REGOLAMENTO DEL SERVER DI TALES FROM IVORY

BACKGROUND

Ciascun BG ti fornisce le competenze in abilità, in strumenti e/o linguaggi come indicato ed un talento a scelta tra quelli che trovi in tabella.
NB. Non è mai possibile scegliere tra i Linguaggi a Scelta (Qualsiasi) il Druidico (Druidic) o il Gergo Ladresco (Thieves’ Cant).

Acolyte (Accolito)
Anthropologist (Antropologo)
  • Skills. Insight, Religion
  • Tool Proficiencies. None
  • Languages. Two of your choice
  • Feat. One from: Actor, Chef, Linguist
Archaeologist (Archeologo)
  • Skills. History, Survival
  • Tool Proficiencies. One from: Cartographer’s Tools, Navigator’s Tools
  • Languages. One of your choice
  • Feat. One from: Antiquarian, Dungeon Delver, Linguist
Artisan (Artigiano)
Artist (Artista)
  •  Skills. Two from: Insight, History, Perception, Performance
  • Tool Proficiencies. One Artisan’s tools of your choice
  • Languages. One of your choice
  • Feat. One from: Antiquarian, Keen Mind, Observant
Athlete (Atleta)
  • Skills. Acrobatics, Athletics
  • Tool Proficiencies. Vehicles (Land)
  • Languages. One of your choice
  • Feat. One from: Athlete, Grappler, Mobile
Bounty Hunter (Cacciatore di Taglie)
  • Skills. 2 from: Deception, Insight, Persuasion, Stealth
  • Tool Proficiencies. Two from: Gaming Set, Musical Instruments, Thieves’ Tools
  • Feat. One from: Agile, Alert, Skulker
Charlatan (Ciarlatano)
City Watch (Guardia Cittadina)
Cloistered Scholar (Studioso di Clausura)
  • Skills. History and one from: Arcana, Nature, Religion
  • Languages. Two of your choice
  • Feat. One from: Erudite, Keen Mind, Linguist
Courtier (Cortigiano)
Criminal (Criminale)
Entertainer (Intrattenitore)
  • Skills. Acrobatics, Performance
  • Tool Proficiencies. Disguise Kit, Musical Instruments
  • Feat. One from: Actor, Agile, Inspiring Leader
Farmer (Contadino)
  • Skills. Animal Handling, Nature
  • Tool Proficiencies. Cook’s and Brewer’s Tools, Vehicles (Land)
  • Feat. One from: Beast Tamer, Chef, Tavern Brawler
Fisherman (Pescatore)
Folk Hero (Eroe del Popolo)
Gladiator (Gladiatore)
  • Skills. Athletics, Performance
  • Tool Proficiencies. Gaming Set, Vehicles (Land)
  • Feat. One from: Cruel, Savage Attacker, Tough
Hermit (Eremita)
  • Skills. Medicine and One from: Nature, Religion
  • Tool Proficiencies. Herbalism Kit
  • Languages. One of your choice
  • Feat. One from: Alert, Erudite, Keen Mind
Hunter (Cacciatore)
Investigator (Investigatore)
  • Skills. Two from: Insight, Investigation, Perception
  • Tool Proficiencies. Disguise Kit, Thieves Tools
  • Feat. One from: Observant, Keen Mind, Skill Expert
Knight (Cavaliere)
Medic (CERUSICO)
  • Skills. Medicine, Sleight of Hand
  • Tool Proficiencies. Alchemist’s Supplies, Herbalism Kit
  • Feat. One from: Apothecary, Healer, Slasher
Merchant (Mercante)
  • Skills. Insight, Persuasion
  • Tool Proficiencies. One Artisan’s Tools
  • Languages. One of your choice
  • Feat. One from: Linguist, Persuasive, Skill Expert
Miner (Minatore)
Noble (Nobile)
Outlander (Forestiero)
  • Skills. Athletics, Survival
  • Tool Proficiencies. Musical Instruments
  • Lenguages. One of your choice
  • Feat. One from: Chef, Keen Mind, Tough
Prostitute (ProstitutA/O)
  • Skills.Two from: Deception, Insight, Performance, Persuasion
  • Tool Proficiencies. One from: Disguise Kit, Gaming Set, Musical Instruments.
  • Lenguages. One of your choice
  • Feat. One from: Observant, Persuasive, Skill Expert
Sailor - Pirate (Marinaio - Pirata)
Sage (Saggio)
Scout (Esploratore)
  • Skills. Perception, Survival
  • Tool Proficiencies. Cartographer’s tools, Navigator’s Tools
  • Feat. One from: Alert, Keen Mind, Mobile
Servant (Servitore)
  • Skills. Insight, Persuasion
  • Tool Proficiencies. One from: Calligrapher’s Tools, Cook’s and Brewer’s Tools, Musical Instruments, Vehicles (Land)
  • Lenguages. One of your choice
  • Feat. One from: Keen Mind, Observant, Skill Expert
Slave (Schiavo)
  • Skills. Animal Handling, Athletics
  • Tool Proficiencies. One from: Carpenter’s Tools, Mason’s Tools, Vehicles (Land)
  • Lenguages. One of your choice
  • Feat. One from: Beast Tamer, Die Hard, Tough
Soldier (Soldato)
Spy (Spia)
  • Skills. Deception, Stealth
  • Tool Proficiencies. Disguise Kit, Forgery Kit
  • Feat. One from: Actor, Keen Mind, Observant
Tribe Member (Tribale)
  • Skills. Athletics, Survival
  • Tool Proficiencies. One from: One Artisan’s tools, Musical Instruments
  • Lenguages. One of your choice
  • Feat. One from: Charger, Savage Attacker, Tavern Brawler
Urchin (Randagio)

