Traits and skills that increase the efficacy and efficiency in combat. Whenever a skill refers to a save, the DC is calculated as 8 + your proficiency bonus + the attribute you use for the weapon.
You will get skill points to spend on combat skills mostly from you character choice.
Unless otherwise noted, each skill costs 1 skill point. To buy a skill you must know the skill right above it in the “skill tree”. You can save skill points, and are allowed to spend them at a later time, after finishing a long rest.
Weapons are divided into groups with common properties. For each group you have a rank which decides what traits you have access to. You need to have at least one trait in a rank to be able to choose a trait of a higher rank. If a trait has the same name as one in the previous rank, that trait is a prerequisite.
The following traits are included in all weapon groups.
Melee
Axes are weapons that have bladed, heavy heads and deal vicious cuts. The weight of an axe makes it fine for delivering crushing blows.
Melee
Includes maces, hammers and picks. Weighted toward the top and attached to a shaft. Hammers have blunt striking surfaces, while a pick has a pointed head made to pierce.
Melee
All weapons in this group are martial light finesse blades that reward accuracy as much as force. Pinpoint attacks, lunges, and agile defenses are the strong points of these weapons.
Melee
Weapons in the flail group have a flexible material, usually a length of chain, between a solid handle and the damage-dealing end of the weapon.
Melee/Ranged
The knife group includes daggers, knives, stilettos and punching daggers. Basically any short blade that deals piercing or slashing damage. Knives are usually simple light weapons, but there are some that require more training to use efficiently, i.e. making them martial weapons, such as the blade boot or tiger claws.
Melee
The lance is a special weapon that is used when mounted. It only exists as a martial weapon.
Melee
Polearms are two-handed reach weapons mounted at the end of long shafts. All polearms also fall into another category of weapon, usually axe, heavy blade or spear, and thus apply the traits selected from that weapon group as well.
Melee
Consisting of a stabbing head on the end of a long shaft, a spear is great for lunging attacks. This includes the trident.
Melee
In its most basic form, a staff is a long piece of wood or some other substance, roughly the same diameter along its whole length.
Melee
Blades are balanced edged weapons. Heavy blades are used primarily for slashing cuts rather than stabs and thrusts.
Melee
A long, flexible, braided leather cord which tapered gradually from the handle to the tip. When stretched to full length, a whip can be up to 15 ft in length. The whip is mostly effective against unarmored creatures, but can be fitted with a blade at the end. All whips are martial weapons.
Ranged
A bow is a shaft of strong, supple material with a string stretched between its two ends. It’s a projectile weapon that you use to fire arrows. Bows take training to use effectively, and they can be extremely deadly in expert hands.
Ranged
A short bow mounted crosswise near the end of a wooden stock that shoots bolts (short arrows).
Ranged
Slings consist of a cord made from leather or fabric, with a pouch to hold a projectile. They are typically loaded with either smooth rounded stones or a ball of lead, known as sling bullets. However, unlike some projectiles they were very versatile and could be used to launch a variety of objects, such as rocks or coins. This group also includes the staff sling, which is a sling attached to a staff. It is held in both hands and can be used for heavier missiles.
Ranged
This group includes all types of thrown weapons.
You are able to nimbly duck and dodge, and use your armor’s light protection to cover your mistakes, deflecting blows that would have only barely hit you. While wearing light armor, if you are subjected to an effect that allows you to make a Dexterity saving throw, you may use your reaction to gain advantage on the save. In addition opportunity attacks against you suffer disadvantage.
You use shields not just for protection but also for offense. You gain the following benefits while wielding a shield.
You are accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand. You are proficient with improvised weapons and can use either Dexterity or Strength for attack and damage rolls of your unarmed strikes and improvised weapons. Additionally you gain the following benefits:
You’ve learned to put the weight of a Heavy weapon to your advantage, letting its momentum empower your strikes. On your turn, when you score a critical hit or reduce a creature to 0 hit points with one, you can make one melee weapon attack with it as a bonus action.
Interceptor is a generic term for any article of clothing which is used to deflect or intercept attacks, such as a thick wool cloak, silk scarf, war fan or umbrella. These are not weapons in the traditional sense, just durable personal effects, but can be just as effective in a duel as steel. For you, an interceptor grants +1 AC and has the Trip weapon property. In addition you can use an interceptor to catch missile weapons in flight before they strike, even against an ally. When a creature you can see attacks you or a target adjacent to you, you can use your reaction to impose disadvantage on the attack roll.
