You can't discern color in darkness, only shades of gray. At 1st level, you know one Legend of your choice. You're also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide. Elemental Focus. An man dressed for war preaches for peace as a large translucent rock floats next to him. Each stance specializes in a specific legend. Once a week you can spend 1 minute and 20 power points to create four elemental forms of yourself, one for each element. Hunter's Verdict. As an action blow your horn in an upbeat way to inspire all your allies in a 20 feet radius circle centered on you giving them advantage on their next hit. At 6th level you gain the ability to reap the life force of a foe on every hit. They have short fur from head to toe in a variety of colors and patterns, many of which are similar to those of lions, cheetahs and tigers. Likewise, different options from a elemental aura combine if they are active at the same time. At 20th level, as an action you can use your light magic to manifest angelic wings to fight the dragons in the sky. They were formed by the Khan-Ur's spymaster, one of the Khan-Ur's children. Shout in a way that chills the targets soul to the point they begin to freeze. Your size is Small. That target must make a Wisdom saving throw against your spell DC, on a failed save they are frightened of you. The restrained target can repeat the saving throw at the end of each of its turns, ending the effect on a success. It is also recommended that you use these rules alongside Xanathar's Guide to Everything and Tasha's Cauldron of . A petrified individual may repeat the saving throw at the end of their turn until they make the save. (For example, a Fire Elemental Duplicity can only use Fire based auras that you know if you know any.). The wielder gains a +2 bonus to attack and damage rolls made with this weapon. Over the ages, however, after constant upheaval, they now sequester themselves away to be among one another. The benefit lasts until you are incapacitated or until you use another bonus action to choose a different focus benefit. Whenever a spell that deals necrotic or physic damage is cast and the wielder rolls a 1 on a damage die, they can reroll the die and must use the new result. Each creature in a 20-foot-radius sphere centered on that point must make a Constitution saving throw, taking 7d6 fire damage and being knocked prone on a failed save, or half as much damage on a successful one. At 3rd level the leadership skills of Kalla have started to seep into your brain. As an action embrace the power of Mallyx gain the following traits, the energy points are taken at the beging of your turn after this turn. Kudzu is a green longbow covered in flowers. Spear of Justice. We are the warriors, hunters, and travelers who experience life first-hand and enjoy the rush of taking risks in order to feel truly alive. This also includes Aquan, Auran, Ignan, and Terran, which are common dialects of the water, air, fire, and earth elementals respectively. The two known specializations are the Weaver and the Tempest. The blade's edge is a painterly design whose texture shifts and rotates. They hone their light magic into physical nature that's sharp and deadly enough to pierce scales. Additionally, a target that is hit with this weapon takes an additional 1d6 psychic damage. You are considered proficient with this Dex based attack. Eagle Eye You have proficiency in the Perception skill. When they are moving, and their paws are unoccupied, the charr favor running on all four limbs with a loping gait. While stowed, three glowing cyan orbs float among the branches of the staff; and an animated raven is perched on the center branch. Your attacks deal necrotic damage rather then their normal damage. You no longer need to drink water, and your body will keep warm in non-magical cold weather. You know how to cast poison spray as an action, the DC equals your spell DC. ACTIONS. At 15th level you have figured out how to cast some fire based cantrips that Paladons normally can't cast. It is an ungue, a four-bladed weapon with a central grip, having two blades above and two blades below the handle. Normal Speed: Tieflings have a base speed of 30 feet. While invoking the power of Mallyx your soul become temporarily darker. The wielder gains a +1 bonus to attack and damage rolls made with this weapon. Poisoner's Tools You are proficient with Poisoner's tools, and you may add twice your proficiency bonus when making checks with to poison someone. The bonus to attack and damage rolls increases to a +3, and the additional damage taken increases to 1d8 cold damage. Whenever you use a shade ability, your sand shades strike nearby enemies. Starting at 13th level, you can hide in areas of darkness or dim-lighting. The attacker must make constitution saving throw taking 3d8 lightning damage on a failed save or half as much on a successful one, Lightning Form (5 pp; conc., 1 min.). When enemies makes a melee attack against you, they must take disadvantage on the attack roll, or take a 1d4 + your Charisma Modifier. A creature takes 1d4 fire damage per 5 feet space they move threw on the trail. As an action the wielder can cast poison spray through the trident that deals 4d12 poison damage on a failed Constitution saving throw DC 16. Until the end of your turn, when you attack with the trident you can shoot small bolts of fire that deal 1d6 + your charisma modifier on hit. (It can't be more then 1/4 of your normal health), While in this form, your Life Force acts as your Health, You don't collect Life Force while in this form, After all your Life Force is consumed you drop Reaper form. The radiant or necrotic damage dealt by attacks with this weapon increases to 1d8. For 4 Life Force your sand shade will take a bite at an enemy target within five feet of the shade dealing 1d8 necrotic damage on hit. Spellbreakers use their blades to strike at the very fabric of magic and strip it from their foes. Sylvari names, as well as place names in Caledon Forest, are generally