JNAProductions
2016-06-13, 03:15 PM
Ability Score Increase-Your Wisdom score increases by 2. (2)
Age-The Kind are effectively immortal, given sufficient sustenance, and reach maturity at age 30.
Alignment-The Kind are near-universally good aligned, with no real preference on the law-chaos axis.
Size-The Kind are Small sized, standing about 4' tall. They're lightweight, being related to Flumphs, and so weigh only about 40 pounds on average. (-.5)
Speed-Despite their small size, The Kind are quite nimble and quick, almost floating along the ground. Their speed is 30' foot. (0)
Full Of Hot Air-The Kind are filled with small air sacs, which allows them to float along much more easily than most. Their jump distance and height are doubled, and they have resistance to falling damage. (.5)
Emotion Feeders-The Kind live off of others joyful emotions, and so require no ordinary food or water. So long as they have good company during a short or long rest, they are treated as having eaten and drank for a day.
Note: The Kind can survive off of regular food and water. If they do so for more than a week, they suffer a single level of exhaustion that cannot go away until they feed properly. Most Kind find the thought of subsisting on regular food grotesque, but are willing to do so in emergencies.
Darkvision-In shades of light blues and greens. (1)
Natural Magic-You know the Spare The Dying Cantrip, and may use it as a bonus action. Once you reach 3rd level, you may cast Cure Wounds or Healing Word once per long rest as a second level spell, using Wisdom as your spellcasting stat. Once you reach 5th level, you may cast Prayer of Healing once per long rest. (1.5)
Point Value-4.5
The Compassionate
Ability Score Increase-Your Charisma increases by 1. (1)
Succor and Ease-You may heal wounds from others at a cost to yourself. As an action, once per short rest, you may transfer damage from another adjacnet creature to yourself. Choose any amount of damage, up to your level times your proficiency bonus. (2 at level 1, 15 at level 5, 36 at level 9, etc.) You take that much damage (and it cannot be resisted or ignored in any way) and your target regains that many hit points. (1)
Point Value-2, for a total of 6.5
The Brave
Ability Score Increase-Your Strength increases by 1. (1)
Brave-You have advantage on saving throws against being Frightened. (.5)
Point Value-1.5, for a total of 6
Age-The Kind are effectively immortal, given sufficient sustenance, and reach maturity at age 30.
Alignment-The Kind are near-universally good aligned, with no real preference on the law-chaos axis.
Size-The Kind are Small sized, standing about 4' tall. They're lightweight, being related to Flumphs, and so weigh only about 40 pounds on average. (-.5)
Speed-Despite their small size, The Kind are quite nimble and quick, almost floating along the ground. Their speed is 30' foot. (0)
Full Of Hot Air-The Kind are filled with small air sacs, which allows them to float along much more easily than most. Their jump distance and height are doubled, and they have resistance to falling damage. (.5)
Emotion Feeders-The Kind live off of others joyful emotions, and so require no ordinary food or water. So long as they have good company during a short or long rest, they are treated as having eaten and drank for a day.
Note: The Kind can survive off of regular food and water. If they do so for more than a week, they suffer a single level of exhaustion that cannot go away until they feed properly. Most Kind find the thought of subsisting on regular food grotesque, but are willing to do so in emergencies.
Darkvision-In shades of light blues and greens. (1)
Natural Magic-You know the Spare The Dying Cantrip, and may use it as a bonus action. Once you reach 3rd level, you may cast Cure Wounds or Healing Word once per long rest as a second level spell, using Wisdom as your spellcasting stat. Once you reach 5th level, you may cast Prayer of Healing once per long rest. (1.5)
Point Value-4.5
The Compassionate
Ability Score Increase-Your Charisma increases by 1. (1)
Succor and Ease-You may heal wounds from others at a cost to yourself. As an action, once per short rest, you may transfer damage from another adjacnet creature to yourself. Choose any amount of damage, up to your level times your proficiency bonus. (2 at level 1, 15 at level 5, 36 at level 9, etc.) You take that much damage (and it cannot be resisted or ignored in any way) and your target regains that many hit points. (1)
Point Value-2, for a total of 6.5
The Brave
Ability Score Increase-Your Strength increases by 1. (1)
Brave-You have advantage on saving throws against being Frightened. (.5)
Point Value-1.5, for a total of 6