Badlands
You gain a +10 to your maximum hitpoints.
You gain a +2 bonus to all saving throws.
The badlands is a waterless desert made of sand and rocks, the heat is dangerous to those that aren't used to it. The badlands used to be a land like Degreedia where slavery is rampant and murder was legal in some sick way. After the Freedom King took the throne, this all changed and now it is illegal (Although there are some clans and people who refuse to abide by this rule). The badlands has many ancient ruins and random monuments made of metals & stones. The residents of the continent use large scorpion-like creatures to ride through the barren land. The Freedom king is a Loxodon who was hunted for their tusks and caught as a slave many years ago, after going through a tournament known as "The Bloodshed" he won his freedom and then proceeded to then enter into the "King's Game" to beat the previous king known as the Tyrant King. After he was crowned he then made the badlands what it was today.
Bounty Hunter
You gain the halfling lucky racial feature, and if you should roll a 1 again even when rerolled you gain temp hp equal to your level.
You gain prof in runic firearms.
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Kitsune
Kitsune are fae, they live in tribes within the forests. Different tribes have different outlooks on life, some are assassins while others are warriors but all of them use their blood to empower themself. Kitsune can channel the energy in their blood to go into an enraged state, and their tails will flair up while staying in that form. Kitsune gain tails the stronger they get, the strongest kitsune had 30 tails before disappearing. The appearance of Kitsune is a human with fox-like features, like ears, a tail, and furred arms. While transformed their form becomes even more animalistic as they grow claws and sharp teeth. The prefer style of kitsune is kimonos and more eastern style as they tend to be easier to wear when transformed. Size: Medium, Small (When shapeshifted)
Age: They live from 200 to 250 years old, and they reach maturity at 50.
Speed: 30ft, 30ft climb
Tails of Power: You have tails equal to your character level, you can use your bonus action to activate your Yokai form for a number of rounds equal to your tails once per long rest. Your form effect is determined by your Ancestry.
Shapeshifter: As an action, you can change into your fox form, while in this form you are a small creature and can dash as a bonus action. You can also fit into smaller spaces that usually small creatures cannot fit into.
Blood of the Ancients: You know primal savagery cantrip and can cast it using a stat of your choice. Language: Common and Sylvan
Investigator
Future Intuition: Once per short or long rest, you can tap into your predictive intuition to gain cryptic yet useful insights about future events. As an action, you can make an Intelligence (Investigation), Wisdom (Perception), or Wisdom (Insight) check, with the DC determined by the DM based on the complexity and nature of the information you seek. On a success, you receive a vision or insight about an event that will occur within the next 24 hours. This vision may take the form of a detailed scene, symbolic images, or abstract impressions. Once per activation, you can ask the DM up to 3 specific yes/no questions about the vision's content, gaining further clarification.
Form of The Inquisition: When you activate your Yokai form, you gain the ability to pierce the veil of time and glimpse future outcomes. You gain the following;
You have advantage on all Intelligence (Investigation), Wisdom (Perception), and Wisdom (Insight) checks.
You can take an additional action and reaction. Whenever an ally within 15ft of you takes a turn, you regain one of your reactions.
As a reaction, you can impose disadvantage on an attack against you or an ally, as your foresight allows you to react to the threat before it fully manifests.
Once during the duration, you can grant one ally within 60 feet an additional action on their turn, at the start of your turn.
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Druid: Circle of Mysteries
Level 1 Features
Spellcasting: You have learned to cast spells through studying the mystical forces of nature. See the Player’s Handbook for the rules on spellcasting. The information below details how you use those rules with Druid spells.
Cantrips: You know two cantrips of your choice from the Druid spell list. Druidcraft and Produce Flame are recommended.
Whenever you gain a Druid level, you can replace one of your cantrips with another cantrip of your choice from the Druid spell list.
When you reach Druid levels 4 and 10, you learn another cantrip of your choice from the Druid spell list, as shown in the Cantrips column of the Druid Features table.
Spell Slots: The Druid Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+: You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Druid spell list. Animal Friendship, Cure Wounds, Faerie Fire, and Thunderwave are recommended.
The number of spells on your list increases as you gain Druid levels, as shown in the Prepared Spells column of the Druid Features table. Whenever that number increases, choose additional spells from the Druid spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Druid, your list of prepared spells can include six spells of levels 1 and 2 in any combination.
