Esme

The Lunar Kitsune - Yohana Tsukiko

Dec 4th, 2025 (edited)
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  1. 𝐓𝐑𝐀𝐈𝐓𝐒 𝐎𝐅 𝐓𝐇𝐄 𝐒𝐊𝐄𝐋𝐄𝐓𝐀𝐋 𝐁𝐋𝐀𝐃𝐄 ⸻ . ✦
  2. ✧. ┊     ⠀ ⠀ ⠀Malleable Physique [LVL 3 Feature]
  3. You have the power to manipulate your skeleton, shifting your proportions, height and appearance. As an action, you can alter your form, becoming up to 1 foot taller or shorter and changing your facial features by altering the shape of your skull.
  4. You must remain in a form that has the same basic arrangement of limbs, and you can't change the colour of your eyes, hair, or skin. Otherwise, the extent of the transformation is up to you.
  5. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on a Intelligence (Investigation) check (DC equals 8 + your con modifier + your proficiency bonus).
  6.  
  7. This transformation persists until you use your action to end it or until you begin a long rest. You can use this feature a number of times equal to your Constitution modifier (minimum of once), regaining all expended uses when you finish a short or long rest.
  8.  
  9. ✧. ┊     ⠀ ⠀ ⠀Skeletal Form [LVL 3 Feature]
  10. The control you wield over your own skeleton allow you to harness it as a weapon. As a bonus action, you can extrude your bones through your flesh to form armour, entering a Skeletal Form for 1 minute. You can end this form early as a bonus action, returning to normal. You can use this feature a number of times equal to your constitution modifier (minimum of once), regaining all expended uses when you finish a long rest.
  11.  
  12. While in your Skeletal Form, you sprout a vicious jagged weapon through your flesh; this weapon is a simple melee weapon with the Finesse property and the Skewer superior strike option, and it deals 1d8 piercing damage on a hit. It is magical for the purpose of overcoming resistances and immunities You can't be disarmed of this weapon. You also gain one benefit of your choice from the list below:
  13. Your reach increases by 5 feet.
  14. Your walking speed increases by 10 feet
  15. You gain a climbing speed equal to your walking speed.
  16. You gain a +1 bonus to AC
  17. You gain temporary hit points equal to your Constitution modifier at the start of each of your turns (minimum of 1)
  18. As a bonus action while in your Skeletal form, you can change your skeleton again, exchanging your current benefit for a new one.
  19. The damage of your bladed weapon increases when you reach certain levels in this class: to 1d10 at 10th level and to 1d12 at 15th level.
  20.  
  21. [SKEWER SUPERIOR STRIKE] In a thrusting strike, you attempt to skewer an enemy with your weapon. Make an attack roll against a creature within your reach. On a hit, the target suffers the attack’s normal effects and is also grappled by you. This grapple ends early if you use the weapon to make another attack or you let go of the weapon. When the grapple ends, the creature takes piercing damage equaling a number of d8s equal to your proficiency bonus.
  22.  
  23. ✧. ┊     ⠀ ⠀ ⠀Osseous Prodigy [LVL 7 Feature]
  24. You have learned to simultaneously maintain multiple boney extrusions. When you enter your Skeletal Form, you can choose one additional benefit, and you can choose one of the following weapon properties and superior strike combinations for for your extruded weapon: Impact & Reeling Blow; Light & Hamstring, or Heavy & Shockwave.
  25.  
  26. 1. **Light & Hamstring.** In a vicious attack, you attempt to debilitate an enemy. Make an attack roll against a creature within your reach. On a hit, the target suffers the attack’s normal effects and takes extra damage equal to your proficiency bonus. In addition, until the end of its next turn, the creature’s AC is reduced by a value equal to its Dexterity modifier (minimum 0), and its speed is reduced by a number of feet equal to 5 times your proficiency bonus (to a minimum of 0 feet).
  27.  
  28. 2. **Heavy and Shockwave.** You slam your weapon into the ground at your feet with ruinous force, detonating a shockwave of energy. Each creature within 10 feet of you must succeed on a Strength saving throw or take bludgeoning damage equaling a number of d6s equal to your proficiency bonus and be pushed 10 feet directly away from you.
  29.  
  30. 3. **Reeling Blow.** You unleash the full force of your strength and size in a weighty strike. Make an attack roll against a creature within your reach. On a hit, the target suffers the attack’s normal effects and takes extra damage equal to your proficiency bonus. In addition, until the end of its next turn, the creature has disadvantage on all attack rolls, and on ability checks and saving throws that use Dexterity or Intelligence, and it can’t take reactions. In addition, if this attack causes a creature to make a Constitution saving throw to maintain its concentration, the creature has disadvantage on the saving throw.
