SanityWithIn Player Content

WerecursedSmall/Medium
Exotic

A curse? Perhaps a blessing? Either way, you must find a way to live with your innate ferocity. When instinct takes hold, you shift to your other self – maybe even your true self.

The Curse.

At night you transform into a feral beast.

While transformed you can speak with animals, become vulnerable to silver, and gain a Vicious feral attack that deals 1d6+KEY piercing damage.

Exotic

The tides are in your blood, the currents in your veins. You move with the rhythm of the sea — fluid and unbound. Yet the land holds no such grace for you. Though you might walk among those of the shore, the sea always beckons.

Tidal Grace

You have a swim Speed, and you can breathe underwater.

Advantage on DEX saves in water, but disadvantage on dry land.

You can talk to fish if your INT is not negative.

PixieTiny
Exotic

The smallest of the fair folk. Whimsical and unpredictable. Pixies are usually considered harmless, but can be surprisingly competent in combat – especially if mistaken for some kind of insect.

Tricksy.

-2 Speed. Advantage on Stealth.

You have a fly Speed as long as you are wearing armor no heavier than leather.

Resistant to magic. Vulnerable to metal.

DhampirSmall/Medium
Exotic

Dhampir. Thin blood. Daywalker. Whatever they call you, you are neither a true vampire nor a living being. Trapped between life and death, you crave the blood as much as you loathe it.

Unnatural Urges.

You have a climb Speed.

Magical healing only heals you for half the amount.

When you damage a Bloodied creature in melee, you may heal for that amount, 1/Safe Rest.

SnakefolkSmall/Medium
Exotic

Cold-Blooded? Deadly poison? Hissing through a forked tongue? Snakefolk face many ugly stereotypes, but perhaps some are true. Show your detractors exactly what you think of their comments.

Toxic Spit.

You have advantage against poison saves.

(1/encounter) Free Reaction: Spit an adjacent foe in the face. Deals 1d4 poison damage and inflicts Blinded until the start of your next turn.

CatfolkSmall/Medium
Exotic

Agile, graceful, and able to fall impossible distances without injury. Some say they have multiple lives, or perhaps some secret magic. Their main concern is typically finding the next sunbeam.

Feline Grace.

+1 Stealth and Finesse.

Ignore damage from falling or forced movement, 1/Safe Rest.

Exotic

An embodiment of one of the primordial energies. Through summoning or interplanar travel, you now find yourself in the mortal world, deprived of the currents in which you once swam.

Made by: Kazok the Goblin, SanityWithIn, Santuric

Elemental Embodiment.

Choose an element to embody. You know cantrips from the associated spell school.

(1/Safe Rest) Reaction: You become immune to your chosen element until the start of your next turn.

Come on then, you can take it! You never believed what your ancestor said about overconfidence anyways.

+2 max HP per level. +2 armor. Attacks never miss you.

Made by Kazok the Goblin & SanityWithIn

You usually have just the thing you need.

You may withdraw a common tool or item from your pack when it is needed, even if you never mentioned it before, 1/Safe Rest.

-3 inventory slots.

Made by Santuric & SanityWithIn

Level 3Uncanny Aim
Level 7Bullseye
Level 11Fan of Knives
Level 15Impossible Angle
Level 3Adrenalin Surge, Ready for Action
Level 7Seasoned Combatant
Level 11Studied Strikes
Level 15Master at Arms
Level 3Opportunist
Level 7Drunken Stagger
Level 11Drunken Master
Level 15Drunkards Luck
Level 3Prestidigitation, Signature Spell School
Level 7Impossible Geometry
Level 11Flawless Execution
Level 15Spell Perfection
Level 3Adrenaline
Level 7Combat Drill
Level 11Indomitable
Level 15Reluctant Leader