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BACKGROUND
Spirit Kin
Though everyone living on
Obojima comes in contact
with spirits to one degree
or another, your interaction with the Spirit Realm
has always occurred with
peculiar regularity. All
your life you’ve had a special kinship with spirits that few
share in. You’ve come to love their food, their culture, and
their people more than the average material being. These
habits have drawn fascination, suspicion, and confusion
from locals, but that doesn’t stop them from enlisting your
talents when spirit stuff gets weird.
**************Elf mark*****************
Fury. You know the Sacred Flame cantrip. When you reach
3rd level, you can cast the spell Shatter once with this trait
and regain the ability to do so when you finish a long rest.
Charisma is your spellcasting ability for these spells.
************* Profs******************
Skill Proficiencies: Mechanics, Persuasion
Languages: Torum
*****Race features********
FEATURE: CONNECTIONS BEYOND
MATERIAL
You have come to know two spirits by name, and through
your relationship have learned special rituals and techniques that allow you to find them across the Physical and
Spirit Realms.
By using two unique ingredients that you choose when
taking this background, you can contact these spirits from
any distance or plane of existence. The ritual you enact to
utilize these ingredients and contact a spirit is uniquely
your own—it might involve a tea ceremony, or perhaps the
burning of the ingredients and partaking in the aromatic
smoke they produce.
DARKVISION. Thanks to your supernatural gifts,
you have superior vision in dark and
dim conditions. You can see in dim
light within 60 feet of you as if it
were bright light, and in darkness as
if it were dim light. You can’t discern
color in darkness, only shades of gray.
ETHERIAL SIGHT. Your ocular prowess
doesn’t stop at darkvision.
Additionally, you can use
an action to shift your
sight into the ethereal,
allowing you to see creatures
on the Spirit Realm, which
appear as glowing outlines of
themselves. This effect lasts for 1
hour. You can use this trait a number
of times equal to your proficiency
bonus, and you regain all expended
uses of it when you finish a long rest.
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STARTING FEAT
Tavern Brawler
Source: Player's Handbook
Accustomed to the rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:
Increase your Strength or Consititution score by 1, to a maximum of 20.
You are proficient with improvised weapons.
Your unarmed strike uses a d4 for damage.
When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.
*** want later ***
Light Foot
You are exceptionally speedy and agile. You gain the following benefits:
◊ While you aren’t wearing heavy armor, you gain a +1
bonus to your AC.
◊ Whenever you take the Attack action, you can forgo one
of your attacks to move up to half your speed.
◊ Nonmagical difficult terrain costs you no
extra movement.
Tough
Source: Player's Handbook
Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
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CLASS SHIT:
Draconic Disciple
At 3rd level, you can channel draconic power to magnify your presence and imbue your unarmed strikes with the essence of a dragon’s breath. You gain the following benefits:
Draconic Presence. If you fail a Charisma (Intimidation) or Charisma (Persuasion) check, you can use your reaction to reroll the check, as you tap into the mighty presence of dragons. Once this feature turns a failure into a success, you can’t use it again until you finish a long rest.
Draconic Strike. When you damage a target with an unarmed strike, you can change the damage type to acid, cold, fire, lightning, or poison.
Tongue of Dragons. You learn to speak, read, and write Draconic or one other language of your choice.
Breath of the Dragon
At 3rd level you can channel destructive waves of energy, like those created by the dragons you emulate. When you take the Attack action on your turn, you can replace one of the attacks with an exhalation of draconic energy in either a 20-foot cone or a 30-foot line that is 5 feet wide (your choice). Choose a damage type: acid, cold, fire, lightning, or poison. Each creature in that area must make a Dexterity saving throw against your ki save DC, taking damage of the chosen type equal to two rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.
At 11th level, the damage of this feature increases to three rolls of your Martial Arts die.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 2 ki points to use this feature again.
Features & Traits