  31.  
  32. ✧. ┊     ⠀ ⠀ ⠀Skeletal Knight [LVL 10 Feature]
  33. Your mastery of your skeleton allows you to focus it into mor powerful forms. You gain a +1 bonus to attack and damage rolls made with your Skeletal Blade. This bonus increases to +2 when you reach 18LVL. Furthermore, when you enter your Skeletal Form, you can enhance yourself with one of the following additional benefits:
  34. You sprout skeletal wings and gain the ability to magically fly. You gain a flying speed equal to your walking speed and you can hover.
  35. You gain resistance to cold, lightning, necrotic, and poison damage.
  36. When you hit with a melee attack, the attack deals an extra 1d8 necrotic damage.
  37. When a creature starts its turn grappled by you, it takes 2d12 piercing damage.
  38.  
  39. ✧. ┊     ⠀ ⠀ ⠀One with Nothing [LVL 15 Feature]
  40. Your skeleton is empowered with regenerative magic. If you are reduced to 0 hit points while in your Skeletal Form, your transformation ends, and you are reduced to 1 hit point instead.
  41. Once you use this feature, you can't do so again until you finish a short or long rest.
  42.  
  43. ✧. ┊     ⠀ ⠀ ⠀Living Weapon [LVL 18 Feature]
  44. When you enter your Skeletal Form, you gain two additional benefits for the duration of your transformation, which can be chosen from either the Skeletal Form or Skeletal Knight features.
  45. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  46. 𝐅𝐈𝐆𝐇𝐓𝐄𝐑 𝐁𝐀𝐒𝐄 𝐂𝐀𝐏𝐀𝐁𝐈𝐋𝐈𝐓𝐈𝐄𝐒 ⸻ . ✦
  47. Core Fighter Traits
  48. ✧. ┊     ⠀ ⠀ ⠀Primary Ability - Strength or Dexterity
  49. ✧. ┊     ⠀ ⠀ ⠀Hit Point Die - D10 per Fighter level
  50. ✧. ┊     ⠀ ⠀ ⠀Saving Throw Proficiencies - Strength and Constitution
  51. ✧. ┊     ⠀ ⠀ ⠀Skill Proficiencies - Athletics & Insight
  52. ✧. ┊     ⠀ ⠀ ⠀Weapon Proficiencies - Simple and Martial Weapons
  53. ✧. ┊     ⠀ ⠀ ⠀Armor Training - Light, Medium, and Heavy Armour and Shields
  54. ✧. ┊     ⠀ ⠀ ⠀Starting Equipment - Monster Hunter's Pack
  55.  
  56. _Includes a chest, a crowbar, a hammer, three wooden stakes, a holy symbol a flask of holy water, a set of manacles, a steel mirror, a flask of oil, a tinderbox, and three torches_
  57. _One trinket of special significance -_
  58. _A set of common clothes_
  59.  
  60. ✧. ┊     ⠀ ⠀ ⠀Fighting Style
  61. Protection
  62. When a creature you can see attacks a target other than you that is within 5 feet of you, you can take a Reaction to interpose your Shield if you’re holding one. You impose Disadvantage on the triggering attack roll and all other attack rolls against the target until the start of your next turn if you remain within 5 feet of the target.
  63.  
  64. ✧. ┊     ⠀ ⠀ ⠀Base Feature: Remarkable Recovery
  65. Your body has the ability to recover quickly from terrible injuries, and is unusually receptive to healing magic. You gain the following benefits:
  66.  
  67. - Increase your Constitution score by 1, to a maximum of 20.
  68. - When you are successfully stabilized while dying, you regain hit points equal to your Constitution modifier (minimum of 1).
  69. - Whenever you regain hit points as a result of a spell, potion, or class feature (but not this feat), you regain additional hit points equal to your Constitution modifier (minimum of 1).
  70.  
  71. ✧. ┊     ⠀ ⠀ ⠀Second Wind [1st Level]
  72. You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level.
  73. You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended usages when you finish a Long Rest.
  74. When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter Features table.
  75.  
  76. ✧. ┊     ⠀ ⠀ ⠀Weapon Mastery
  77. Your training with weapons allows you to use the mastery properties of three kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
  78. When you reach certain Fighter levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Fighter Features table
  79.  
  80. **Heavy Crossbow (Push)**
  81. Your training with weapons allows you to use the mastery property of Heavy Crossbows:
  82. _**Push.**_ If you hit a creature with Heavy Crossbow, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
  83.  
  84. **Quarterstaff (Topple)**
  85. Your training with weapons allows you to use the mastery property of Quarterstaffs:
  86. _**Topple.**_ If you hit a creature with a Quarterstaff, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the prone condition.
