Reach To The Blaze. You Know The: Produce Flame Burning Hands

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Pyrea, Star of Fire and Fury – gets the souls of those burned to death, boons:

1. Fire resistance. If you already have Fire Resistance, get Fire Immunity instead
2. Reach to the Blaze. You know the Produce Flame cantrip. Once you reach 3rd level, you
can cast the Burning Hands spell once with this trait as a 1st-level spell, and you regain
the ability to cast it this way when you finish a long rest. Constitution is your spellcasting
ability for these spells.
3. Languages. You can speak, read, and write Primordial. Primordial is a guttural language,
filled with harsh syllables and hard consonants.
4. Illumination: At will, shed bright light in a 30-foot radius and dim light in an additional
30 ft.
5. Fire Dash: Three times per long rest, as a bonus action, you can turn into pure fire. You
move 30ft in a straight line to a destination of your choice. Enemies between you and that
point take 1d10 fire damage, and enemies in a 5ft radius around the destination take and
additional 1d10 fire damage. You can move through a space as narrow as 1 inch using
this ability.
6. Fire Aura: Starting at level 7, enemy creatures that start their turn within 10 feet of you
must succeed on a Dexterity saving throw. On a fail, they spontaneously combust and
take 1d4 damage at the end of their turn for as long as they stay within 10 feet of you. If a
creature leaves the area, the effect ends. If a creature enters the area during its turn after
leaving, they automatically fail the check and instantly take 1d4 damage. DC = 8 +
Spellcasting Modifier + Prof Modifier
Wendigo, Devourer of Flesh – gets the souls of those whose corpses are eaten and those who
commit taboos.
1. Acid and Poison Resistance. If you already have either, you get Immunity to them
instead
2. Keen Hearing and Smell. You gain advantage on Wisdom (Perception) checks that rely
on hearing or smell.
3. Speech of the Woods. Beasts can understand your speech, and you gain the ability to
decipher their noises and motions. Most beasts lack the intelligence to convey or
understand sophisticated concepts, but a friendly beast could relay what it has seen or
heard in the recent past. This ability doesn’t grant you any special friendship with beasts,
though you can combine this ability with gifts to curry favor with them as you would
with any nonplayer character.
4. Rapid Regeneration. You can regenerate damage done to yourself. You have a pool of 5
x Your Total Levels of regeneration points. As a bonus action, you can spend these points
to regain HP equal to the amount of points spent. Works while using Wild Shape
5. Lifedrinker. When you hit an enemy with any sort of Bite attack, even while using Wild
Shape, deal extra damage equal to your wisdom modifier and heal yourself for an amount
equal to your Wisdom modifier.
6. Bestial Rage. In battle, you fight with primal ferocity. On your turn, you can enter a rage
as a bonus action. While raging, you gain the following benefits if you aren't wearing
heavy armor: You have advantage on Strength checks and Strength saving throws. When
you make a melee weapon attack using Strength, you double your Strength modifier for
it. You have resistance to bludgeoning, piercing, and slashing damage. If you are able to
cast spells, you can't cast them or concentrate on them while raging. Your rage lasts for 1
minute. It ends early if you are knocked unconscious or if your turn ends and you haven't
attacked a hostile creature since your last turn or taken damage since then. You can also
end your rage on your turn as a bonus action. You have one use of Bestial Rage per long
rest.

Atarr, the Hanged King – gets the souls of those that die by hanging
The Flesh That Hates – gets the souls of those that die from infections
Walpurgisnacht – Gets the souls of those that die from Necromancy spells
1. Necrotic Resistance. If you already have Necrotic Resistance, get Necrotic Immunity
instead.
2. Control Undead. As an action, you target one undead creature you can see within 30 feet
of you. The target must make a Wisdom saving throw. On a failed save, the target must
obey your commands for the next 24 hours, or until you use this feature again. An undead
whose challenge rating is equal to or greater than your total level is immune to this effect.
Can be used once per short rest. Use your spellcasting modifier to calculate the DC for
this feature.
3. Sense Undead. The presence of strong evil registers on your senses like a noxious odor.
As an action, you can open your awareness to detect such forces. Until the end of your
next turn, you know the location of any undead within 60 feet of you that is not behind
total cover. You do not know its identity (the vampire Count Strahd von Zarovich, for
instance). You can use this feature a number of times equal to 1 + your Charisma
modifier. When you finish a long rest, you regain all expended uses.
4. Animate Cadaver. If a beast or a humanoid that is Small or Medium dies within 10 feet
of you, you can use your reaction to animate it, causing it to stand up immediately with 1
hit point. The creature uses the Zombie stat block in the Monster Manual. It remains
animate for 1 hour, after which time it collapses and dies. In combat, the zombie's turn
comes immediately after yours. It obeys your mental commands, and the only action it
can take is the Attack action, making one melee attack. You can use this feature a number
of times equal to your spellcasting modifier (minimum of once), and you regain all
expended uses of it when you finish a long rest.
5. Lichborn. Once per long rest, you can choose to temporarily stop your heart, effectively
turning yourself Undead. You gain Resistance to Necrotic and Poison damage.
Additionally, you are immune to the following conditions: Charmed, Exhausted,
Frightened, Paralyzed, Poisoned. You gain 60ft of Darkvision. If you already have
Darkvision, you gain an additional 60ft of Darkvision. You are considered Undead for
the duration of the spell. This effect lasts for a number of hours of your choice, with a
minimum of 1 and a maximum equal to your spellcasting modifier, after which you
return to life.
6. Reaper. Learn one Necromancy cantrip of your choice from any class spell list. When
you cast a Necromancy cantrip that kills your target, you capture their soul, channeling its
power into your attacks. You can add 1d6 necrotic damage on any of your attacks for the
next minute. If you kill another enemy with a Necromancy cantrip while this effect is
active, the duration refreshes and you add an additional 1d6 necrotic damage to your
attacks. This effect stacks 3 times.

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