Ainsel Abilities
Ainsel Abilities
Ainsel Abilities
Also at 1st level, as an expert on monsters and beasts, you are able to discern certain
traits about monsters you encounter. If you spend at least 1 minute observing or
interacting with another creature outside combat, you can learn certain information
about its capabilities compared to your own. The DM tells you if the creature is your
equal, superior, or inferior in regard to two of the following characteristics of your
choice:
Strength Score
Dexteriy Score
Constitution Score
Armor Class
Current hit points
(Weakness, imunities and resistances)
Total class levels (if any) Additionally, you may spend 1 minute after combat studying
a creature's corpse to ascertain the same information
Azure Guard
Beginning at 1st level, you may use one handed melee weapons a spell casting focus for
your blue mage spells. Additionally, you gain proficiency with medium armour and
martial weapons. When you level up you gain an additional two hit points.
Monstrous Vanguard
Beginning at 3rd level, you choose a fighting style focus to assist you in the type of
monster you prefer to hunt
Colossus Slayer. Your tenacity can wear down the most potent foes. When you hit a
creature with a weapon attack, the creature takes an extra 1d8 damage if it's below
its hit point maximum. You can deal this extra damage only once per turn.
Survival Tactics
Beginning at the 6th level, you gain one of the following features of your choice.
Multiattack Defense. When a creature hits you with an attack, you gain a +4 bonus
to AC against all subsequent attacks made by that creature for the rest of the turn.
Azure Corruption
Beginning at the 10th level, you've learned to influence your body using monstrous
magics. When you create a monster link, you may substitute one of your spells learned
with one of the following damage resistances: Acid, Cold, Fire, Lightning, Poison, or
Thunder. You may only gain two resistances from your monster links at one time, and
may only include one resistance within a single monster link.
Elite Monster Link (6th):
Flesh to Stone
You attempt to turn one creature that you can see within range into stone. If the
target's body is made of flesh, the creature must make a Constitution saving throw.
On a failed save, it is restrained as its flesh begins to harden. On a successful save,
the creature isn't affected.
A creature restrained by this spell must make another Constitution saving throw at
the end of each of its turns. If it successfully saves against this spell three times,
the spell ends. If it fails its saves three times, it is turned to stone and subjected to
the petrified condition for the duration. The successes and failures don't need to be
consecutive; keep track of both until the target collects three of a kind.
If the creature is physically broken while petrified, it suffers from similar
deformities if it reverts to its original state.
If you maintain your concentration on this spell for the entire possible duration, the
creature is turned to stone until the effect is removed.
Absorb Ability
Beginning at the 14th level, you have learned to drain the natural abilities of your
prey. As an action, a you draw energy out of a creature you touch. The creature must
make a charisma saving throw against your spell save DC or receive a -2 reduction to
an ability score of your choice on a failed save. On a success, the creature becomes
immune to this effect for 1 minute. You gain a +2 bonus in the reduced ability score.
This change in ability score lasts 10 minutes and may only be used once a day. Failed
attempts do not expend the use of this ability. You must then finish a long rest to use
Absorb Ability again
Monster Mimicries:
Adamantoise Shell
You can cast Mage Armor on yourself at will, without expending a spell slot or
material components
Bad Breath
You develop a breath weapon you may use as your action. Your breath weapon is a
15ft. cone. Any creature in range must make a Dexterity saving throw against your
spell save DC. Your breath weapon deals poison damage. A creature takes 2d6 damage
on a failed save, and half as much damage on a successful one. The damage increases
to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. Each time the damage of
your breath weapon increases, the range also increases by 5ft. Additionally, a
creature who fails their saving throw becomes poisoned or blinded for 1 minute. You
choose the additional effect when you decide to take this action. You must finish a
long rest to use Bad Breath again.
Bomb Detonation
Prerequisite: 5th level
You can cast Fireball at will centered on yourself. You automatically take half the
damage of the spell.
Funguar's Nature
Prerequisite: 9th level
You can cast Speak with Plants at will, without expending a spell slot or material
components.
Mantis Claws
Prerequisite:5th level
You can attack with your weapon twice, instead of once, whenever you take the
Attack action on your turn.
Mindflayer's Blast
Prerequisite: 9th level
As an action, you release a blast of psychic energy from your mouth. All creatures in
a 15ft. cone make an Intelligence saving throw against your Spell Save DC. On a
failure, they become stunned for 1 minute. They may repeat the save as an action on
their turn. You must finish a long rest to use Mindflayer's Blast again.
Funguar's Nature Prerequisite: 9th level You can cast Speak with Plants at will,
without expending a spell slot or material components
Worm Sense
Prerequisite: 15th level
You gain 30ft. of Tremorsense. You can detect and pinpoint the origin of vibrations
within a 30ft. radius, provided that you and the source of the vibrations are in
contact with the same ground or substance. Tremorsense can't be used to detect
flying or incorporeal creatures.
Feats (ASI)
Draconic Healing. You learn the cure wounds spell. You can cast this spell without
expending a spell slot. Once you cast this spell in this way, you can't do so again until
you finish a long rest. You can also cast this spell using spell slots you have. The
spell's spellcasting ability is Intelligence, Wisdom, or Charisma when you cast it with
this feat (choose when you gain the feat).
Protective Wings. You can manifest protective wings that can shield you or others.
When you or another creature you can see within 5 feet of you is hit by an attack
roll, you can use your reaction to manifest spectral wings from your back for a
moment. You grant a bonus to the target's AC equal to your proficiency bonus against
that attack roll, potentially causing it to miss. You can use this reaction a number of
times equal to your proficiency bonus, and you regain all expended uses when you
finish a long rest.