Mink Traits
Age
Minks reach adulthood in their late teens and live as long as humans.
Alignment
Minks are generally gregarious and friendly, though they focus on their own community over contact with other races, making them lawful good.
Size
Minks vary greatly in size due to their animal heritage, but typically are comparable to humans. Your size is medium.
Speed
Your base walking speed is 35 feet.
Darkvision
You are accustomed to the dark forests of Zou. You have darkvision out to 60 feet and can see in dim light as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Electro
All minks can generate electricity through their fur. Once per turn when you hit with a melee weapon attack, you can choose to deal lightning damage instead of the weapon's normal damage. When you do so, the target then cannot take reactions until the start of your next turn.
Inner Beast
You can draw upon your bestial blood to greatly boost your speed and strength for a short time. As a bonus action, you can grant yourself advantage on all Strength and Dexterity-based ability checks for 1 minute. During this time, your speed increases by 10 and when you use your Electro trait, you deal additional lightning damage equal to your level. You must finish a long rest before you can use this trait again.
If the full moon is visible when you make this transformation, you enter Sulong form for the duration, increasing both your Strength and Dexterity scores by 3. This increase can exceed an ability score of 20, but not 30. When this sulong form ends, you suffer one level of exhaustion.
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Paragon
Ardent Soul
Your soul flares with a passion unlike the common man, which manifests occasionally as a disposition towards elemental forces: Burning Passion, Caustic Spite, Cold Indifference, Fulminating Glee, Mindful Insight, Necrotic Mania, Radiant Superiority, Thundering Resolve or Venomous Duality, all detailed at the end of the class description.
Your choice grants you features at 1st level, and then again at 3rd, 7th, 15th and 20th level.
Preparing and Using Creations (Spell Slots)
The Paragon table shows how many creation slots you have to play your paragon creations of 1st Level and higher. To play one of these creations, you must expend a slot of the creation’s level or higher. You regain all expended creation slots when you finish a long rest.
You prepare the list of paragon creations that are available for you to use, choosing from the paragon creation list. When you do so, choose a number of paragon creations equal to your Charisma modifier + half your paragon level, rounded down (minimum of one spell). The creations must be of a level for which you have creation slots.
For example, if you are a 5th-level paragon, you have four 1st-level and two 2nd-level creation slots. With a Charisma of 14, your list of prepared creations can include four creations of 1st or 2nd level, in any combination. For example, if you prepare the 1st-level creation longstrider and have a 1st-level and a 2nd-level creation slot available, you can use longstrider with either slot.
You can change your list of prepared creations when you finish a long rest. Preparing a new list of paragon creations requires time spent in focus and creative pursuit: at least 1 minute per creation level for each creation on your list.
Creative Ability (Spellcasting Ability)
Charisma is your creative ability for your paragon creations. Your creations are not physical items, but rather manifestations of your own burning passion and innate talent. You use your Charisma whenever a creation refers to your creative ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paragon creation you play and when making an attack roll with one.
Creation save DC = 8 + your proficiency bonus + your Charisma modifier
Creation Attack modifier = your proficiency bonus + your Charisma modifier
Apparatus (Spellcasting Focus)
You can use a memento as an apparatus for your paragon creations.
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Deckhand
All Hands on Deck
While you do not specialize in any particular role, specializing in performing menial tasks aboard the ship such as taking inventory, swabbing the deck, manning the cannons or acting lookout in the crow's nest.
You can always find your way around any ship you board and can move across the deck without having to make ability checks to figure out where specific rooms are.
Additionally, filling in on so many different roles makes it easy for you to pass yourself off as any of the roles. You can easily convince anyone who has no reason to distrust you that you are of a different role than your actual one, such as being the captain of a ship to gain audience with a local mayor, or claiming to be a doctor to gain access to a town's medical records.
Features & Traits