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Druid |
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Druid: Great Beast Spirit: Wise Carp |
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The Wise Carp spirit look after animals that live in lakes or the open
sea such as various fish, eels, sharks, and whales. |
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Wise Carp Wild Trait Options |
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Agile.
This creature has proficiency in Dexterity saving throws,
and it can use its choice of its Strength or Dexterity modifier for attack
and damage rolls with unarmed attacks. This creature must use the same
modifier for both rolls. Blood
Frenzy. This creature has advantage on attack
rolls against bloodied creatures, and it can re-roll one d20 as part
of an attack made with advantage against a bloodied creature. Bulky.
This creature has proficiency in Strength and
Constitution saving throws. Deep
Adaptation. This creature has darkvision
to a range of 120 feet. In addition, this creature has disadvantage on
Wisdom (Perception) checks that rely on sight when it or whatever it is
trying to perceive is in bright light. Extra
sensory. This creature gains blindsight out to a
range of 30 feet. Large
(counts as 2 wild traits). This creature’s size
is large and as a result this creature gains +2 bonus to its armour class and
a 1d4 damage bonus to its melee damage rolls. The large trait replaces the
template’s physical ability scores with: Strength 17 (+3), Dex 12 (+1), Con 16
(+3). Luring
Predator. This creature makes opportunity attacks
with advantage. Also, this creature can make a melee attack as a reaction
when another creature within its reach makes an attack against any target
that is not this creature. Multiattack:
Shocking Discharge. (counts as 2 wild traits). This
creature can use a bonus action to make a special attack, shocking discharge:
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Shocking Discharge. This
creature targets one other creature within 5 feet. The target must make a
Constitution saving throw. On a failed saving throw, the target takes 1d10
Lightning damage and becomes flat-footed. If the target rolls a 1 on
the saving throw, it also becomes stunned until the end of its next
turn. Natural
Protection. This creature’s armour class becomes
16 instead of the template’s normal armour class and it does not add
Dexterity to its armour class. Pack
Tactics. This creature has advantage on melee
attacks it makes against another creature when at least two of its allies are
within 5 feet of the target creature and the allies are not incapacitated. Skilled
Tracker. This creature gains proficiency in
Perception and Survival. If this creature is already proficient with both of
these skills, it instead gains expertise in one of these skills. Sprinter.
This creature can take the dash action as a bonus
action. |
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