inspired by Celtic (Irish, Scots Gaelic and Welsh) names. If you make the save you take no damage, and half damage on a failed save. Sylvari do not "choose" their names nor are they outright given by the Pale Tree or other sylvari. Magnetic Surge (3-7 pp). As a bonus action, you may expend a hit die to regain hit points as if you had taken a short rest. Six Arms. The asura take many forms, all of them humanoid, and their most distinct feature is their six arms. Society is built around military units which charr become a part of from childhood. What and how these meditations work can be found at the end of this section. As the bolt is let go, but before it hits the Elfs body becomes covered in stone and the bolt bonces of the dense rock. Weave fire elemental energy into the greatsword in your hand. Legenday Stances use the same rules as spells for determining targets and areas of effect, as presented in chapter 10, Spellcasting, of the Players Handbook. Honor of the Ancestors You are proficient in the Religion skill. describes the benefit you gain when you choose that Legend. This trap has a 15 feet diameter circle centered on your location when placed. The wear also gains Superior Darkvision, a range of 120 feet. As soon as a cub is weaned, around being a year old, they enter a fahrar of one of their parents' legions. As a reaction to taking damage from a melee attack, you reach out grabbing the attacker. While focused on this aura, as a bonus action you can light your hand on fire creating a bright light in a 20-foot radius and dim light for an additional 20 feet. As a bonus action, empower yourself with Shiro's incredible speed and destructive prowess, gaining an additional +20 to your movement speed and an additional 1d8 damage striking foes. Your Charr has an assortment of natural traits. You learn to mend your ceramic skin. Add Scrapper and Holosmith as Artificer subclasses when the Artificer officially comes out later this year and I get a copy of the new book. For 4 Life Force your sand shades emit a healing wave in a 10 feet circle that gives allies a 2d8 temporary health. The Wisdom saving throw to remove the weapon increases to 19. This allows you to + your charisma modifier any time you heal an ally. During the night the wielder can cast Darkness at 3rd level once per long rest. Then you and all your illusions can make 1 melee attack against said target. This mantra breaks you out of a grapple or free you if your restrained. Focus the elemental energy of the earth in the area to manifest crystals on your spear. However it also seems be a weapon made to slay holy or demonic creatures. Each aura has several ways you can You can cast the following spells a total number of three times per long rest. Charr acknowledge other races' gods as beings of power but do not see them as something worthy of worship. You use your Wisdom modifier when setting the saving throw DC for an elemental aura or when making an attack roll with one. Though you have access to a potent amount of energy, it takes training and practice to channel that energy. Tinker's Tools You are proficient with Tinker's tools, and you may add twice your proficiency bonus when making checks with to charr machinery. Meteorlogicus is a glowing orrery whose planets and clouds move. They can manipulate darkness and shadows which grants them additional abilities. At 14th level you have gained Kalla's commander skills. You drop the crystal aura after using this ability. You can use this ability a number of times equal to your intelligence modifier per long rest. The attack roll uses your elemental ability. As an action the wear can use Frightful Presence like a Dragon, DC 18 Wisdom saving throw. On rare occasion, twins can emerge from the same pod and they exhibit a greater empathy toward one another. Concentration. As a bonus action imbue your Warhammer with the elemental energy of air so the next strike the target must make a dexterity saving throw. At the end of your turn, the weapon comes back to your empty hand. You have advantage on all deception skill checks. Creatures within that circle must make a dexterity saving throw. Blind foes at your destination. Name Ability Size. As an action create a False Oasis for 3 illusion points over an area of a circle with a diamater of 10 feet centered on you. Non-D&D Example: The upcoming GW2 has 5 . The next ally within 30 feet that hits with a weapon attack automatically rolls the highest possible number on his weapon die. Languages You can speak, read, and write Common and Asurian. As a result each norn seeks to prove themselves, to build their legend through feats of individual valor and great victories. They are extremely wary of all the races, and do not allow outsiders into their city. Flawed Being in the Flame legion has lead you to be racist against non-charr, especially humans. This requirement is noted with conc. after the As a bonus action the wear can command any ally they can see to use their reaction to make another attack. So, for example, if you think (as some people have said) that the game should only have 4-6 races, you shouldn't include a giantish race in lieu of something more classic (dwarves) just to make more powerful fighters. For 3 Daily Light you can place a Purification trap when placed. As a bonus action you turn yourself into Reaper once per long rest. As an Elementalist, you gain the following class features. The Elementalist class is an entirely new class based on the Elementalist from the popular MMO Guild Wars 2 and its expansions. While stowed, faint music notes float away from the focus. After all both tend to be wise humanoids that get their source of power from nature rather than gods or decades of study. At 1st level, you know one elemental aura of your choice. Meteor Shower(1-7 pp). On hit it deals 1d6 cold damage per power point spent. They gain a +2 to their AC until the start of their next turn. Magic Sense You may cast the detect magic spell with this trait. 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