You take advantage of every drop in any enemy’s guard. When an adjacent creature 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.
Your training includes watching your flanks and making it harder to pass. Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
The art of causing an adjacent enemy (of your size or smaller) to move towards an area where the combatant does not wish to be. On a successful opposed Strength (Press) check you push an enemy 5 ft backwards. You can either do this as a bonus action, or instead of an attack, in which case you have expertise.
Aiming for more vulnerable points can cause a great deal of damage. As an action, make a single stylish shot with disadvantage using a ranged weapon. If the lower roll would also hit the target, you automatically score a critical hit.
Requires Arcana, Divine magic or Primal magic, and only applies to the type of magic for which you have prerequisites.
You have practiced casting spells in the midst of combat. Through rigorous discipline you have learnt techniques that grant expertise on saving throws made to maintain concentration on spell effect. If you fail such a saving throw, you may choose to gain a level of exhaustion and treat the saving throw as a success instead.
You can use your Necrotic Shroud or Radiant Soul feature a number of times equal to your proficiency bonus and you regain all uses after a long rest.
Gain temporary hit points equal to your level when you activate your Radiant Soul or Necrotic Shroud feature. These temporary hit points last until your transformation ends.
During your transformation, if you fail a saving throw, you can use your reaction to reroll the saving throw with advantage. Once you use this ability, you can’t do so again until your next transformation.
While transformed you may use a reaction to give an attack disadvantage within 10 ft of you, as you attempt to block the attack with your wings.
You learn either the sacred flame or hand of radiance cantrip.
You learn either the searing smite or guiding bolt spell. You may cast this spell once per long rest without expending a spell slot.
Prerequisite: Non-skeleton Awakened
Prerequisite: Awakened (mummy)
When you take necrotic damage, you can use your reaction to ignore the damage and instead gain temporary hit points equal to the damage. These temporary hit points fade after 1 hour. Once you use this trait, you can’t use it again until you finish a short rest.
Prerequisite: Varkind beastfolk
Few varkind posses a gut as impermeable, nor as odious as your own.
Once, after benefiting from your Buffet Enthusiast feature, you can excrete a staggering cloud of yellow, nauseating gas. For the following turn, each creature that comes within 5 ft of you must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don’t need to breathe or that are immune to poison automatically succeed on this saving throw. This effect is rendered null in areas of moderate wind.
When you benefit from your Buffet Enthusiast trait, add half of your level to the total temporary hit points gained.
Prerequisite: Grung beastfolk
As a reaction after an enemy misses you with an attack or ends their turn adjacent to you, you can jump up to 10 ft away. This movement does not provoke attacks of opportunity.
Prerequisite: Bullywug beastfolk
When an ally that you can see hits a creature with a melee weapon attack, you can use your reaction to immediately make a standing leap, and make one melee weapon attack against the same target if it is within your reach. This movement does not provoke an opportunity attack. Once you use this trait, you can’t use it again until you finish a short rest.
Prerequisite: Aarakocra birdfolk
When you are flying and dive at least 40 ft towards a target and hit it with a melee weapon, you can cause the attack to deal an aditional 1d6 damage.
Prerequisite: Aarakocra birdfolk
Your wings can be used to swiftly strike at the enemy, dealing 1d4 slashing damage on a hit. You always count as being proficient. These unarmed strikes have the finesse property and can be used as an off-hand weapon, even if wielding a two-handed weapon.
When you take non-magical bludgeoning, piercing or slashing damage, you can use your reaction to gain resistance to that damage type. This resistance lasts until the start of your next turn and applies to the triggering damage. You can use this feature a number of times equal to your Constitution modifier, and regain all uses after a short rest.
Prerequisite: Nosferatu Dhampir
The damage of your bite increases by one die size.
When you make a bite attack against a creature you have grappled or that is otherwise restrained, you have advantage on the attack roll.
If you hit an adjacent opponent with a melee weapon attack as part of an Attack action, you can use your bonus action to attack the same target with your bite.
You can drink fresh blood from a humanoid creature, granting you 10 temporary hit points. Normally, you can only drink blood from an opponent who is helpless, grappled, paralyzed, unconscious, or similarly disabled.
