JNAProductions
2020-02-25, 08:59 PM
Kobolds
Ability Score Increase
Your Dexterity increases by 1.
Size
Your size is Small.
Speed
You have a walking speed of 30'.
Darkvision
You have Darkvision out to 60'.
Slight Build
You may count as one size smaller when it would be beneficial to you.
Languages
You speak Common and Draconic.
Ability Score Increase
Your Strength and Constitution increase by 1.
Mighty Thews
You may use Heavy weapons as if you were a Medium creature.
Relentless Endurance
When you would be reduced to 0 HP (but not killed outright) you may, once per long rest, instead drop to 1 HP.
Ability Score Increase
Your Dexterity and Constitution increase by 1.
Scurry
You may Dash as a bonus action. Furthermore, you are not slowed by squeezing into tight spaces.
Hardy
Once per short rest, you may gain advantage on a Strength or Constitution saving throw.
Ability Score Increase
Your Intelligence increases by 2.
Minor Magics
You know any one cantrip from the Wizard spell list. Intelligence is your casting stat for this spell.
Learned
You gain proficiency in any two Intelligence-based skills of your choice.
Ability Score Increase
Your Charisma and Strength increase by 1.
Leader Of The Meek
You may, as an action, grant the Pack Tactics ability for one minute to any ally other than yourself who can see and hear you and is within 60'. This ability lasts one minute, and may only be used once per long rest.
Bolster
As an action, you may grant another creature within 60' an Inspiration die, provided they can see and hear you. They may spend this inspiration die in one of three ways:
1) Gain THP as a bonus action, equal to the number rolled. These THP last one minute.
2) Gain a bonus on a saving throw as a reaction, equal to the number rolled.
3) As an action, gain a bonus on their next ability check taken (provided it is taken within one minute).
An Inspiration die lasts ten minutes or until used. A creature may only have one Inspiration die at a time. The die starts at 1d4, becoming 1d6 at level eleven and 1d8 at level twenty.
Ability Score Increase
Your Constitution and Wisdom increase by 1.
Minor Magic
You know one cantrip from the Cleric list. Wisdom is your spellcasting modifier for this cantrip.
Empath
You can sense the emotions of your allies, provided you can see them and they are willing. This provides advantage on Insight checks made involving them. Additionally, you may take another's wounds onto yourself. As an action, you can touch a creature and roll a number of d6s, up to your proficiency bonus. You take that much damage (up to a maximum of the amount of damage the other creature has taken or your current HP, whichever is lower) and the touched creature heals for that much.
Ability Score Increase
Your Dexterity increases by 1.
Size
Your size is Small.
Speed
You have a walking speed of 30'.
Darkvision
You have Darkvision out to 60'.
Slight Build
You may count as one size smaller when it would be beneficial to you.
Languages
You speak Common and Draconic.
Ability Score Increase
Your Strength and Constitution increase by 1.
Mighty Thews
You may use Heavy weapons as if you were a Medium creature.
Relentless Endurance
When you would be reduced to 0 HP (but not killed outright) you may, once per long rest, instead drop to 1 HP.
Ability Score Increase
Your Dexterity and Constitution increase by 1.
Scurry
You may Dash as a bonus action. Furthermore, you are not slowed by squeezing into tight spaces.
Hardy
Once per short rest, you may gain advantage on a Strength or Constitution saving throw.
Ability Score Increase
Your Intelligence increases by 2.
Minor Magics
You know any one cantrip from the Wizard spell list. Intelligence is your casting stat for this spell.
Learned
You gain proficiency in any two Intelligence-based skills of your choice.
Ability Score Increase
Your Charisma and Strength increase by 1.
Leader Of The Meek
You may, as an action, grant the Pack Tactics ability for one minute to any ally other than yourself who can see and hear you and is within 60'. This ability lasts one minute, and may only be used once per long rest.
Bolster
As an action, you may grant another creature within 60' an Inspiration die, provided they can see and hear you. They may spend this inspiration die in one of three ways:
1) Gain THP as a bonus action, equal to the number rolled. These THP last one minute.
2) Gain a bonus on a saving throw as a reaction, equal to the number rolled.
3) As an action, gain a bonus on their next ability check taken (provided it is taken within one minute).
An Inspiration die lasts ten minutes or until used. A creature may only have one Inspiration die at a time. The die starts at 1d4, becoming 1d6 at level eleven and 1d8 at level twenty.
Ability Score Increase
Your Constitution and Wisdom increase by 1.
Minor Magic
You know one cantrip from the Cleric list. Wisdom is your spellcasting modifier for this cantrip.
Empath
You can sense the emotions of your allies, provided you can see them and they are willing. This provides advantage on Insight checks made involving them. Additionally, you may take another's wounds onto yourself. As an action, you can touch a creature and roll a number of d6s, up to your proficiency bonus. You take that much damage (up to a maximum of the amount of damage the other creature has taken or your current HP, whichever is lower) and the touched creature heals for that much.