+1 Arcana. Additionally, you learn one cantrip spell from any school. You might change the cantrip you learned every time you gain a Key Stat Increase.
+1 Stealth. You instinctively know your way out of trouble, be it a conversation or situation by asking the DM for a hint as to how you might escape (1/Safe Rest).
+1 to Finesse, Might, Perception, or Stealth. 1/Day, after you've failed a check using any of the mentioned skill, you may reroll the d20.
+1 to Arcana, Examination, Lore, Insight, or Naturecraft. 1/Day, after you've failed a check using any of the mentioned skill, you may reroll the d20.
While dressed or behaving inconspicuously, you have advantage on skill checks to avoid notice. Additionally, creatures with no reason to suspect you as a threat will naturally overlook your presence.
You gain advantage on rolls to see if someone is trustworthy. If somebody betrays you, you gain an Inspiration Point.
You survived a dragon, scarred. You now study them for hope of crossing paths again. Advantage on skill checks related to dragon. When you roll a critical hit against a dragon, add half your LV to the damage.
You're cursed to daywalk as an unholy vampire half-breed, craving the blood as much as you loathe it.
- Magical healing only heals you for half.
- When you damage a Bloodied creature in melee, you may heal for that amount (1/encounter).
Made by Santuric & SanityWithIn
You transform into a feral beast on the night of the full moon. While transformed:
- Your physical attacks gain Vicious.
- You gain resistance to physical damage.
- Roll your Hit Die at the beginning of each of your turns in combat. On a 1, the GM controls you for the rest of that turn.
Made by Santuric & SanityWithIn
Part of Destiny: Nimble
Guardians are the immortal light wielding warriors appointed by the Traveler with the Protection of humanity. Guardians gain these additional features:
- Tenet of Devotion Guardians are not limited by proficiencies, and roll Initiative using their INT rather than DEX.
- Tenet of Bravery 1/turn, a Guardian can take a move action with a flying speed. If they end their turn airborne, they fall to the ground as normal. When hit by knockback, Guardians that haven't spent this jump can Defend and make a DEX save: on success they are shoved only 1 space away, half on fail. 20+ negates all knockback entirely.
- Tenet of Sacrifice Guardians have innate HP regeneration. If you haven't taken ANY damage since the end of your last turn, you can use hit dice to heal (like a normal character would during a short rest).
- Tenet of Death When reduced to 0 wounds, your Ghost can revive you at the end of your next turn with 2 wounds healed and HP equal to 1 max hit die. You can also be revived this way by an ally's help action, allowing you to not miss out on a turn. During a short rest, recover up to 2 wounds and regain ALL missing HP regardless of hit dice. During a safe rest, recover all wounds.
Bards = Songweavers (traveling entertainers and record keepers). Purviews: Draw Attention, Bardic Lore.
Clerics = Shephards (servants of the Church). Purviews: Inspiring Sermons, Command Respect.
Enchanter = ??? Mage? Shadowmancer? Psion (Illusionist)? Almost certainly a Faerie (Faerie Magic). Purviews: Cunning Trickery, Unsettle Others.
Fighters = Commanders (tactical leaders) or Berserkers (forest survivors). Mercenaries. Purviews: Hard Labor, Tactical Assessment.
Friar = ??? Reflavored Shephard with Cloth Armor? (Wandering acetics) Purviews: Comforting Others, Natural Plantcraft
Hunter = Hunter (wilderness survivalists). Purviews: Stalk Prey, Wildcraft
Knight = Commander (sworn leader) or Oathsworn (holy avenger). Feudal warriors. Purviews: Act Honorably, Command Respect.
Magician = Mage. Arcane caster. Purviews: Academic Research, Innovative Tinkering.
Thief = Cheat. Purviews: Thievery, Careful Movement
Note: the Stormshifter or Zephyr are nowhere above. I think the Stormshifter could work well for the Dolmenwood Witches (though the new WIP Hexbinder seems tailor made for them). Perhaps the Zephyr could be like a Faerie Warrior? It's not the best for this setting though. I could see Friar, but they're supposed to be more pacifistic rather than punchy.