Raven Clan Traits in Sjonderwold | World Anvil
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Raven Clan Traits

Clan Trait

All members of the Raven clan have the following trait:   Kavtra. You speak, read, and write the coded language of the Raven clan. This allows you to convey messages hidden in seemingly normal conversation or script to others with this feature.   You can also use this familiarity with language to grasp unfamiliar tongues. If you spend ten minutes studying another language, whether inspecting the writing or listening to the speech, you can gain a general, imprecise understanding of the text or speech, and communicate in a similar general, imprecise way. This understanding ends when you finish a long rest, or when you use this feature again.  

Basic Traits

  Callous Vagrant. You have proficiency in either Deception or Sleight of Hand.   Glittersight. You are able to innately sense the value of objects and deals in your presence. This sense is accurate to within a gold piece for common trade goods and services, but only to within 100 gold pieces for gems, treasure, and caches. Unusual or powerful magic items, massive hoards, and deals of an immense or arcane nature are beyond the scope of this sense.   Kinterbags. You can carry a number of pounds of equipment equal to your Constitution score, which do not count against your carrying capacity. Objects carried this way can be no longer than 1 foot in any dimension and can weigh no more than 1 lb.   Secret Seeker. You can use Kavtra to understand coded or secret language, such as thieves' cant or druidic. If you succeed an Intelligence (Arcana) or (Religion) check, you can determine the meaning or effect of magical runes, such as those on magic items or wards. The DC for this check is equal to 8 + the spell's level for wards, 10 for common magic items, 12 for uncommon magic items, 16 for rare magic items, 22 for very rare magic items, and 30 for artifacts or legendary magic items.   Step Between. When you are unobserved (you are heavily obscured or behind total cover from all nearby observers), you can use a bonus action or a reaction to move up to half your speed. You remain unobserved during this movement even if you leave cover or stop being obscured.   Vidare's Comfort. As a bonus action, you can touch a dying creature and shelter it from the touch of death. The creature does not need to make death saving throws for a number of rounds equal to your proficiency modifier. The creature resumes making death saving throws on its turn once the duration expires or if it takes damage.  

Advanced Traits

  Flock's Connections. Using your network of traders, caravaneers, and skilled professionals throughout the Sjonderwold, you are able to acquire any single item or piece of equipment. The item arrives in your possession fourteen days after you use this ability. For every 100 gp less than 1,000 gp the item is worth, it takes one fewer days to arrive, to a minimum of 1 day. For every 100 gp more than 1,000 gp the item is worth, it takes two more days to arrive, up to a maximum of 2,000 gp for an item that arrives in thirty-four days. You may not use this ability to acquire magic items with a rarity higher than Common. More expensive items are more likely to be available only temporarily. Once you use this ability, you may not use it again until a number of days have passed equal to twice the amount of time taken for your previous item to arrive.   Kinterlegs (Requires Kinterbags). The total weight of objects you can carry using Kinterbags doubles, the maximum dimension of a single item increases to three feet, and the maximum weight for a single item increases to 10 lbs.   Exploit Advantage. If you roll a 1 or a 2 on an extra damage die beyond your weapon's base damage dice or spell's original damage dice, you may treat the result as if you had rolled a 3 on that extra damage die instead.   Secret Reader. Your familiarity with Kavtra means you may cast detect thoughts as a bonus action without expending a spell slot or using components. If you choose to probe deeper into a creature's mind, it is only made aware of your intrusion if it succeeds a Wisdom (Insight) check opposed by either your Charisma (Deception) or (Performance) check. Once you use this ability, you cannot use it again until you finish a short or long rest.   Step Yonder (Requires Step Between). When you use Step Between, instead of moving, you may instead teleport to an unoccupied point you can see up to 30 feet away from you. Once you use this ability, you cannot use it again until you finish a short or long rest.   Vidare's Scorn. As a reaction when an attack or effect from a creature you can see reduces you to 0 hit points, you can curse that creature, causing it to be frightened of you for one minute. A creature that succeeds a Charisma saving throw (DC equal to 8 + your proficiency modifier + your Charisma modifier) suppresses the frightened effect on its following turn. You cannot curse another creature until after 7 days have passed.  