If another Druid feature gives spells that you always have prepared, those spells don’t count against the number of spells on the list you prepare with this feature, but those spells otherwise count as Druid spells for you.
Changing Your Prepared Spells: Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with other Druid spells for which you have spell slots.
Spellcasting Ability: Wisdom is your Spellcasting Ability for your Druid spells.
Spellcasting Focus: You can use a Druidic Focus as a Spellcasting Focus for your Druid spells.
Druidic: You know Druidic, the secret language of Druids. While learning this ancient tongue, you also unlocked the magic of speaking to animals; you always have the Speak with Animals spell prepared.
You can use Druidic to leave hidden messages. You and others who know Druidic automatically spot such a message. Others spot the message’s presence with a successful DC 15 Intelligence (Investigation) check but can’t decipher it without magic.
Primal Order: You have dedicated yourself to one of the following sacred roles of your choice.
Magician: You know one extra cantrip from the Druid spell list. In addition, your mystical connection to nature gives you a bonus to your Intelligence (Arcana or Nature) checks. The bonus equals your Wisdom modifier (minimum bonus of +1).
Warden: Trained for battle, you gain proficiency with Martial weapons and training with Medium Armor.
Level 2 Features
Wild Shape: The power of nature allows you to assume the form of an animal. As a Bonus Action, you shape-shift into a Beast form that you have learned for this feature (see “Known Forms” below). You stay in that form for a number of hours equal to half your Druid level or until you use Wild Shape again, have the Incapacitated condition, or die. You can also leave the form early as a Bonus Action.
Number of Uses: You can use Wild Shape twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
You gain additional uses when you reach certain Druid levels, as shown in the Wild Shape column of the Druid Feature table.
Known Forms: You know four Beast forms for this feature, chosen from among Beast stat blocks that have a maximum Challenge Rating of 1/4 and that lack a Fly Speed. The Rat, Riding Horse, Spider, and Wolf are recommanded. Whenever you finish a Long Rest, you can replace one of your known forms with another eligible form.
When you reach certain Druid levels, your number of known forms and the maximum Challenge Rating for those forms increases, as shown in the Beast Shapes table. In addition, starting at level 8, you can adopt a form that has a Fly Speed.
When choosing known forms, you may look in the Monster Manual or elsewhere for eligible Beasts if the Dungeon Master permits you to do so.
BEST SHAPES
Druid Level |
Known Forms |
Max CR |
Fly Speed |
2 |
4 |
1/4 |
No |
4 |
6 |
1/2 |
No |
8 |
8 |
1 |
Yes |
Rules While Shape-Shifted: While in a form, you retain your personality, memories, and ability to speak, and the following rules apply:
Temporary Hit Points: When you assume a Wild Shape form, you gain a number of Temporary Hit Points equal to your Druid level.
Game Statistics: Your game statistics are replaced by the statistics of the Beast's stat block, but you retain your creature type; Hit Points; Hit Point Dice; Intelligence, Wisdom, and Charisma scores; class features; languages; and feats. You also retain your skill and saving throw proficiencies and use your Proficiency Bonus for them, in addition to gaining the proficiencies of the creature. If a skill or saving thow modifier in the Beast'stat block is higher than yours, use the one in the stat block.
No Spellcasting: You can’t cast spells, but shape-shifting doesn’t break your Concentration or otherwise interfere with a spell you’ve already cast.
Objects: Your ability to handle objects is determined by the form’s limbs rather than your own. In addition, you choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it's practical for the new form to wear a piece of equipment based on the creature’s size and shape. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with the form. Equipment that merges with the form has no effect while you're in that form.
Wild Companion: You can summon a nature spirit that assumes an animal form to aid you. As a Magic action, you can expend a spell slot or a use of Wild Shape to cast the Find Familiar spell without material components.
When you cast the spell in this way, the familiar is a Fey, and it disappears when you finish a Long Rest.
::Mystery of the World:: At 2nd level, you gain the ability to use their Druidic magic to cast spells from the Wizard spell list. You can choose a number of spells from the Wizard spell list equal to your Druid level + your Wisdom modifier, and you can cast these spells using your Druid spell slots. In addition, you can replace one of your druid cantrips with a wizard cantrip.
::Looking For Clues:: As a bonus action, you can expend a wild shape to attain an amount of mental resources equal to your prof modifier called Clues. You can expend the clues to do the following features;
As an action, you can choose an ally within 30ft of you. The ally gains temp hp equal to your WIS + Druid level and they gain advantage on their next ability checks for the next hour.
