M

Miks

Exotic

Vex Shell

+4 armor, -2 speed. The first time you are Bloodied each encounter (resets if resurrected), you go Rampant; you gain +2 speed, and MUST attack a creature each turn if able (including an ally!).

Run Them Down!

Ignore difficult terrain. When moving towards an enemy in a straight line gain +2 speed, and gain advantage on the next melee attack against them if you moved 4+ spaces.

Exotic

Vex Shell

+4 armor, -2 speed. The first time you are Bloodied each encounter (resets if resurrected), you go Rampant; you gain +2 speed, and MUST attack a creature each turn if able (including an ally!).

Grav Platform

You have a hover speed and are immune to fall damage. You can stand up from Prone for free on your turn.

Exotic

Vex Shell

+4 armor, -2 speed. The first time you are Bloodied each encounter (resets if resurrected), you go Rampant; you gain +2 speed, and MUST attack a creature each turn if able (including an ally!).

Charge

(1/turn) When you move at least 4 spaces, you can push a creature in your path. Huge: 1 space, Large: up to 2 spaces; Medium: up to 4 spaces, Small/Tiny: up to 8 spaces.

Exotic

Vex Shell

+4 armor, -2 speed. The first time you are Bloodied each encounter (resets if resurrected), you go Rampant; you gain +2 speed, and MUST attack a creature each turn if able (including an ally!).

Martial Might

+2 armor if you made a melee attack this round.

Exotic

Vex Shell

+4 armor, -2 speed. The first time you are Bloodied each encounter (resets if resurrected), you go Rampant; you gain +2 speed, and MUST attack a creature each turn if able (including an ally!).

Aimbot

Your ranged attacks have +2 range.

Exotic

Vex Shell

+4 armor, -2 speed. The first time you are Bloodied each encounter (resets if resurrected), you go Rampant; you gain +2 speed, and MUST attack a creature each turn if able (including an ally!).

Blink

(1/turn) Teleport 12 as a movement action. You can't use this ability on your next turn.

Exotic

Hypnagogia

Gain +2 Dream skill points; when Safe Resting, you can assign them into any skill of choice.

Shadowy Flight

You have a fly speed of 6 as long as you're not wearing Medium or Heavy armor. When using your 1/turn guardian jump, gain +2 speed instead. Your walking speed is 0.

Exotic

Hypnagogia

Gain +2 Dream skill points; when Safe Resting, you can assign them into any skill of choice.

Reinforced Chitin

You count as Large against grappling, knockback against you is halved, and your STR counts as 1 higher for the purpose of wielding weapons or armor.

Exotic

Hypnagogia

Gain +2 Dream skill points; when Safe Resting, you can assign them into any skill of choice.

Shadowy Movement

Can move 2 spaces for free after becoming the target of an attack or negative effect (after taking damage).

EliksniMedium
Exotic

Scuttle

You may drop prone willingly to gain +2 speed instead of the usual reduction and give all incoming attacks disadvantage.

Dreg

+2 starting Skill Points. Upon level 5 you get 4 arms like a Vandal, and at level 12 become a Captain.

Vandal

You have 4 arms for wielding weapons. Upon level 8 you become a Captain.

Captain

(must be level 5 at character creation to select) 4 arms like a Vandal, and you count as Large against grappling. Knockback against you is halved. Upon level 18 you become a Baron, and your size fully changes to Large.

Exotic

Psionic Expertise

Pick any 2 tier 1 spells. (1/encounter) cast one of these spells for free.

Exotic

Imperial Might

You count as Large against grappling, knockback against you is halved, and your STR counts as 2 higher for the purpose of wielding weapons or armor. Advantage against being knocked prone.