P

Pollywannahacker

TiliaSmall/Medium
Exotic

Rugged (Wesfolk).

(KEY/Safe Rest, 1/Encounter) When becoming Bloodied, +1 to any KEY stat of your choosing until combat ends.

Sticky.

Gain a Climb speed. (1/Round) You may grab items up to Reach 4.

Shed Skin.

(1/Encounter) Remove the Grappled/Restrained, Petrified, and Poisoned conditions. Action: use your shed skin like a net, Grapple a target with Advantage. If successful, the target is Grappled and Blinded.

ArktonMedium/Large
Exotic

Rugged (Wesfolk).

(KEY/Safe Rest, 1/Encounter) When becoming Bloodied, +1 to any KEY stat of your choosing until combat ends.

Roar of the Guardian.

(1/Encounter) When Interposing, don't move. On a failed WIL Save, target attacks any other adjacent creature of your choosing or misses their attack, and they are Frightened by you.

Snug Bear Hug.

You and allies within Reach 2 have Critical Healing (if you're already using this Optional Rule, then your Reach instead makes healing Vicious).

SlyphSmall
Exotic

Glide & Hover (Slyph).

(KEY/Safe Rest) When falling, as a Reaction, slow your descending speed to 10ft/2 spaces per round and take no Falling damage. (2/Encounter) Fly up to KEY spaces, you are Slowed after Flying this way. You may not Glide if worn Armor < STR + LVL.

Boisterous.

(1/Round) When Charmed, Frightened, or Taunted, a Reaction is free.

Stillness.

(1/Encounter) Action(s): Spend 1, 2, or 3 Actions and use an equivalent amount of Hit Dice to recover HP (add your STR).

SeetaSmall/Medium
Exotic

Glide (Birdfolk).

(KEY/Safe Rest) When falling, as a Reaction, slow your descending speed to 10ft/2 spaces per round and take no Falling damage. (1/Encounter) Move up to half your speed upwards, Small/Tiny creatures may do this 2/Encounter. You may not Glide if worn Armor < STR + LVL.

The Knack.

Choose 2 KEY Skills to always roll with Advantage. Change these Skills when you change your class options.

Mimicry.

You may replicate any voice or sound you've heard over the course of a day. (1/Encounter) Add a damage dice you were attacked against immediately prior to your next attack.

MustelSmall/Medium

Rugged (Wesfolk).

(KEY/Safe Rest, 1/Encounter) When becoming Bloodied, +1 to any KEY stat of your choosing until combat ends.

Unrelenting.

(1/Encounter) When you Defend, halve incoming damage then subtract your Armor. Any attacker who's damage was reduced to 0 this way becomes Frightened by you.

Burrow n' Gusto (Brightfang).

Gain a Burrow speed. Instead of STR or DEX, add both KEY stats to Grapple checks.

Climb n' Mime (Longdance).

Gain a Climb speed. Every round you remain in the same Cover, +1 Advantage on Hide checks.

Swim n' Vim (Webpaw).

Gain a Swim speed. Advantage on saves from a damage type you took prior this or last round.

CapranMedium
Exotic

Rugged (Wesfolk).

(KEY/Safe Rest, 1/Encounter) When becoming Bloodied, +1 to any KEY stat of your choosing until combat ends.

Lock Horns.

Add KEY to your Armor. When Defending, if your attacker is your size or smaller, move them to any adjacent space.

Sure Flocking (Tethera).

Add KEY to an ally's roll when your Help them, if successful, add the Helped ally's KEY to your next Save or Skill Check.

Sure Footing (Yantan).

You ignore difficult terrain. You may Interpose from 2 or KEY Spaces, whichever is higher.

EluranSmall/Medium
Exotic

Rugged (Wesfolk).

(KEY/Safe Rest, 1/Encounter) When becoming Bloodied, +1 to any KEY stat of your choosing until combat ends.

Righting Reflex.

Subtract LVL from damage taken due to Forced Movement or Falling.

Calming Purr (Moon).

You have Advantage on Checks to negotiate peace in a hostile situation. (1/Safe Rest) You and your allies take max value for each expended Hit Dice during Field Rest: Catch Breath.

Terrifying Roar (Sun).