Exemplary Traits

  Far-Reaching Flock (Requires Flock's Connections). When you use Flock's Connections to acquire an item worth 2,000 gp or less, it arrives in seven days, not fourteen. You may use Flock's connections to acquire items worth up to 5,000 gp, and they arrive one day earlier for every 500 gp less than 5,000 gp the item is worth (to a minimum of ten days for items worth 3,000 gp) and two days later for every 500 gp more than 5,000 gp (to a maximum of twenty-four days for items worth 10,000 gp). You may also use Flock's Connections to acquire magic items of up to Rare rarity. After you use Flock's Connections, the amount of time you may not use it is reduced by half, to a minimum of one day.   Intuitive Command. When you cast detect thoughts, the spell lasts until you stop concentrating on it, and your target is charmed by you until the spell ends. If you cast the spell using Secret Reader, you can choose to end the spell early as an action. If you do so, you cast suggestion on your target. Creatures immune to being charmed instead may make a Wisdom saving throw to avoid being charmed, and another to avoid the suggestion.   Kinterhoard. You gain access to an extradimensional space that acts as a bag of holding, except that it does not have a weight. You can access this space through any pocket, fold, or compartment on your clothing and gear, or through any opening at least 1 foot wide as long as its interior is unobserved by creatures other than you. You may choose a number of other creatures who can access your extradimensional space equal to your Wisdom modifier, and you may end a creature's access to the space at any time.   Step Afar. If you are in darkness or are otherwise heavily obscured, you may cast the spell teleport, automatically treating your destination as if you have an associated object. Willing creatures you target with this spell do not count for determining whether or not you are unseen or heavily obscured. If you use this ability again, you treat your destination as one step less familiar for each successive use. Once 7 days have passed since your last use of this ability, your familiarity resets to having an associated object.   Twist the Knife. When you roll extra damage beyond a weapon's base damage dice or a spell's original level of damage dice, you roll additional extra damage dice equal to half your proficiency bonus.   Vidare's Vengeance (Requires Vidare's Scorn). You may use Vidare's Scorn when a creature reduces you to half your hit point total, instead of to 0 hit points. When you deal damage to a creature affected by your Vidare's Scorn, you deal additional necrotic damage equal to half your proficiency modifier, rounded up, for each damage die rolled. You may not curse another creature until 5 days have passed.  

Legendary Traits

  Curator. You gain access to an extradimensional space that is 30 feet in every dimension. As an action, you may touch an object or creature that is 10 feet or smaller in any dimension to store it in the space. Objects or creatures larger than 10 feet take 1 minute of constant contact to send to the space. You may retrieve any object or creatures you desire from the space as a bonus action, except for objects larger than 10 feet, which appear adjacent to your space 1 minute after you summon them. Unwilling creatures may make a Charisma saving throw (DC = 8 + your proficiency bonus + your Charisma or Dexterity modifier, whichever is higher) to resist being sent to the space.    If you have the Kinterhoard feature, you may add its space to the space you gain from this feature, and you may use this space as you would the Kinterhoard feature.   Executioner. You roll the maximum value on any damage die that is not part of a weapon's base damage dice, or part of a spell's original damage dice.   Godsflock (Requires Far-Reaching Flock). You may use Flock's Connections to acquire Unique magic items or a single Artifact. You may not use the feature in this manner again until one year has passed, and you may only acquire a single Artifact using this feature.   Memetic Mastery. When you cast detect thoughts, you may target any number of creatures within 60 feet of you. Creatures do not receive a saving throw to prevent you from probing deeper, and they do not learn about your intrusion. When you cast suggestion using Intuitive Command, you may target a number of creatures equal to your charisma modifier plus your proficiency bonus, and it does not end the detect thoughts spell. The suggestion cast this way lasts the maximum duration without requiring your concentration. You may choose to have each creature affected by the suggestion pass on the same suggestion to a number of additional creatures they meet in the duration of the spell equal to your charisma modifier.   Step Beyond. You may cast plane shift once as a bonus action without using spell components or expending a spell slot. You may not use this ability again until you finish a short or long rest.   Vidare Calls (Requires Vidare's Vengeance). You may use a bonus action to choose a target within 120 feet of you to affect with Vidare's Scorn, even if that creature has not damaged you. A creature affected by Vidare's Scorn has its hit point maximum reduced by 10 at the start of each of its turns. The target dies if this effect reduced its hit point maximum to 0. You may not curse another creature until after you finish a long rest.

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