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Feb 10th, 2016
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  1. Feralkin.
  2.  
  3. Con +1. Proficiency in Survival.
  4. Size - Medium/Small
  5. Speed - 30
  6. Vulnerability to Silver
  7.  
  8.  
  9. Types:
  10. Quick - +2 Dex. +5 walking speed. One free mobility evolution. Wildwalker: Once per short rest, you are able to dash as a bonus action.
  11. Fierce - +2 Str. Free natural weapons. Feral Strikes: Your crit range is lowered by one (Crit on a 19, instead of 20, 18 instead of 19 etc.).
  12. Tough - +1 Con, +1 Wis. Proficiency in one saving throw of your choice.
  13. Mystic - +2 Wis/Cha/Int (your choice). Soul Burn: Once per day, you can choose to take 50% of your max health as damage to double the damage/healing of a spell. This can not be used on spell above 3rd level spell slots.
  14.  
  15. Wildborn: Prof in nature. Curdling Cry: Once per short rest, the Feralkin lets out a savage roar, growl or other cry. Up to three creatures, excluding the user, must make a Wis. save (DC 8+Prof+Cha) or be considered frightened of the Feralkin.
  16. Streetborn: Prof in perception. Fighting for Scraps: Once per day, if you drop below 1 HP, as long as you do not instantly die, you can make a Con save. DC 8+Damage Exceeding. If successful, you remain on 0 HP but conscious till you next take damage, able to take full actions on your turn. The next hit at this stage will drop you unconscious and be considered to have failed 1 Death Save.
  17.  
  18. Evolutions - When making a Feralkin, for every Evolution you take, you must take a deformity to balance it. You cannot take traits inappropriate to your animal choice.
  19.  
  20. Carrion: Resistance to poison. Advantage on saves vs. poison. Can eat all but rotten food without getting ill.
  21. Heightened Senses: Advantage on all perception checks. +2 Initative.
  22. Camouflage: +2 stealth rolls.
  23. Limber: Advantage on acrobatic checks.
  24. Gills: You have a fully functioning set of gills that can allow you to breathe whilst in water.
  25. Thick Skull: Once per day, you can remove one mental effect on you such as charm or hold person.
  26. Quills: You are covered in barbs, spikes or such. By spending an action, you can curl up into a ball granting +2 AC and causing anyone who successfully hits you to take 1D4 piercing damage per hit.
  27. Suction Cups: You have a set of sticky suction cups that can grip to most dry surfaces.
  28. Hide/Chitin: You are covered in an armored plating of some kind and gain +1 AC permanently
  29. Venom: Your body is able to produce venom in some way, typically via fangs. When utilized, target must make a Con Save. DC 8+Prof+Con.
  30.  
  31. Mobility Evolutions:
  32. Wings: You have a half developed pair of wings which you can use to half your falling speed. At level 7, you can use it to glide and manover in the air. At level 11 you gain a 50 feet flying speed.
  33. Farwalker: You gain +10 movement.
  34. Flippers: You gain a 40 feet swim speed.
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  36.  
  37.  
  38. Deformity:
  39. Hollow Bones: You are weak to bludgeoning damage.
  40. Poke-able: you are vulnerable to piercing damage.
  41. Slash-able: You are vulnerable to slashing damage.
  42. Quick Temper: Quick to anger, when stressed make a DC 14 wis save or attack the source of your rage.
  43. Waterbound: You cannot survive outside of water without outside help.
  44. Scatterbrain: Disadvantage on saving throws against mental effects.
  45. Picky Eater: You only eat one or two particular things and must make a Con save with disadvantage to stomach other foods. DC 12. DC16 to do it without pain.
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