  87.  
  88. **Whip (Slow)**
  89. Your training with weapons allows you to use the mastery property of Whips:
  90. _**Slow.**_ If you hit a creature with a Whip and deal damage to it, you can reduce its speed by 10ft until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10ft.
  91.  
  92. ✧. ┊     ⠀ ⠀ ⠀Action Surge [Second Level]
  93. You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the magic action. Once you use this feature, you can't do so again until you finish a Short or Long Rest. Starting at level 17th, you can use it twice before a rest but only once per turn.
  94.  
  95. ✧. ┊     ⠀ ⠀ ⠀Tactical Mind [Second Level]
  96. You have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn't expended.
  97.  
  98. ✧. ┊     ⠀ ⠀ ⠀Weapon Mastery [Fourth Level]
  99.  
  100. **Hand Crossbow (Vex)**
  101. Your training with weapons allows you to use the mastery property of Hand Crossbows:
  102. _**Vex.**_ If you hit a creature with a Hand Crossbow and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
  103.  
  104. ✧. ┊     ⠀ ⠀ ⠀Ability Score Improvement [Fourth Level]
  105. Sentinel
  106. You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:
  107. When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
  108. Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
  109. When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
  110.  
  111. ✧. ┊     ⠀ ⠀ ⠀Extra Attack [Fifth Level]
  112. You can attack twice instead of once whenever you take the Attack action on your turn.
  113.  
  114. ✧. ┊     ⠀ ⠀ ⠀Tactical Shift [Fifth Level]
  115. Whenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.
  116.  
  117. ✧. ┊     ⠀ ⠀ ⠀Ability Score Improvement [Sixth Level]
  118. Savage Attacker
  119. Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.
  120.  
  121. ✧. ┊     ⠀ ⠀ ⠀Ability Score Improvement [Eighth Level]
  122. Tough
  123. 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.
  124.  
  125. ✧. ┊     ⠀ ⠀ ⠀Tactical Master [Ninth Level]
  126. When you attack with a weapon whose mastery property you can use, you can replace that property with the Push, Sap, or Slow property for that attack.
  127.  
  128. ✧. ┊     ⠀ ⠀ ⠀Indomitable [Ninth Level]
  129. If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. You must use the new roll, and you can’t use this feature again until you finish a Long Rest.
  130. You can use this feature twice before a Long Rest starting at level 13 and three times before a Long Rest starting at level 17.
  131.  
  132. ✧. ┊     ⠀ ⠀ ⠀Weapon Mastery [Tenth Level]
  133. **Javelin (Slow)**
  134. Your training with weapons allows you to use the mastery property of Javelins:
  135. _**Slow.**_ If you hit a creature with a Javelin and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
  136.  
  137. ✧. ┊     ⠀ ⠀ ⠀Two Extra Attacks [Eleventh Level]
  138. You can attack three times instead of once whenever you take the Attack action on your turn.
  139.  
  140. ✧. ┊     ⠀ ⠀ ⠀Ability Score Improvement [Twelfth Level]
  141. Constitution +1 | Strength +1
  142.  
  143. ✧. ┊     ⠀ ⠀ ⠀Studied Attacks [Thirteenth Level]
  144. You study your opponents and learn from each attack you make. If you make an attack roll against a creature and miss, you have Advantage on your next attack roll against that creature before the end of your next turn.
  145.  
  146. ✧. ┊     ⠀ ⠀ ⠀Ability Score Improvement
  147. Alert _Origin Feat_
  148.  
  149. You gain the following benefits.
  150. _**Initiative Proficiency.**_ When you roll Initiative, you can add your Proficiency Bonus to the roll.
  151. _**Initiative Swap.**_ Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can’t make this swap if you or the ally has the Incapacitated condition.
  152.  
  153. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  154. # UNOBTAINED FEATURES (BASE FIGHTER)
  155. Ability Score Improvement [Sixteenth Level]
  156.  
  157. Weapon Mastery
  158. **TBD**
  159. Your training with weapons allows you to use the mastery property of TBD:
  160.  
  161. _**TBD.**_ If you hit a creature with a
  162.  
  163. Epic Boon [Nineteenth Level]
  164. Three Extra Attacks [Twentieth Level]
  165.  
  166. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  167. CARCOSSIAN TECHNIQUES
  168. Advantage on Stealth for the rest of the campaign
  169. +2 to Wisdom from the Bonestalker (Stag) | +2 to Dexterity from the Bonestalker (Mountain Lion)
  170.  
