Elk Clan Traits in Sjonderwold | World Anvil
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Elk Clan Traits

The Elk Clan society forms stoic warriors dedicated to swiftness in riding and a dedication to their mounts. Their patron god Tyrmodr gives them a healthy respect for the power of storms, and occasionally the strength to channel that power.  

Clan Trait

All members of the Elk clan have the following trait:   Blood Bonded Beast. As part of your coming of age, you bonded with a particular beast of CR 1/4 or lower, typically a riding horse or a pony. Talk with your DM about what would be an appropriate beast for your character and their campaign.   The beast is friendly to you and obeys your commands. Add half your proficiency bonus, rounded up, to its AC, attacks rolls, damage rolls, and ability checks and saving throws it is proficient in. Its hit point maximum increases by an amount equal to twice your level. In combat, it acts on your turn, and you can direct it without requiring an action.   You can bond with a new beast by performing an 8 hour ritual with a beast that is not hostile to you, ending any previous bond upon completion of the ritual.   If the beast dies, you must mourn its death for a number of days equal to your level, during which time you have disadvantage on ability checks. You can attempt to cut your mourning period in half by succeeding a Charisma check (DC = 12 + 1/2 your level, rounded up) and completing the bonding ritual above.  

Basic Traits

  Improved Beast. The beast you bond with can be up to CR 1/2, most likely a warhorse. Talk with your DM about what would be an appropriate beast for your character and their campaign.   Loud Warning. When you deal damage to a creature, you can deal an additional amount of thunder damage equal to your proficiency bonus and push the creature back 5 feet. One you use this feature, you can't use it again until you finish a short or long rest.   Scout. You gain proficiency in either Perception or Nature.   Shared Swiftness. Any increase in your speed is granted to your bonded beast instead. Any decrease in your speed or your beast's speed affects only you.     Swift Rider. Your speed increases by 10 feet.  

Advanced Traits

  Deafening Rebuke (Requires Loud Warning). You can choose at the beginning of your turn to apply the extra damage granted by Loud Warning to all attacks and effects you make until the start of your next turn. A creature that takes thunder damage from you this turn is pushed back 10 feet each time it takes thunder damage. Once you use this trait, you can't make use of it again until you finish a short or long rest.   Greater Beast (Requires Improved Beast). You can bond with a new beast, or the beast you are already bonded to grows in strength and size. The beast you bond with can be up to CR 1. Talk with your DM about what would be an appropriate beast for your character and their campaign.   Improved Bond. You add half your proficiency bonus, rounded up, to any save DCs associated with your bonded beast's attacks.   Rapid Charge. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear.   Storm God's Spear. If you move at least 30 ft. straight toward a target and hit it with a melee weapon attack on the same turn, you deal the target extra thunder damage equal to your proficiency bonus for every 30 feet you moved towards the target this turn. Once you use this feature, you can't use it again until you finish a long rest.   Tempest Caller. You can cast the spell call lightning as a third level spell without expending a spell slot. When cast this way, the spell lasts for 10 minutes and its area is increased to a 120 foot radius. On initiative count 20 for the spell's duration, an additional bolt strikes adjacent to a creature within the area, determined at random. Once you use this feature, you cannot use it again until you finish a long rest.   Wind Rider. Your speed increases by 10 feet.  

Exemplary Traits

  Avalanche Sprint. When you move your Speed, you gain a +10 bonus to your Speed. This benefit increases each time you move your Speed until it reaches a total equal to your base Speed. This benefit lasts until you use an action or bonus action do to anything other than Move or Dash.   Charge Leader. When you move, other creatures within 30 feet of you can use their reaction to move, and their speed is increased to your speed. If you make an attack after your movement, those creatures can also make a single attack as part of that reaction. A creature that uses this reaction to move has its move speed halved and cannot take the Dash action until the end of its next turn. A creature that uses this reaction to attack makes one fewer attack when it takes the Attack action on its next turn. Once you use this feature, you can't use it again until you finish a long rest.   Storm Blessed. Choose a spell you know that deals thunder or lightning damage. When you cast the spell, you treat it as if it was upcast to the highest level of spell slot you have available. This does not affect the level of spell slot the spell actually uses. Each time you level up, you can choose a different spell to gain the benefits of this trait.   Storm God's Lance (Requires Storm God's Spear). The damage you deal with Storm God's Spear increases to twice your proficiency bonus, and you can now use it after you finish a short or long rest.   Tempest Shepherd (Requires Tempest Caller). Creatures you choose have advantage on the saving throw against the call lightning created by Tempest Caller. You can choose where the extra bolt strikes each turn if you succeed a DC 10 Charisma check.   Warbeast. Your bonded beast's hit point maximum increases by a number equal to your character level, and increases by 1 for every level you gain thereafter. The bonus to your bonded beast's AC, attacks rolls, damage rolls, and ability checks and saving throws increases to your full proficiency bonus. Your beast's attacks count as magical for the purposes of overcoming damage resistance.  

Legendary Traits

  Faster than Thought. Your speed is doubled.   Hurricane Charge. When you use a melee weapon to deal damage to a creature, you can deal additional damage to it equal to the distance you traveled this turn before making the attack. This damage is both lightning and thunder damage. Once you use this ability, you can't use it again until you finish a short or long rest.   Monster of Legend. Your bonded beast's hit point maximum doubles, and you now add a total of twice your proficiency bonus to its AC, attack rolls, damage rolls, and ability checks and saving throws. You now add your full proficiency bonus to the save DC of any saving throw DCs associated with your beast's attacks or abilities.   Ride of the Red Dawn (Requires Charge Leader). When you use Charge Leader, you can affect creatures within 120 feet of you. Creatures that charge with you no longer have their speeds halved or their attacks reduced on their next turn. Creatures that charge with you and hit with melee weapon attacks made as part of the reaction granted to them by this feature deal additional damage equal to the amount of extra lightning and thunder damage you deal on your turn. This extra damage is both lightning and thunder damage.   Tempest Champion (Requires Tempest Caller). You now have perfect control over the extra bolts created by Tempest Caller and can direct them to strike any point you can see within the area of the spell. When you use an action on your turn to summon a bolt, you summon a number of additional bolts equal to your proficiency bonus. A creature in the area of more than one bolt is affected only once.

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