Tick-Tock--Heritage
Somewhere in your family history is an extraplanar being of Law.
Appearance. There's a strangely mechanical sense to the way a person of Tick-Tock heritage moves, as though each of their limbs follow their directions individually, and precisely. The edges of their features are unusually sharply defined, and the irises of their eyes are metallic colors and have a jagged outer edge, like the teeth of a gear.
Darkvision. Thanks to your extraplanar heritage, 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.
Orderly Action. When you make an attack roll, ability check, or saving throw (but not a death saving throw), after rolling the die, but before the effect is determined, you may choose to replace the die result with a 10. You can do this a number of times equal to your Intelligence modifier (minimum 1). You regain all uses of this ability when you finish a long rest.
Orderly Magic. When you cast a spell that has a variable effect (determined by rolling dice), instead of rolling, you can choose to have the effect be the average of the dice roll (drop fractions). You can do this for a number of spell levels equal to twice your Intelligence modifier (minimum 2). (Yes, cantrips count as 0.) You regain all uses of this ability when you finish a long rest.
Appearance. There's a strangely mechanical sense to the way a person of Tick-Tock heritage moves, as though each of their limbs follow their directions individually, and precisely. The edges of their features are unusually sharply defined, and the irises of their eyes are metallic colors and have a jagged outer edge, like the teeth of a gear.
Darkvision. Thanks to your extraplanar heritage, 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.
Orderly Action. When you make an attack roll, ability check, or saving throw (but not a death saving throw), after rolling the die, but before the effect is determined, you may choose to replace the die result with a 10. You can do this a number of times equal to your Intelligence modifier (minimum 1). You regain all uses of this ability when you finish a long rest.
Orderly Magic. When you cast a spell that has a variable effect (determined by rolling dice), instead of rolling, you can choose to have the effect be the average of the dice roll (drop fractions). You can do this for a number of spell levels equal to twice your Intelligence modifier (minimum 2). (Yes, cantrips count as 0.) You regain all uses of this ability when you finish a long rest.
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