You have Advantage on Checks to intimidate or incite a peaceful or cowardly person. (1/Safe Rest) All creatures within 1+KEY Reach are Dazed and Frightened by you.

StrigMedium

Glide (Birdfolk).

(KEY/Safe Rest) Reaction: When falling, slow your descending speed to 10ft/2 spaces per round and take no Falling damage. (1/Encounter) Move up to half your speed upwards, Small/Tiny creatures may do this 2/Encounter. You may not Glide if Armor from equipment > STR + LVL.

Stone Cold.

If a creature crit you this encounter, your next attack targeting it has Advantage. If this attack is a crit, +LVL damage.

Brawler (Stout).

While Bloodied, split or combine weapon dice as you like (1d8 » 2d4, etc.), any rolled weapon dice can be chosen as the Primary Die.

Crawler (Swift).

While Bloodied: if your Defend reduces damage to 0, Interpose blocks an ally from gaining a wound, or Opportunity Attack kills an enemy, then you may Hide for free.

RaptorSmall

Glide (Birdfolk).

(KEY/Safe Rest) Reaction: When falling, slow your descending speed to 10ft/2 spaces per round and take no Falling damage. (1/Encounter) Move up to half your speed upwards, Small/Tiny creatures may do this 2/Encounter. You may not Glide if Armor from equipment > STR + LVL.

Chaser’s Grace.

Rushed Attack abilities that require a Save (Grappling, etc.) made by you do not give Advantage to a target you hit this round.

Home at Sea (Maran).

You gain a swim speed. (1/Round) Advantage on your next attack if you've swam this round, consecutive attacks made immediately afterwards are not subject to Disadvantage imposed by Rushed Attacks.

Home at Sky (Mistral).

You gain a climbing speed. (1/Round) Free Reaction: Defend when climbing or Gliding.

LumaSmall

Glide (Birdfolk).

(KEY/Safe Rest) Reaction: When falling, slow your descending speed to 10ft/2 spaces per round and take no Falling damage. (1/Encounter) Move up to half your speed upwards, Small/Tiny creatures may do this 2/Encounter. You may not Glide if Armor from equipment > STR + LVL.

Strangeluck.

When you roll a 1 on a Primary Die, you may choose to reroll with Advantage. This ability cannot be used again until you roll max value on any dice, this roll doesn't count as a crit or critical success.

Timorous (Sable).

Any time a Condition would give you Disadvantage on an attack or give enemies Advantage on attacking you, Disadvantage » Advantage and Advantage » Disadvantage.

Ostentatious (Sera).

(1/Round) You may pass the Charmed, Frightened, or Taunted condition onto a visible ally. (KEY/Day) You may pass the previously mentioned conditions from one creature to another, DC 10+KEY WIL for unwilling creatures.

GallusMedium

Glide (Birdfolk).

(KEY/Safe Rest) Reaction: When falling, slow your descending speed to 10ft/2 spaces per round and take no Falling damage. (1/Encounter) Move up to half your speed upwards, Small/Tiny creatures may do this 2/Encounter. You may not Glide if Armor from equipment > STR + LVL.

Seat at the Table.

A max of KEY allies that you’ve Interposed for or Helped gain +KEY Armor until combat ends.

No Folk Left Behind (Bright).

Seat at the Table also grants +KEY value for all allies' Advantaged and neutral Saves.

Speak for the Trees (Huden).

If on natural terrain (tree canopy, grasslands, etc.), creatures Interposed for may be moved up to 4 spaces away instead of adjacent. Creatures you Help gain +KEY Shield Armor next time they Deflect! (or an additional +KEY Armor).

CorvumMedium

Glide (Birdfolk).

(KEY/Safe Rest) Reaction: When falling, slow your descending speed to 10ft/2 spaces per round and take no Falling damage. (1/Encounter) Move up to half your speed upwards, Small/Tiny creatures may do this 2/Encounter. You may not Glide if Armor from equipment > STR + LVL.

Arcane Assessment.

(KEY/Encounter) You may Ask a Question about something arcane/magical in nature.

Seen-It-All (Dusk).

Gain Advantage on a Save for a stat that you or an ally made a Save for immediately prior.

Know-It-All (Kindled).

Gain Advantage on your next Skill check after learning a vital clue to solving a problem/puzzle you have, or after solving that problem/puzzle.