Talon- Skill Master in Rassoran | World Anvil
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Talon- Skill Master

Description-   Usually a resident of the Wolves Talon Order, skilled Talons tend to be intelligent and insightful, usually picking a specialization and honing in on their craft. Some of the most versatile Talons, they are often sought out when a team needs a little more flexibility, or when they are walking into a scenario blind.   Ability Scores:    
Strength: 10 (+0) Dexterity: 14 (+2) Constitution: 12 (+1) Intelligence: 18 (+4) Wisdom: 14 (+2) Charisma: 10 (+0)
  Skills- gain an additional +4 on every ability check.    Actions:
  • Multiattack: The Talon member can make two melee attacks or two ranged attacks.
  • shortsword: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6 + 2 slashing damage.
  • Shortbow: Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 1d6 + 2 piercing damage.
  • Sneak Attack- deal an additional 2d6 damage if target is within 5ft of an ally, or you have advantage on roll. Use once per turn.
Special Abilities:
  • Cunning Action: The Talon member can take a bonus action to Dash, Disengage, or Hide.
  • Keen Mind: The Talon member always knows which way is north, the number of hours left before the next sunrise or sunset, and can recall anything he has seen or heard within the past month with perfect clarity.
Specialization   Each member of the Wolves picks a specialization, or a set of skills that they hone in on and develop more fully.
  • Choose one of the more common specializations for the ones listed on the right.
Forge Master
  • Weapon Enchantment: The Forge Master can imbue a weapon they are holding with magical energy, granting it a +1 bonus to attack and damage rolls for 1 hour. This ability can be used once per long rest.
  • Elemental Infusion: The Forge Master can imbue a weapon or suit of armor with elemental energy, granting it an additional damage type of the Forge Master's choice (fire, cold, lightning, or acid) for 1 hour. This ability can be used once per long rest.
Bard
  • Inspiring Performance: The Bard can spend a bonus action to start a performance that lasts for up to 1 minute, granting allies within 60 feet temporary hit points equal to 1d10+10.
  • Melodic Spellcasting: The Bard can substitute their spellcasting components with musical instruments. Additionally, any spell the Bard casts that targets creatures within 30 feet of the Bard, the target creatures have disadvantage on their saving throws against the spell.
Spells-
  • At Will; Cure Wounds, Dissonant Whispers, Enhance Ability, Shatter
  • 4 times per day; Fear, Hypnotic Pattern, Freedom of Movement, counter spell
  • 1 per day; Dominate Person, Mislead 
Inventor-
  • Tinkerer: The Inventor can spend an hour tinkering with a non-magical item to modify it in some way, granting it a new function or improving an existing one. The new function should be approved by the DM and should not be more powerful than a 1st-level spell. This ability can be used once per long rest.
  • Gadgeteer: The Inventor can spend an action to create a gadget from their collection of tools and parts. Each gadget is a small device with a specific function, such as a smoke bomb, grappling hook, or lockpick. The gadget can be used once and is destroyed after use.
Infiltrator-
  • Shadow Step: The Infiltrator can teleport up to 60 feet to an unoccupied space they can see in dim light or darkness as a bonus action. This ability can be used once per short rest.
  • Disguise Expert: The Infiltrator has advantage on Charisma (Deception) checks made to disguise themselves, and can create a convincing disguise in half the time it would normally take. Additionally, the Infiltrator can create a convincing disguise even if they do not have access to the necessary materials.

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