Nyxxa . . . by ?: Proficiency in the ''Instruments'', ''Convince'' skills.
VelameestraWindrunner . . . by ?: '''''Unearthly Diplomacy.''''' Your unearthly aspirations grant you insights into the minds of even utterly alien beings. As an %define%Action%%, you may spend your Inspiration to form a connection with a non-humanoid creature you can see that has a CR equal to or less than your level. You communicate freely, even if you do not share a language or the creature would be normally unable to speak. You have no control over a creature you connect with in this way. The knowledge and awareness of a creature is limited by its intellect or perceptions, but most give you information about nearby locations, monsters in the area, and knowledge of whatever it perceived within the past day. This connection lasts for up to 1 hour or until you use an %define%Action%% to end it. '''''Critical Evaluation.''''' Drawing upon a lifetime of study, you leap to accurate conclusions with only preliminary findings. As a %define%Bonus Action%% you may spend your inspiration to quickly evaluate a creature or item you can see and accurately determine one objective attribute of your choice. When evaluating a creature in this way, you may determine its resistances, immunities, vulnerabilities, what languages it speaks, or its Armor Class. When evaluating an item in this way, you may determine if it is magical, poisonous, cursed, trapped, or its approximate value. When a creature reduces an ally to 0 hit points or scores a critical hit on you or an ally within 30 feet of you, you may use your %define%Reaction%% to do one of the following: If you take this %define%Reaction%%, you must take hostile action against the creature on your next turn, regardless of which option you choose.
AnderosRoshan . . . by ?: (:div class="feature":) !!!! Mind Sharpener Jacket The infused item can send a jolt to the wearer to refocus their mind. The item has 4 charges. When the wearer fails a Constitution saving throw to maintain concentration on a spell, the wearer can use its reaction to expend 1 of the item's charges to succeed instead. The item regains 1d4 expended charges daily at dawn (:div class="feature":) !!!! Bloodwell Vial, +1 (Attunement I) To attune to this vial, you must place a few drops of your blood into it. The vial can’t be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells. In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can’t be used again until the next dawn.
Spinyl . . . by ?: You know one cantrip of your choice from the wizard spell list. [[Spells/Phantasmal Lights]]
IzadoraLaska . . . by ?: *[[Spells/Phantasmal Lights]] ''(Ancestry)''
Iridia . . . by ?: *[[Spells/Incite Water]] (Druid)
GilveradinWindrunner . . . by ?: !!!! Dual Patronage (Warlock) Choose the Patron spell list from another warlock patron. You learn these spells when you reach certain Warlock levels, and they do not count against the number of spells you know. (:div2 class="feature" style="width:450px;flex-grow:1;":)
ZarKaa . . . by ?: (:div class="feature":) !!!! Flickersight Half Plate (Attunement I) The most basic form of magic armor is a superb product of physical and magical craft. You have a +1 bonus to AC while wearing this armor. A suit of +1 armor never rusts or deteriorates, and it magically resizes to fit its wearer. Prized by spies and rogues, flickersight armor causes you to become indistinct and hazy to onlookers, who must now squint to see you clearly, and lets you see like a cat. You have darkvision out to a range of 30 feet, or the range of your darkvision increases by 30 feet if you already have it. In addition, as a %define%Bonus Action%% you can use the armor to cast the ''[[Spells/Blur | blur]]'' spell on yourself. Once you use this power, you can't do so again until you finish a %define%Short Rest%%.
ArthakSaurfang . . . by ?: Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. '^''(Powerful Build redundancy fix)''^'
Destinies . . . by ?: ->'''Inspiration Feature: Finder's Fee.''' Your journey is one that demands great sacrifice – both monetary and otherwise. When you or an ally you can see casts a spell with a costly material component, you can spend an inspiration to waive the cost of the spell by an amount of gold equal to 50 x your level. If it is a Divination spell, you instead waive an amount of gold equal to 100 x your level. ->'''Fulfillment Feature: Seek and You Shall Find.''' As a part of a long rest, you can spend an inspiration to consult your maps, legends, or your own personal experience. Name a person, place, or thing that is in some way related to the subject of your original quest. You gain the benefits of the Find the Path spell based on the subject you named. The spell does not fail if the subject is mobile. The GM is the final arbiter on if the person, place, or thing you name is related to the subject of your original quest.
Liiraluma . . . by ?: * Level 16 Artificer: +2 Con
OuroboriJarkul . . . by ?: As long as you are within {(mul 5 {$:Prof})} feet of a friendly creature, you have '__Advantage__' on saving throws you make to avoid or end the [[Mechanics/Conditions#charmed | %condition%Charmed%%]] or [[Mechanics/Conditions#frightened | %condition%Frightened%%]] condition on yourself.
LorekDelmirev . . . by ?: (:div class="subclass-feature":) !!!! Oath of Conquest: Scornful Rebuke Those who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes %psychic% psychic damage%% equal to your Charisma modifier (minimum of 1) if you're not '__Incapacitated__'. You gain the ability to channel great power through your touch based on your alignment. As a '__Bonus Action__', you can expend 60 hit points from your pool of healing from Lay on Hands to cast one of the following spells. You must be within 1 step of the alignment in order to use the option associated with it.
CharacterCreation . . . by ?: ->'''''Hint:''' Remember that if your Strength score is a 12 or higher, your character will get bonuses to their base speed! They add 5 feet if they have a 12 strength, and another 5 feet if they have 16. Similarly, a 12 in Intelligence will get you a bonus skill, and you can get a second bonus skill with a 16 Intelligence.''
NakokuHiroue . . . by ?: You gain proficiency with calligraphy supplies. You also learn the ''[[Spells/Identify | identify]]'' spell. You can cast it once without spending mana. Once you do, you can't do so again until you finish a long rest. You can also cast this spell using mana, or as a ritual if you can have that ability. Intelligence is your spellcasting ability for this spell when you cast it with this trait.
TolvasMoonshadow . . . by ?: * If you fail the Constitution save for System Shock immediately transform into your hybrid form for 1 minute. * On a full moon, make a DC 15 Wisdom saving throw. If you fail this saving throw, you transform into your hybrid form until sunrise.