage dealt by the weapon) Damage.
The Beloved (Cursed)
Sybil will hunt you, and those closest to you, to the ends of the Earth if they have to. The one they love most in her entire World.
From this point on, you have been marked by Reverse Death.
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Dragon Features
Xenagon Augustus
The Elder Prismatic Dragon of Guardians and Primal Elements
Guard of Polaris
Arbor Pillar: Aquarius
(Basileum Line)
Alignment: Good
The Prismatic Thunder
Origin: Choose 2 : +4 STR, WIS, or CON
Skills: Gain proficiency in Athletics, Arcana, Persuasion, and Religion
True Primal Adaptation
Whenever you would hard cast a spell or hit a critical on a weapon attack that does Elemental or Force damage you may convert the damage to Primal as a bonus action. Any Primal damage dealt this way is doubled. You can use this ability twice, regaining both uses upon completing True Combat.
Alteration-X
Whenever you see an ally within 60 feet deal Elemental or Force damage, you may convert the damage to Primal as a reaction. Any primal damage dealt this way is doubled. You can use this ability twice, regaining both uses upon completing True Combat.
Nomadic Shifting
Whenever you roll a Critical on your weapon attacks you may add 2d8 Thunder or Primal to the Damage then, Alter your weapon to the change damage type and then gain X DR to All Sources including True Damage. X is the total damage done from the Nomadic Shifting. You can use this ability up to your Prof Mod per True Combat. These Dice are doubled if you are in Primal Infusion.
Dawngate Symbol
As a reaction to dealing Elemental, Force, or Primal damage, you may place a number of glyphs equal to your proficiency modifier on the damaged creatures. They become primed to explode the next time they receive primal damage. This mark lasts until the end of your next turn. A creature affected by Symbol can use a bonus action to attempt to make a saving throw against the DC to remove the mark. You can use this ability up to your Prof Mod per True Combat.
The Dawngate's Radiance
Once the Dawngate Symbol activates, You cause an explosion based of 60 feet to erupt in a 10 foot radius of primal energy dealing 1d10 per your character level of True damage.
Blessing by Polaris
Being chosen by a Xeno Crystal, you gain Healing Element to primal damage and one of the following damage types of your choice of Elemental damage. You also gain Resitance to True Damage.
Prismatic Destruction - X
When you cast a spell with an instantaneous duration that consumes a spell slot that deals Force or Elemental damage or, **you** activate The Dawngate Symbol , As a reaction, you can add additional primal damage equal to the your level and increase its radius by 10ft to that spell or, if the symbol is activated double it's radius. You can use this ability twice per long rest.
Dawngate's Shielding Light
You may use your life force as to use a healing spell you know without expending a spell slot as well as changing it to a Bonus action or Reaction . 5 Hit Points = LV 1 Healing Spell, or for every increment of 5 hit points used, it increases the spell level used by 1, up to a max of 6th level (30 HP used). You may use this ability up to your prof mod per long rest.
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Creator's Life Crystal
Whenever you would Heal an Ally you may remove one Corruption or Curse. If you do this you gain an Additional Action this Turn. You can do this Additional Action Twice Per Long Rest.
Defenders of The Dawngate
You may as a reaction teleport to another ally within 120 ft getting in front of the attacker to Reroll. If it's a Critical Hit, it is instead treated as a Normal Hit. If the damage was more than 23 then you regain your reaction. You may use this once per round and, up to three times per long rest.
Arbor Pillar: Aquarius
During a clash of wills or magic you may awaken the Zeo Core use your life force to use give a bonus to assist yourself or an ally in need. For every increment of 5 hit points used, adds an additional +1 bonus up to a max of 10. Doing so causes a Primal Surge causing you to join in during the clash or out of the box solution. At the end of the resolution you automatically are in Primal Formation: Xeno-Ranger until the end of combat. You can only do this once per month.
Dragon Vow
Primal Formation: Xeno-Ranger
As an action, you fuse with your Xeno Crystal as your Xeno Armor appears and primal energy begins to seep from your body, inundating the area around. Creatures within 10 feet of you take Force damage equal to your level at the start of their turn then gain the following.
Armor-X
While in this form; whenever you take damage in this you may state you have advantage on your next saving throw and, if you succeed, gain temp hp off the total roll. Once per Round.
Giga Clash
Whenever, you cause an A.O.E. that would hit allies. You negate the damage that would be caused to them. Twice per Round.
A Ranger's Spirit
If an Ally or you would Die within 60 feet of you. As a reaction may make an Athletics check DC of 23 and if you succeed you and/or that ally would Revive based on the total roll and regain your reaction. Once per Month.
This Vow can be used once per long rest, and its effects last for one minute.
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Curses
Were-Fox
Once below half health you can as an action summon your inner beast causing an explosion.
This Explosion up to 30 feet happens Hostile Creatures that are within the Radius must make a Dex Save (8+Prof+ Wis) and deal Xd6 Astral Damage knocking them up to 15 feet. On a Save they take Half and aren't Knocked back. You heal half of the total rolled. X is your level.
Your Weapons can use you're Wisdom mod to hit and Damage. Also gain an additional 1d8 Astral damage to your spell and weapon damage.
Well of Life
You heal based off the addtional astral damage you deal in this state.
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Hears a thomas the tank engine and -2 to con saves on spells.