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- Smoke
- Medium
- Speed: 30ft
- Con +2, Cha +1
- Fire Resistance
- Fire Eyes: You can see through smoke, fire, and fog as if they weren't there; other creatures do not gain concealment from these effects.
- Spurn Earth: You typically float a inch or so above the ground, and can float on the wind. This ability grants you the following benefits:
- ⦁ When making a long jump each two feet traveled by jumping costs only one foot of movement.
- ⦁ Your maximum jump distance is doubled.
- ⦁ Any falls you suffer are treated as being 30ft shorter.
- ⦁ Creatures have disadvantage on perception checks to hear you moving.
- ⦁ You can travel over any relatively even surface including dirt, stone, sand, gravel, ice, even water without touching the ground. You can ignore difficult terrain caused by slippery surfaces, loose debris, or low obstacles like caltrops and walk across calm water.
- You can not use the dash or dodge actions or attack while floating; any of these cause you to touch the ground and you must use your action to resume floating.
- Ice
- Medium
- Speed: 30ft
- Con +2, Int +1
- Cold Resistance
- Icewalker: You stride effortlessly through snow and trod confidently across ice. Your movement is not hampered by ice, snow, sleet, or hail; you can ignore difficult terrain caused by these effects. Additionally, you never have to make dexterity checks due to ice or snow.
- Embrace of Frost: You know the Ray of Frost cantrip. Once you reach 3rd level, you can cast the armor of agathys spell once with this trait as a 1st-level spell, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.
- Ooze
- Medium
- Speed: 30ft
- Con+2
- Poison Immunity: You are immune to poison damage and the poisoned condition.
- Eat Anything: Anything you can swallow can be digested: mud, moss, slime, rotten meat, plants, wood, even metal and stone. While you obviously prefer regular food, you can subsist on practically anything.
- Long-Limbed: When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
- Ambiguous Form: When you would be struck by a critical hit, you may use your reaction to turn the critical hit into a normal hit. You regain the use of this ability after completing a short or long rest.
- Magma
- Medium
- Speed: 25ft
- Con +2, Str +1
- Fire Resistance
- Conductive Heat: When you make a successful melee attack with an unarmed strike or a metal weapon you can choose to use your constitution modifier in place of your strength or dexterity modifier for the damage roll. If you do, all damage you deal is considered fire damage. You regain the use of this ability after completing a short or long rest, or when you enter Magmic Rage.
- Magmic Rage: When struck for damage, you may use your reaction to enter a berserk state. While under Magmic Rage, you gain the following benefits if you aren't wearing heavy armor:
- ⦁ You have advantage on Strength checks and Strength saving throws.
- ⦁ You have resistance to bludgeoning, piercing, and slashing damage.
- ⦁ If you are able to cast spells, you can't cast them or concentrate on them while raging.
- ⦁ The first time each round a creature hits you with a melee attack that creature takes 1d8 points of fire damage.
- Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. You regain the ability to use this power again after completing a long rest.
- Lightning
- Medium
- Speed: 30ft
- Con +2, Dex +1
- Electricity Resistance
- Magnetic Sync: You can always tell which direction North is, and you always know what time it is.
- Bolt Travel: You can transform yourself into living lighting and move with a tremendous burst of speed. You can activate this power when using the dash action, if you do you can travel up to 100ft, but only in a straight line. This line can be in any direction, even up, as long you can finish your movement on a surface you can clearly see that can support you. If your movement takes you through a squre occupied by a creature that creature takes 1d10 points of electricity damage. You regain the ability to use this power again after completing a short or long rest.
- Vacuum
- Medium
- Speed: 30ft
- Con +2, Wis +1
- Thunder resistance
- Breathless: You cannot breathe. You are immune to effects that require you to breathe, and you cannot smell.
- Void Hearing: You can always clearly hear what is being spoken out loud around you. Regardless of the situation you can hear what is being said clearly by any creature within 30ft with a language you understand as long as they are speaking out loud. Loud noise, heavy winds, intervening walls, even a silence spell does not prevent you from hearing creatures.
