Tarron
Master Manipulator. As an action, you can enhance your natural ability to influence others. Once per turn, you can choose one creature you can see and make a Charisma (Deception) check contested by the target's Wisdom (Insight) check. If you win the contest, the creature believes you are its ally until the end of your next turn. This feature lasts for a number of minutes equal to half your Charisma score or until you dismiss it (no action required), are knocked unconscious, or die. Once you use this feature, you cannot do so again until you finish a short or long rest.
Felys
Maw of Bones. As an action, you can create a medium skull in the ground at a point within 60 feet. If a creature moves into the skull's space or the skull is created in a creature's space, it must immediately make a Strength saving throw or be restrained by the skull and take 2d6 piercing damage. At the end of a restrained creature's turns, it can repeat the saving throw. On a failed save, it takes another 2d6 piercing damage. On a successful save, it is no longer restrained. The skull can only restrain one creature at a time and remains for 10 minutes or until you dismiss it (no action required). The DC of the saving throw is 11 + your proficiency bonus. The damage increases by 1d6 at the following levels: 5th, 7th, 9th, 11th, 13th, 15th, 17th, and 19th. Once you use this feature, you cannot do so again until you finish a short or long rest.
Uriel
Magical Recycling. When a creature within 60 feet of you casts a spell of 1st level or higher, you can use your reaction to absorb the remnants of the magic, regaining a spell slot equal to the level of the spell cast. If you do not have an expended spell slot of the spell's level, you gain an additional temporary spell slot of that level, which is lost after you finish a short or long rest. Once you use this feature, you cannot do so again until you finish a short or long rest.
Cardinal
Kentucky Fried Chicken. As a bonus action, you create a bucket of fried chicken. A creature can consume a piece of chicken from the bucket as either an action or bonus action. After consuming a piece of chicken, a creature gains temporary hit points equal to 1d6 + your level and has advantage on its next attack roll, ability check, or saving throw. There are 8 pieces of chicken in the bucket. Once you use this feature, you cannot do so again until you finish a short or long rest.
Charles
Major General. As a bonus action, you can enter a commanding state for 1 minute. While in this state, you can forgo an attack to target one creature within 60 feet that can see or hear you. When you do so, choose one of the following effects:
- The target can make one weapon attack as a reaction and can choose to use your melee attack bonus instead of its normal bonus.
- The target is forced to succeed on a Wisdom saving throw or be frightened of you until the start of your next turn. The DC of the saving throw is equal to 8 + your Strength (Intimidation) bonus.
This state lasts for 10 minutes. Once you use this feature, you cannot do so again until you finish a short or long rest.
Aurelia
Crashing Waves. You select a 10-foot by 30-foot line within 60 feet of you. A wave of water suddenly forms and rushes through the area in a direction of your choice. All creatures within the area are forced to succeed a Strength saving throw or be pushed to the edge of the area in the direction you chose. The DC of the saving throw is 11 + your proficiency bonus. All loose objects are also pushed to the edge of the area in the direction you chose. The water disperses immediately after and effects no other creatures or objects. Once you use this feature, you cannot do so again until you finish a short or long rest.
Polaris
Frozen Tomb. As a bonus action, you can force a creature within 15 feet to make a constitution saving throw against your Ki save DC or be encased in ice. While encased in ice, a creature is incapacitated, its speed is reduced to 0, and it has resistance to all damage except for fire. When a creature encased in ice takes damage, it can repeat the saving throw, doing so with advantage if the damage type is fire, and ends the effect on a success. This effect lasts for 10 minutes or until you dismiss it as a bonus action. Once you use this feature, you cannot do so again until you finish a short or long rest.
Argus
Pin the Blame. As an action, you can alter the memory of a creature within 60 feet. The creature's memories of all events that occurred within, at most, the last 10 minute which include you are altered to replace you with another creature of your choice within 60 feet. Once you use this feature, you cannot do so again until you finish a short or long rest.
Tarron
Peer into Soul. As a bonus action, you look into the soul of another creature. You learn the following about the creature:
- Its maximum hit points.
- Its ability scores.
- Its proficiencies
- The names of all its traits, actions, reactions, and legendary actions.
Alternatively, you can learn the description of 1 trait, action, reaction, or legendary action you know of.
You can use this feature a number of times equal to your proficiency bonus and regain all uses at the end of a long rest.
Felys
Bare Bones. Bare Bones. As an attack, you can launch a dart made of bone from your body. The bone dart is a ranged weapon with range of 30/120, dealing 1d8 piercing damage on a hit. When you use this attack, you take 1d4 piercing damage. On a hit, you can choose 1 condition currently affecting you and transfer it to the target. On a miss, the chosen condition ends and is not transferred. You can use this feature a number of times equal to your proficiency bonus and regain all uses at the end of a long rest.
Uriel
Spark of Creation. As an action, you expend one or more uses of this feature to create an object in a spark of fire and light at a point within 30 feet of you. The object can be any object you have seen before or know how to make, but its maximum size depends on the number of expended uses.