As an action, you can expend a clue to empower yourself with unknown knowledge. For an amount of hours equal to your druid level, you can touch a creature, object, or structure and gain knowledge related to that thing you touch. The information is related to the least known thing about it. CHANGED: 1/object/hr. So in context of text rp: 1 time use. and in a Session: 1 time use.
As a bonus action, you can touch a weapon and expend an amount of clues of your choice. Each clue expended on this weapon will give it a random ancient enchantment of the DMs choice. The effect lasts for an amount of hours equal to your druid level, and you can rechoose the last effect on the weapon next time you use this feature.
Level 3 Feature
Druid Subclass: You gain a Druid subclass of your choice. The Circle of the Land, the Circle of the Moon, the Circle of the Sea, and the Circle of the Stars subclasses are detailed after this class’s description. A subclass is a specialization that grants you special abilities at certain Druid levels. For the rest of your career, you gain each of your subclass’s features that are of your Druid level and lower.
Level 4, 8, 12, 16 Feature
Ability Score Improvement: You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Druid levels 8, 12, and 16.
Level 5 Feature
Wild Resurgence: Once on each of your turns, if you have no uses of Wild Shape left, you can give yourself one use by expending a spell slot (no action required).
In addition, you can expend one use of Wild Shape (no action required) to give yourself a level 1 spell slot, and you can’t do so again until you finish a Long Rest.
Level 6 Feature
::Explorer of Mysterious Lands:: You can expend a clue to cast detect object, you cast it in its usual way or you can choose to specify a rare object.
Once you have casted a spell this way, you cannot do so until a long rest or until you expend another wild shape.
Level 7 Feature
Elemental Fury: The might of the elements flows through you. You gain one of the following options of your choice.
Potent Spellcasting: You add your Wisdom modifier to the damage you deal with any Druid cantrip.
Primal Strike: Once on each of your turns when you hit a creature with an attack roll using a weapon or a Beast form’s attack in Wild Shape, you can cause the target to take an extra 1d8 Cold, Fire, Lightning, or Thunder damage (choose when you hit).
Level 10 Feature
Finding Your Place: As an action, you can place a clue to a spot within 30ft of you, while the clue is there it gains a physical form in a shape of a ?. The clue lasts for 1 minute, and as a bonus action you can move it 30ft in a direction of your choice. When a hostile creature starts its turn within 10ft of the clue, they must make a INT save or become stunned until the start of their next turn and the clue disappears.
You can only have one clue out at a time.
Level 14 Feature
::Mysterious Madness:: You have unlocked the secrets of mysteries allowing you to have a slight glimpse of madness. You gain proficiency in a saving throw of your choice, and you are immune to madness.
You can expend a clue to touch another creatures head, the creature gains any knowledge of your choice. If the knowledge is too much, the creature must make a Wisdom saving throw or take 10d10 psychic damage and undergo the feeblemind spell for 1 minute.
Level 15 Feature
Improved Elemental Fury: The option you chose for Elemental Fury grows more powerful, as detailed below.
Potent Spellcasting: When you cast a Druid cantrip with a range of 10 feet or greater, the spell’s range increases by 300 feet.
Primal Strike: The extra damage of your Primal Strike increases to 2d8.
Level 18 Feature
Beast Spells: While using Wild Shape, you can cast spells in Beast form, except for any spell that has a Material component with a cost specified or that consumes its Material component.
Level 19 Feature
Epic Boon: You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Dimensionnal Travel is recommended.
Level 20 Feature
Archdruid: The vitality of nature constantly blooms within you, granting you the following benefits.
Evergreen Wild Shape: Whenever you roll Initiative and have no uses of Wild Shape left, you regain one expended use of it.
Nature Magician: You can convert uses of Wild Shape into a spell slot (no action required). Choose a number of your unexpended uses of Wild Shape and convert them into a single spell slot, with each use contributing 2 spell levels. For example, if you convert two uses of Wild Shape, you produce a level 4 spell slot. Once you use this benefit, you can’t do so again until you finish a Long Rest.
Longevity: The primal magic that you wield causes you to age more slowly. For every ten years that pass, your body ages only one year.
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Feats
Sharpshooter
Mobile
Observant
Fey Touched