- Entropic Winds: Your passing destroys air, causing swirling winds to always follow you, and you instinctively use these winds to protect you. You gain a +2 bonus to armor class against projectiles and thrown weapons.
- Mineral
- Medium
- Speed: 30ft
- Con +2, Cha +1
- Radiant Resistance
- Radiant Reflection: When struck by radiant damage you reflect some of the resisted damage back, dealing 1d4 points of radiant damage to the creature that attacked you.
- Shed Glory: Your body naturally replaces worn or damaged gemstones along its surface. Whenever you complete a long rest you can collect a number of GP worth of precious and semiprecious gemstones equal to your total number of hit dice plus your constitution modifier.
- Natural Armor: Your body is studded with incredibly hard gemstones, giving you protection from most basic attacks. Your AC cannot go below 16.
- Dust
- Medium
- Speed: 30ft
- Con +2, Dex +1
- Desiccating Touch: Your touch causes plant life to wither and die. While wood is mostly unaffected leaves, stems, flowers, even fruits and vegetables you hold shrivel and die almost immediately. Your touch is abhorrent to all forms of vegetation, dealing an additional 1d4 points of necrotic damage to plant monsters whenever you make an unarmed attack.
- Cursed Earth: Plants and elementals have disadvantage on all attack rolls against you. You have advantage on saving throws against spells and effects that use or control earth or plants to attack you such as Thorn Whip or Entangle.
- Siege Touch: Your aura causes worked metal, stone, and wood to crumble more easily. Your attacks deal double damage to objects and structures.
- Radiance
- Medium
- Speed: 30ft
- Con +2, Wisdom +1
- Unyielding Light: You are immune to radiant damage and the blind condition
- Aura of Light: You naturally shed bright light in a 30ft radius, and dim light for an additional 30ft. As a bonus action on your turn you can suppress or resume this ability; when suppressed you shed dim light in a 5ft radius.
- Aegis of Light: You instinctively protect yourself from incoming harm by creating a shield out of a plane of condensed light. This shield gives you a +2 bonus to armor class as long as you have a free hand and are not incapacitated, it is otherwise identical to using a normal shield. You are considered proficient with your own aegis of light.
- Ash
- Medium
- Speed: 30ft
- Con +2, Cha +1
- Fire Resistance
- Snuff Out: You can use your action to extinguish all non-magical fires within a 10ft burst. You regain the use of this ability after completing a short or long rest.
- Plume of Soot: You may use your action to cause a 5ft wide pillar of ash and soot to shoot up from the ground under a target within 5ft of you. Creatures in the area of effect must succeed a constitution saving throw or be blinded until the beginning of their next turn.
- Steam
- Con +2, Dex +1
- Medium
- Speed: 40ft
- Radiant resistance
- Amorphous: You can move through a space as narrow as 1 inch wide without squeezing.
- Soul of Freedom: You are immune to paralysis. You have advantage on saving throws and skill checks against being restrained or grappled.
- Salt
- Con +2,
- Medium
- Speed: 30ft
- Necrotic Resistance
- Hydrophobia: You require little water, or water-like liquids to survive, only the trace amounts found in food. You don't need to drink anything to survive, and in fact can't safely drink water, juice, or other water-based liquids.
- Water Vulnerability: Being immersed in or doused completely with (requiring one or more gallons) water or drinking as much as a half a pint of water causes you to suffer form the poisoned condition for one hour.
- Salt Wind: You can use your action to exhale a 5ft by 15ft line of necrotic energy that causes living creatures to calcify and desiccate as salt crystallizes on and in their bodies. When you use your breath weapon, each creature in the area of the exhalation must make a fortitude saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 1d8 necrotic damage on a failed save, and half as much damage on a successful one. Any creature that fails its save is wracked in pain, and suffers disadvantage on its next attack roll, ability check or saving throw until the beginning of its next turn. The damage increases to 2d8 at 6th level, 3d8 at 11th level, and 4d8 at 16th level.
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