One: Small (chest, lute)
Two: Medium (barrel, chandelier)
Three: Large (cart, 10-ft.-by-10-ft. window)
You can only create magic items of common rarity. A creature that inspects the item using an action determines it was created by magical means. If the object moves more than 30 feet away from you, it disappears in a flash of light. The object lasts until you finish a long rest or use this feature again. Once the object disappears, any ongoing effects it caused immediately end. You can use this feature a number of times equal to your proficiency bonus and regain all uses at the end of a long rest.
Cardinal
Boil Over. When you cast a spell, you can use residual magic energy to create boiling soybean oil that is immediately propelled towards a creature of your choice within 60 feet of you. The target must make a Dexterity saving throw against your spell save DC, taking fire damage on a failed save, or half as much damage on a successful one. The fire damage is a number of d8s equal to 2 plus the spell's level. You can use this feature a number of times equal to your proficiency bonus and regain all uses at the end of a long rest.
Charles
Pilot. As a bonus action, you gain a fly speed equal to your walk speed for a number of minutes equal to 10 times your proficiency bonus. Alternatively, you can touch a vehicle or mount and grant it a fly speed instead. If you grant a drawn vehicle a fly speed, any animal used to draw it gains the fly speed as well. You can use this feature a number of times equal to your proficiency bonus and regain all uses at the end of a long rest.
Aurelia
Bubble Barrier. As a bonus action, you form a bubble of water around a creature within 60 feet. The target gains a number of temporary hit points equal to twice your level and gains a bonus to its AC equal to half your proficiency bonus, rounded up, while it has these temporary hit points. When the target loses these temporary hit points, the bubble around it pops and pushes all creatures within 5 feet of it, other than the shielded creature, 10 feet away. You can use this feature a number of times equal to your proficiency bonus and regain all uses at the end of a long rest.
Polaris
On Thin Ice. As a bonus action, you manifest a 5-foot-by-5-foot layer of ice on a surface within 60 feet. A creature that starts its on the icy surface or moves over it must succeed on a Dexterity saving throw against your Ki save DC or fall prone. If a creature lands prone on the icy surface, it falls through the ice. When a creature falls through the ice, the ice becomes a portal to an extradimensional space. The extradimensional space is a 5-foot cube of freezing water. A creature inside the freezing water at the start of its turn takes cold damage equal to your level. A creature without a fly speed must use half its movement to leave the water at which point it is prone, unless it has a swim speed. You can only have one icy surface formed at a time. The surface lasts for 10 minutes or until you dismiss it as a bonus action. You can use this feature a number of times equal to your proficiency bonus and regain all uses at the end of a long rest.
Argus
Through the Fire. When you take the dash action, you can cause fire to envelope you, granting you the following benefits until the end of your turn:
- You do not provoke opportunity attacks.
- After moving 5 feet, you can choose to take fire damage, up to twice your proficiency bonus. Every other creature within 5 feet of you also takes fire damage equal to the chosen amount.
- If you are within 5 feet of an ally when you end your turn, it gains a +1 bonus to its AC until the start of your next turn.
You can use this feature a number of times equal to your proficiency bonus and regain all uses at the end of a long rest.
Tarron
Siphon Spirit. You can drain the life and energy out of those you harm. Once on your turn, when you damage a creature, you can regain hit points equal to the damage dealt.
In addition, as an action, you can simultaneously cast Haste and Slow. You only need to maintain concentration on one, but if you lose your concentration, both spells end. Once you cast these spells, this feature becomes inert and unusable until you finish a long rest.
Felys
Meld Bones. Over the course of 1 minute, you can mold the shape of a bone to your liking. By doing so for a specified number of hours, you can create an intact skeleton and impart it with a semblance of life. The skeletal minion is under your control until you dismiss it, which causes the bones to immediately separate and clatter to the ground. The number of hours you use to create your skeleton improves its strength. However, you will need enough bones to construct them, requiring 1 complete medium skeleton per hour needed. Consult the following list for possible skeletal minions:
- Skeleton: 1 hour
- Warhorse Skeleton: 2 hours
- Minotaur Skeleton: 8 hours
- Giant Shark Skeleton: 36 hours
- Giant Skeleton: 48 hours
- Boneclaw: 5,000 hours (Counts as 3 minions)
You can only have a number of skeletal minions equal to your proficiency bonus. By using the bones of specific creatures, there is a chance some of the creature's features will be usable by your skeletal minion.
Uriel
Blood of the Progenitor. Your body has been forever altered the progenitor of all vampires. Your race is replaced by the dhampir lineage, and you giving the following additional features:
- Enhanced Bite. Your Vampiric Bite feature deals 1d8 damage instead of 1d4.
- Bloodhound. You can sense the presence of blood within a number of feet equal to 5 times your level. You know if the blood is within a creature based on its temperature and movement.
