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Selva'zar Mobility in Dungeons & Dragons 5e

Selva'zar Mobility

Prerequisite: Lein'o'cant race

Having spent time in the Cha'r'bohn Jungle, perhaps even coming from the Selva'zar, you've acquired the following abilities, which are required for the effective navigation of the colossal vegetation typical of that area:   Sticky Climber. You gain a climbing speed equal to your walking speed and can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.   Special Cantrip. You learn the Thorn Whip cantrip, which doesn't need material components, you can choose to deal deal bludgeoning instead of piercing damage, and uses the ability score you chose as your spellcasting ability for your Melt and Mold feature.   Slimy Tether. As a bonus action or replacing one attack of your attack action, you can choose a point on the ground, wall or ceiling within 30 feet of you and create a tether between yourself and that point. You can use your movement to go up or down that tether or use it to swing without falling. If you end your turn in the air and not directly below the point the tether is attached to, you are moved to the lowest unoccupied space that has the same distance to the tether as the space you occupied previously, without provoking opportunity attacks or taking fall damage. The connection to the tether ends if you are ever more that 60 feet away from the point it's attached to, if you create another tether, if you become incapacitated, or if you choose to sever it (no action required).

by Digition
 
 


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