Elf Weapon Training: Proficiency with longbow, longsword, shortbow, and shortsword. Subrace: High, Wood, Drow, Eladrin (Dungeon Master's Guide). Trance: Halved long rest time, and are aware of your surroundings while resting. ![]() Fey Ancestry: Advantage against being charmed, and magic cannot put you to sleep. Keen Senses: Proficiency with WIS(Perception). Sunlight Sensitivity: Disadvantage on attack rolls and WIS(perception) checks that rely on sight when you, your target, or whatever you're trying to perceive is in direct sunlight.Įlf +2DEX. Dwarven Armor Training: Proficiency with light and medium armor. (Even if not proficient) Subrace: Hill, Mountain, Duergar (Sword Coast Adventurer's Guide). Stonecunning: Double proficiency on INT(History) checks related to the origins of stonework. Tool Proficiency: Proficiency with one of smith's tools, brewer's supplies, or mason's tools. Dwarven Combat Training: Proficiency with battleaxe, handaxe, throwing hammer, and warhammer. Dwarven Resilience: Advantage on saving throws agaisnt poison, and resistance against poison damage. You die and cannot be restored to life.ĭwarf +2CON. When your goal is complete, you finally rest. This awareness fails if the creature is on another plane. You know the distance and direction between you an any creature involved in your goal. If your equipment was also destroyed, you do not regain it. If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the DM. If you die, you return to life 24 hours after death. If you are below half your HP maximum at the start of your turn, you gain 1 HP. Until you fulfill that goal you gain the following benefits: The goal must be a specific task you can complete. Relentless Nature: Your DM assigns a goal to you-typically, one related to your character's death. (Unearthed Arcana Gothic Characters) Draconic Ancestry, Damage Resistance, and Breath Weapon change to Necrotic Damage. 15 cone = Gold, Green, Red, Silver, White. Range: 5x30 line = Black, Blue, Brass, Bronze, Copper. Damage = 2d6 + 1d6 at 6th, 11th, and 16th levels. DC = 8+CON+Proficiency Bonus, half damage on success. ![]() Poison = Green.) Breath Weapon: Same type as dragon. Draconic Ancestry: Chose a dragon type (Red, Green, Blue, Black, White, Gold, Silver, Copper, Brass, or Bronze.) Damage Resistance: Same type as dragon.
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