(Reach 2) 1d10+STR. Boost. Vicious. Unwieldy
Boost: (Action) your next attack deals an additional damage die, and you can choose which die is your primary die.
Unwieldy: your rushed attacks gain Disadvantage(2) instead.
(Range 8) 1d8. Boost
Boost:(Action) charge your weapon to grant another damage die on the next attack, and you can choose which is the primary die.
(Range 10) 1d10. Area (2-Burst)
Area Fire: (2 actions) attack all targets in the listed area. Once you Area Fire, you can't attack again this turn.
Originally hailing from the planet trials, dragonkin are only slightly smaller incarnations of their dragon ancestors.
Dragon Bond
You have a fly speed. Choose one creature you are bonded with for life, the two of you can always telepathically communicate.
Optional: Heritage
• Flameheart: You have a natural weapon in the form of your Fire Breath:1d12+STR. Area(Cone 3).
• Stormrider +2 fly speed, you ignore difficult terrain/impedements caused by wind/rain/storms.
• Shipborn Size:Medium, gain +2 free skill points at character creation.
Once kucharn insects of the swarm hive mind who broke free of its influence, the shirren value their independence more than many could hope to understand.
Pheromonal Network
You can communicate simple ideas and feelings to nearby willing creatures, and can leave behind such ideas in areas you spend a few minutes marking. You have Advantage on Insight against targets affected by your pheromones.
Optional: Heritage
• Courtier: You also have advantage on Influence checks against friendly creatures when you communicate through pheromones.
• Winged: You have a fly speed, but are moved twice as far by forced movement.
• Swarm Exile +1 Defense. Your body has a natural acid cannon (Range 6, 1d6+DEX. On crit: the target loses armor against the next atrack).
Jellyfish like natives of Beretha, the barathu's ability to edit their own DNA frequently makes them incredibly versatile.
Genetic Adeptation
You can fly 4 (hover) and communicate telepathically at an analogous range to humanoid vocalization. When you finish a Safe Rest, you can move around your skill points as if you leveled up.
Optional: Heritage
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Hailing from Akiton, the contemplative are a species who's evolution guided them towards mental prowess above all else. They appear as gigantic floating brains with four armed atrophied bodies.
Thoughtsense
You can fly 4 and hover in place. -2 Inventory slots. (Reach 6) You can telepathically communicate in range, and sense the surface thoughts of organic creatures.
Optional: Heritage
• Imperious: (1/Encounter) Free Reaction: when an ally in your thoughtsense fails a mental save (INT/WILL) you can make the save too. If you succeed, so do they; if you fail you suffer the same consequences.
• Retrograde: Your body isnt as atrophied as the rest of your kin. You don't suffer -2 inventory slots, and gain +1 Might.
• Manifested: You can telekinetically interact with the world within the reach of your thoughtsense, but only to the extent you normally could.