If you have a bite attack, you can drink blood as part of your bite attack; otherwise, you must first cut your target by dealing 1 hit point of damage with a slashing or piercing weapon. Once you cut the target, you can drink from its wound as an action, dealing 1d3 damage each round. The blood must come from a living humanoid creature. It cannot come from a dead or summoned creature.
Depending on your Draconic Ancestry, you gain the following benefit:
Black/Copper: Your acid burns your foes’ faces causing blinding pain. Creatures that fail the saving throw against your Breath Weapon are also blinded until the end of your next turn.
Blue/Bronze: Your lightning causes bolts of electricity to spark out at nearby enemies. Choose a number of creatures equal to your Constitution modifier (minimum of one) within 15 ft of any creatures affected by your initial Breath Weapon. Those creatures are also affected by your Breath Weapon.
Green: Your poison is noxious enough to cause agonizing sickness in others. Creatures that fail the saving throw against your Breath Weapon spend their next action that turn in pain and are unable to take any other action. Creatures immune to poison are not affected.
Red/Gold/Brass: Your fire leaves lingering flames on its victims. Creatures that fail the saving throw against your Breath Weapon take fire damage at the start of their next turn equal to half your Breath Weapon damage and then the flames burn out.
White/Silver: Your cold freezes enemies in their path. Creatures that fail the saving throw against your Breath Weapon are restrained until the end of your next turn.
This base damage increases to 1d6 at 6th level, 1d8 at 12th level and 1d10 at 18th level. You may also use your natural weapons as an “off-hand” attack using the two-weapon fighting rules.
Additionally you can use your jaws and one of your attacks to grapple a creature without a free hand. When you grapple a creature in this way, it automatically fails saving throws against your breath weapon until released from your grip.
You can roar, forcing each creature of your choice within 30 ft that can hear you to make a Wisdom saving throw against your breath weapon DC. On a failed save, a target becomes frightened for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success. After you use your roar, you can’t use it again until you complete a short rest.
You carry six of your inventions with you, and you can use each of the options below as an action once. Their DC is 8 + your proficiency bonus + your Intelligence modifier. You also add your proficiency bonus to attack rolls of your inventions (including the swarms attacks). All initial damage increases by an additional 1d6 at 8th level, 12th level, 16th level and 20th level.
You can only use one invention each turn. After finishing a long rest, and spending 1 hour to forage and prepare, you can regain all expended uses of your inventions. These inventions look like a mess of scrap, therefore others are unwilling to use or purchase them.
You can choose to panic and use one of the options below as a bonus action, however you must roll a d6 dice to determine which invention you use. If you roll a used invention, then nothing happens.
1- Acid. You hurl a flask of volatile acid to a location within 20 ft. Those within 10 ft of that location must make a Dexterity saving throw, taking 2d6 acid damage on a failed save, or half as much damage on a successful one.
2- Basket of Centipedes. You throw a small basket up to 20 ft. A swarm of insects (centipedes) emerges from it, immediately taking its turn after yours, and attacks the nearest creature until that creature is reduced to 0 hit points, after which the swarm disperses.
3- Scorpion on a Stick. You attack an adjacent creature with a scorpion tied to the end of a stick. On a hit the target suffers 1 piercing damage and must make a Constitution saving throw, taking 2d6 poison damage on a failed save, or half as much damage on a successful one. On a failed save the target is also poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
4- Skunk in a Cage. You release a skunk into an unoccupied space within 20 ft, which immediately sprays its musk at a random creature adjacent to it. The target must make a Constitution saving throw. On a failed save, the target retches and can’t take actions for 1 minute. The target can repeat the saving throw at the end of each of its turns, and whenever it takes damage, ending the effect on a success.
5- Volatile Fire. You hurl a flask of fire to a creature within 20 ft of you, who must make a Dexterity saving throw. On a failed save, the target suffers 1d6 initial fire damage, and 1d6 additional fire damage at the start of each of its turns. A creature can take an action to extinguish the flames.
6- Wasp Nest in a Bag. This has the same rules as your Basket of Centipedes, but with wasps.
You can move through the space of any creature that is of a size larger than you.
During combat you can take the Disengage or Dash action as a bonus action.
