House Rules

This page contains special rules that have been developed for Turiel. All rules are subject to change at the whims of the powers that be.


Races

Yokai


Classes


Backgrounds

Turiel Knight

Slave


Abilities


Feats


Axe mastery:

Prerequisite: 'Requires proficiency in handaxe, battleaxe, or greataxe', 'Requires a Strength score of 13 or higher'
You have learned how to make any axe you wield becomes an extension of your body, making you a fierce foe in combat.

You gain the following benefits when you first select the feat:

  • Once each turn as a free action, you may switch between an offensive or defensive stance while wielding an axe

Offensive stance: +1 bonus to attacks with an axe
Defensive stance: +1 bonus to AC

  • When you score a critical hit with an axe, the strength of the swing allows you to cleave into another creature. You may take a bonus action to make a melee weapon attack against another creature within 5' of you.

Upon reaching 11th character level or later, your axe attacks become even deadlier as you gain the following benefit:

  • additional 1d8 slashing damage when you hit with an axe

Attuned Wild Shape:

Prerequisite: Wild Shape Class Ability

Increase your Wisdom by 1, to a maximum of 20.
You gain an additional use of your Wild Shape Class Ability between rests.

Concentrated Mind:

Your mind is honed to a razor's edge, and your attention can be split between two areas. You gain the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma by 1 point.
  • While you have a spell active that requires concentration and are casting another spell that requires concentration, you may use your bonus action to maintain concentration on both spells the turn you cast the spell and each subsequent turn until one of the spell's effects ends or concentration is lost.

Spells

Infuse Weapon
Cleric, Paladin, Ranger, Sorcerer, Wizard
3rd-level Necromancy
Casting Time: 1 minute
Components: S
Target: 1 weapon, beast, or humanoid.
Range: Touch
Duration: 24 hours

You infuse part of your life force into one weapon you can touch. Alternatively, you can target one beast or humanoid that's not yourself.

You lose 10 hit points and, for the duration of the spell, your maximum hit points are reduced by 10; if this can't occur, the spell fails.

The weapon, or, if you targeted a beast or humanoid, their natural attacks gain one of the following benefits:

  • +2 bonus to attack rolls
  • +1d6 bonus to damage rolls
  • Scores critical hits on a d20 roll of 19 or 20.
  • Add two of the Finesse, Thrown (30/60), and Reach properties if it is a weapon. If it is a creature, all damage done is magical.

For each additional 5 hit points you sacrifice when you cast the spell, you can add one additional benefit to the target's attacks.


Familiars

Luck Fairy


Bestiary

Luck Fairy

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