Awol - Advanced Statsheet in Ullthwaygon | World Anvil

Awol - Advanced Statsheet

Playing an Awol

Awols are versatile creatures of shadow. They excel at doing thing subtly though the way they act in sunlight may take a while to get used to.  

Why Play a Awol?

Awols a naturaly verry stelthy creature but are not inately fragile like most other creatures that excel in this regard. While you could use this to enhance a stealthy class such as a rouge, it may also grant you the oppertinty to add stealth to a class that is not otherwise known for it.  

Statline

Str Dex Con Int Wis Cha For
Change

-

-

-

-

[h3+2

+2

-

Limit 20 20 20 20 20 30 30
Hitpoints Moral Resistances Vulnerabilities
20 + HD + Con 20 + MD + Wis Cold Radient
 

Mobility

Standard Climbing
Slow 30ft. 10ft.
Medium 30ft. 10ft.
Fast 300ft. 100ft.
Limts - Handholds Only

Racial Features

Made of Shadows

You are a creature from the land of living shadows, you don't interact as most would expect when in the light.
You are only fully viable in darkness. Depending on the strength of the light you are under you will be less and less visible, until being nearly invisible in direct sunlight. While under a strong light source you gain an advantage to all of your strength checks and gain the ability to hide in plain sight. If you are under a very bright light source such as direct sunlight, your stealth modifier is also increased by 10.   When in total darkness you are clearly visible. You do not glow, you are just as easy to see as anything would be in bright light. Only your body is subject to this and any dark clothing will prevent you from being seen so easily.  

Illuminated Vison

Your eyes are their own light source.
You are able to see in any natural light level as if it were daylight. In total darkness, you illuminate a very small area around wherever you are looking to a Dim light level. You are also very easy to spot in dark areas as long as you keep your eye open.

Seances

Standard Sences

Sight Keen
Hearing Keen
Touch Standard
Taste Standard
Smell Standard
Supernatural Keen
Arcane Poor

Special Sences

Brightsight Standard
Thermoception Keen
Lightsence Standard
Shadowsight Keen

Natural Proficiencies

  • Stealth
  • Perception

Racial Progression

Tier 0

Frost Writer

You are able to draw a magical frost with your finger. Anything drawn or written this way last for 1 hour before it dissipates, even in hot climates. It can be removed with a light dispel. Upon reaching Tier 4 this also becomes a bonus action touch-attack that deals 1d6 cold damage to the target.
Or

Frost Finger

You gain a standard action touch that deals a single point of Cold Damage. This attack overcomes a number of cold resistance levels equal to your Tier.
Tier 1

Standard Feat

Pick a Feat of your choosing.
Or

Cold Touch

Your touch is unusually cold, even for a member of your kind, so much so that you can even inflict damage with it.
Add your Tier in cold damage to any unarmed or touch attacks you make.
Tier 2

Standard Feat

Pick a Feat of your choosing.
Or

Shadow Step

UPD: Tier
  You may shadow step up to 30ft. as a movement action.
Tier 3

Standard Feat

Pick a Feat of your choosing.
Or

Sudden Shadows

You may convert your movement action into a bonus action.
Or

Blinded by the Lights

Save DC 10+Tier Wisdom
  As a bonus action, you may attempt to dazzle any creatures within a 30ft. cone of you for 1 turn with a bright flash of light.
Tier 4

Standard Feat

Pick a Feat of your choosing.
Or

Hypnotic Visions

Save DC 15+Tier Wisdom
  As a standard action, you may attempt to hypnotise a creature with your eyes. Group creatures hypnotised this way become natural to all combatants and stand still unless they are damaged or come under environmental threat. After 1 minute has passed they will attempt to wander off and take a short rest, which will relieve them of this effect. Solo Creatures will instead lose 1d4 actions until their next turn.   This ability also affects mindless creatures, which are normally immune to such effects.   This is not recommended for use against hive-minded or psychically linked creatures as they will shrug off this effect very quickly.
Or

Melt Into Shadows

While in total darkness you become incorporeal, meaning you can move through solid objects. If you are subjected to light while within an object, such as when you are leaving it, you will become solid and take 2d6 Internal damage and be placed in the nearest available safe space within 10ft.
Tier 5

Standard Feat

Pick a Feat of your choosing.
Or

Specters Touch

By turning you're hand to shadow, you can reach into a creature's heart and attempt to freeze it still.
Standard Action, Cold Based, Touch Exicution
Hitpoint Threshold 100+(Ten times your Tier)
DC 20+Tier Con to Save and take 40 cold damage.
Overcomes two levels of Cold Resistance.
The Creature you are attacking with this action may make a melee attack against you before this hit lands. If they manage to do more than four times your Tier in damage to you with that attack then this action fails. The targetbwill be unable to attack you in reaction to this ability if they are restrained. The target is not required to have any reactions left in order to defend itself from this ability. Does not work on creatures four or more size larger than you.
Tier 6

Perpetual Darkness

You are perpetually surrounded by a thick, magical darkness in a 30ft. radius. You are fully able to see through this darkness and can toggle this feature as a bonus action. Unlike normal darkness, you are also obscured by it like any other creature. If dispelled this magical darkness returns after one turn. Powerful light-based spells and effects may be able to penetrate this darkness.
Or

Feed on Darkness

You can absorb darkness, leaving it temporally illuminated in order to heal. Doing so is a bonus action and absorbs up to 30ft. of darkness in a radius around you. This heals you for 1d4 hit points for every 5ft. of darkness you absorb. Darkness absorbed leaves behind an illuminated area as if light by a lantern for 1 minute. You may not heal from absorbing the same area of darkness twice in one day.   Absorbing magical darkness also provides you with a speed boost of 5ft. per 5ft. of darkness absorbed. Some powerful types of magical darkness may be immune to absorption.

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