- Shapechanger. You can cast the Polymorph or Gaseous Form spell, without requiring any components. When cast in this way, the spell can only target yourself and, if casting polymorph, your new form is a bat. Once you cast one of these spells using this feature, you can’t cast that spell again until you finish a long rest.
- Progenitor's Blood. Your blood is now similar to that of the first vampire. Therefore, your blood can be targeted when she uses her Reborn in Blood trait or similar features.
Cardinal
The Colonel. Your powers over chicken and oil have coalesced into a spiritual being known as The Colonel. You can manifest or dismiss The Colonel as a bonus action. The Colonel obeys your verbal commands but cannot move more than 15 feet away from you. If The Colonel is reduced to 0 hit points, it is automatically dismissed and cannot be manifested again until after you finish a long rest, at which point it regain all its hit points. The Colonel is also automatically dismissed if you are unconscious or die.
Charles
Fallen Sun. Your body can detonate on impact with the ground. Whenever you take fall damage, you can choose to release a wave of atomic fire from your body, forcing all creatures within a number of feet equal to your fall distance to make a Constitution saving throw, taking fire damage equal to your fall damage on a failed save, and half as much damage on a successful one. The DC is equal to 8 + your proficiency bonus + your constitution modifier. When a creature takes fire damage from this feature, its lifespan is reduced by a year. If a creature is reduced to 0 hit points by this feature, it dies, and its body becomes nothing more than a stain on the environment.
Aurelia
Ocean of Loneliness. You can create metaphorical holes inside of others and then fill those metaphorical holes with nonmetaphorical water. When a creature starts its turn with 30 feet of you, you can force it to make a Charisma saving throw or begin to feel lonely. The DC for the saving throw is equal to 8 + your proficiency bonus + your charisma modifier. A lonely creature is incapacitated until it succeeds the saving throw at the start of its next turn, is no longer within 30 feet of you, or takes damage.
In addition, as an action, you can amplify this ability to deadly effect for the next minute. While amplified, if a creature fails a number of consecutive saves equal to its constitution modifier (minimum of 2), it is immediately reduced to 0 as water fills its lungs. A creature that doesn't need to breath cannot be affected by the amplified effect of this feature. Once you have used the amplified version of this feature, this feature becomes inert and unusable until you finish a long rest.
Polaris
Niflheim. Your soul is forever connected to an otherworldly plane of ice and cold, granting the following benefits:
- You have immunity to cold and fire damage and don’t suffer any ill effects from extreme cold or heat.
- All objects that touch you gain a harmless layer of frost on their surface.
- Your unarmed strikes deal additional cold damage equal to your proficiency bonus.
In addition, as an action, you can cause a blizzard to form in a 120-foot-radius around you for 10 minutes or until you dismiss it, fall unconscious, or die. While within the blizzard, a creature is subjected to the following effects:
- A creature cannot see more than 20 feet ahead of it with everything past that range considered to be heavily obscured.
- All terrain is difficult terrain.
- All cold damage rolls have a +2 bonus.
- All fire damage rolls have a -2 bonus.
- All ranged weapon attacks have a –2 to attack rolls, and their range is reduced by half.
- If a creature has a flying speed, it is reduced by 10 feet.
- A creature must succeed on a Constitution saving throw against your Ki save DC at the start of each of its turns or take cold damage equal to your proficiency bonus. A creature that fails 5 of these saves consecutively also gains one level of exhaustion.
You are immune to all negative effects of your blizzard and your resistance to fire damage becomes an immunity to fire damage while your blizzard is active. After the blizzard ends, this feature becomes inert and unusable until after you finish a long rest.
Argus
Last Resort. Dying is not a hindrance, but rather a tool. When you are reduced to 0 hit points, your spirit leaves your body until you have at least 1 hit point or die. Your spirit works similarly to the Etherealness spell, except your body remains in the same plane, you cannot move more than 120 feet away from your physical body, and you cannot end it voluntarily. While you are a spirit, at the start of your turn, you can choose another creature within 120 feet of your body and partially possess it. While you are partially possessing a creature, you can force it to reroll any attack roll, ability check, or saving throw once. It must use the new roll.
In addition, you can attempt to possess a creature you are partially possessing, forcing it to make a contested charisma check against you, which you cannot force it to reroll. On a success, you possess the creature. While you are possessing a creature, it is incapacitated and loses control of its body. You now control the body but don't deprive the owner of awareness. You use your Intelligence, Wisdom, and Charisma scores when possessing a creature, but otherwise use the possessed creature's statistics. You don't gain access to the creature's knowledge, class features, or proficiencies. The possession lasts until you dismiss it, are forced out by a cleric's turn undead feature or an effect like the dispel evil and good spell, regain at least 1 hit point, or die. While you are partially or fully possessing a creature, you can communicate telepathically with it. After you use this feature to fully possess a creature, the feature becomes inert and unusable until after you finish a long rest.