When an ally makes a melee attack against a creature adjacent to you, you can use your reaction to make one melee weapon attack against that creature.
You can move through the space of any creature that is of a size larger than you.
During combat you can take the Disengage or Dash action as a bonus action.
Prerequisite: Club weapon group rank 2
Whenever you attack with a pickaxe, you can swing wildly, causing your attack to have disadvantage. If you hit, you deal additional damage equal to double your proficiency bonus.
Whenever you have disadvantage on an attack roll you make with a pickaxe, the target still takes piercing damage equal to your Strength or Dexterity modifier (your choice) if the attack misses but the higher of the two d20 rolls would have hit.
Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself.
You can use your reaction upon being hit by a weapon attack to give yourself resistance towards bludgeoning, piercing or slashing damage until the start of your next turn. You must then finish a long rest to use this feature again.
Prerequisite: Roothulk floran
You gain advantage on any Strength or Constitution saves to avoid being stunned.
While your hp is at its maximum value, you have resistance to all damage types except for fire.
If you are below half hp and not wearing armor, your AC increases by 2, due the tar-like sap oozing from your wounds.
Prerequisite: Forest gnome
When you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage or force someone to make a saving throw. Once you use this ability, you can’t do so again until you finish a short rest.
Prerequisite: Deep gnome, Club weapon group rank 2
Whenever you attack with a pickaxe, you can swing wildly, causing your attack to have disadvantage. If you hit, you deal additional damage equal to double your proficiency bonus.
Whenever you have disadvantage on an attack roll you make with a pickaxe, the target still takes piercing damage equal to your Strength or Dexterity modifier (your choice) if the attack misses but the higher of the two d20 rolls would have hit.
Prerequisite: Sleight of hand - Juggling, thrown weapon group rank 1
Your deft, quick hands allow you to draw a thrown weapon as part of a weapon attack instead of using an object interaction.
You can throw stones well, treating them as simple thrown weapons and can throw them up to 60 ft. On a hit they do 1d4 + Dex damage regardless of their size.
If you use the Attack action with only thrown weapons, you can make an additional attack as a bonus action with a thrown weapon using the normal rules for two-weapon fighting.
Juggler’s kit. 15 sp. This kit consists of well-balanced items like multi-colored balls, shiny throwing knives, funnily painted clubs, and so on, as well as the tools to maintain these items.
Prerequisite: Razortusk trait
When you make a bite attack against a creature you have grappled or that is otherwise restrained, you have advantage on the attack roll.
If you hit an adjacent opponent with a melee weapon attack as part of an Attack action, you can use your bonus action to attack the same target with your bite using the normal two-weapon fighting rules.
When you make a bite attack against a creature you have grappled or that is otherwise restrained, you have advantage on the attack roll.
If you hit an adjacent opponent with a melee weapon attack as part of an Attack action, you can use your bonus action to attack the same target with your bite using the normal two-weapon fighting rules.
Prerequisite: Frillneck or sandscale lizardfolk
You gain resistance to poison damage. When dealing damage with your bite attack, add an extra 1d4 poison damage.
Prerequisite: Any lizardfolk, except treewalker
You can use your tail attack as if you were wielding a secondary weapon, even if already wielding a two-handed weapon.
Prerequisite: Bite attack
When you make a bite attack against a creature you have grappled or that is otherwise restrained, you have advantage on the attack roll.
If you hit an adjacent opponent with a melee weapon attack as part of an Attack action, you can use your bonus action to attack the same target with your bite using the normal two-weapon fighting rules.
Revealing your inner beast can shake mere humans to their cores. Any target that witnesses your shifting and has not seen this type of transformation before, must succeed at a Wisdom save against a DC of 8 + your proficiency bonus + your Charisma bonus or be frightened of you. They are allowed a new save at the end of each of their turns.
Even if you teeth and claws are not strong enough to be used in combat, they can still do some damage to a close enough enemy. As a reaction when you are grappled or dealt damage while grappled, you may deal 1d6 + Str modifier slashing damage to your grappler.
Your lycanthropic heritage may be considered a curse, but it has given you an innate defense against baleful magic. You have advantage on saving throws against curses and curse effects.
Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don’t harm you or your possessions, and they shed bright light out to 30 ft and dim light for an additional 30 ft. While the flames are present, adjacent creature that hit you with a melee attack takes 1d4 fire damage.