  171. Golden Retribution
  172. Yohana gains two new golden tails. As a reaction, if an enemy has missed an attack on Yohana, she can take her reaction to hit that same creature with an attack. (will proc sentinel as well)
  173. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  174. INVENTORY
  175. Carcossian Lantern, (Szir made)
  176. Add +1 to all Clairvoyance rolls for someone who is already Ruptured, otherwise the modifier is 0 but you might get a point of stress. (can be used twice a day.)
  177.  
  178. Monocle of True Seeing
  179. Gives advantage on Insight and Perception checks. Can cast detect magic once per day, see invisibility twice per day, arcane eye once per day. recharges after a long rest. You see people for what they are, their true essence.
  180. Truesight: A creature with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceives the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the creature can see into the Ethereal Plane.
  181. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  182. WEAPONS AND ARMOUR
  183. Bracelet of Frozen flames [Requires attunement - Attuned](Bonus Action)
  184. Allows you to cast the spell Frozen shield, giving you resist to fire damage for the duration. Furthermore, if a creature attacks you with a melee attack, they take 2d8 cold damage per attack.
  185.  
  186. Blood Fury Tattoo
  187. Bloodthirsty Strikes. The tattoo has 10 charges, and it regains all expended charges daily at dawn. While this tattoo is on your skin, you gain the following benefits:
  188. When you hit a creature with a weapon attack, you can expend a charge to deal an extra 4d6 necrotic damage to the target, and you regain a number of hit points equal to the necrotic damage dealt.
  189. When a creature you can see damages you, you can expend a charge and use your reaction to make a melee attack against that creature, with advantage on your attack roll.
  190. (you can expend two charges on a reaction to counter attack and heal as well)
  191.  
  192. Tiamat's Bonestalker Tail (active / absorbed) [Requires attunement - Attuned]
  193. +3 weapon (damage magical / slashing / finesse / range 15ft
  194. This violently carved bone whip has serrated edges on each vertebra, the tip of it is asymmetrical blade with jagged edges.
  195.  
  196. Passives
  197. One with bones: If the wielder absorbs it, the damage dice goes from 1d6 to 1d8
  198. Vicious hunter: if you hit a creature with this weapon before their turn in the initiative you add a second D8 to the damage.
  199. Relentless hunter: Every time you bleed a creature, you know where it is at all times.
  200.  
  201. Chaos Strike: Once a turn when you hit a creature with it you can roll a d4 and drop their initiative by the number. But if you drop the creature to 0 they re-roll their initiative, and you take dmg equal to the number of 4's you did to it.
  202.  
  203. (BA) When you hit a creature, you can drop the resistance of a element by one tier. Has to be one of Tiamat's elements (acid, fire, cold, lightning, poison)
  204.  
  205. Armor of the loved one : Blood huntress's shield : When you are under half HP add +2 to your AC. When Blood huntress's shield is active once a turn if a creature misses it's attack you can strike back with an attack of your own.
  206.  
  207. Greyla's shifting bone armor (requires attunement) : Armor 14+Dex
  208. Hunger of the huntress : Once per short rest you can cast hex spell without concentrating (BA). On top of it the target you hexed has disadvantage on its attack against you.
  209.  
  210. Blooming carrion: bladed whip +2 : finesse reach 5 ft. Damage dice 1d6
  211. This emerald and gold whip was crafted in the honour of melora, it represents the circle of life and decay.
  212.  
  213. Decay and growth: As a bonus action, you can switch between the withering strike mode and the blooming strike.
  214.  
  215. Withering strikes : the creature must succeed on a constitution saving throw DC 17 or feel their strength leave their grasp each hit inflict a malus up to a maximum of 4 stacks.
  216. 1) reduce it's speed by 10 ft
  217. 2) minus 1 on their AC
  218. 3) takes a minus 1 penalty on their saving throws
  219. 4) another minus 1 on their AC
  220.  
  221. Blooming strike: flowers grow on the whip allowing you to hit your allies with it. The whip heals and give a blessing equal to the damage rolled . 4 allies can be healed in this manner per day.
  222.  
  223. --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  224. Path Details
  225.  
  226. **The path of The Dreaded Bones
  227.  
  228. Healing of the Grave: When you are under 30 HP, you can choose to roll up to 3D10 to sacrifice your HP to heal someone else. Has to be in melee range. When used on the self, you take half damage to fully heal yourself.
  229.  
  230. 2) Transformation bonus for Skeletal Blade:
  231. - Bleeding bones : The creature must make a constitution saving throw or take 1D4 necrotic damage per turn.
  232. - Reeling bone: This javelin shaped bones allow you to hook the creature if you hit it !
  233.  
  234. 3) With a bonus action you are able to extend your claws. Your unarmed strikes now deal 1d6 plus your strength or dex modifier. You can use that ability at will. If you choose to create a blade with your skeletal form you can now dual wield Claws and blade.
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