SOTTOCLASSI E PRIVILEGI DI CLASSE OPZIONALI

Qui troverete una variegata collezione di nuove opzioni di personalizzazione per arricchire le vostre build. Ogni sottoclasse è stata accuratamente progettata per offrire nuove opportunità di gioco e per soddisfare i vostri desideri di personalizzazione.

Nel server sono giocabili le seguendi classi di Tal’Dorei Campaign Setting: Reborn [TDCSR]

BARBARIAN: Path of the Ram

Steelhead

Starting at 3rd level, you can roll a d6 in place of the normal damage of your unarmed strike.
If you aren’t wielding any weapons or a shield when you make an attack roll, the d6 becomes a d8.

Ramming Brute

At 3rd level, while you’re raging, you gain the following benefits:

  • You can’t be knocked prone or moved on the ground against your will.
  • Opportunity attacks against you are made with disadvantage .
  • If you move at least 10 feet in a straight line before taking the Attack Action, the first creature, object or structure you hit with a melee weapon attack this turn takes extra bludgeoning damage equal to 1d6 + your Strength modifier. If you hit a creature in this way, you can immediately expend your bonus action to shove it. The damage of this feature becomes 2d6 + your Strength modifier at level 10.

Siege Machine

Starting at 6th level, your melee weapon attacks deal an extra 1d8 damage to constructs, and deal double damage to objects and structures.

Mighty Juggernaut

Starting at 6th level, while you’re raging you ignore difficult terrains and you can try to shove creatures up to two sizes larger than you.

Trampling Fury

Starting at 10th level, you can move through the space of a prone creature. When you do, the target must make a Dexterity Saving Throw (DC equal to 8 + your proficiency bonus + your Strength modifier). On a failed save the creature takes bludgeoning damage equal to 2d6 + your Strength modifier, or half as much damage on a successful one. A target can only take this damage once per turn.

Unstoppable

At 14th level, your fury in battle makes you unstoppable. While you’re raging, your speed cannot be reduced, and you are immune to the frightened, paralyzed, prone, and stunned conditions.

If you are frightened, paralyzed, or stunned, you can still use a bonus action to enter a rage (even if you can’t otherwise take actions). You aren’t affected by any of these conditions while you’re raging.

PALADIN: Oath of Liberation

Tenets of Liberation

The Tenets of Liberation teach to the paladin that freedom and free will are the most precious goods and that no one negates them to anyone. Tyranny is a crime, Slavery is a heresy.

  • Freedom. Everyone is born free. Everyone deserves to choose his path.
  • Rebellion. Fight tyranny, free the oppressed. Defend those who can’t defend themself.
  • Respect. Your freedom ends where that of others begins. Be respectful.
  • Responsibility. You are responsible for your own actions. Being free is an honor and a duty.

Oath Spells

You gain oath spells at the paladin levels listed.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

  • Incite Rebellion: As a bonus action, choose any number of willing creatures within 30ft (9 m) of you who can see or hear you. Each of these creatures gains 5 temporary hit points and until the end of your next turn gains a bonus on attack rolls equal to your CHA modifier
  • Unshackled: As a bonus action, you can target a creature you can see within 30 ft (9 m) of you and use your channel divinity. The target automatically free from restraints, manacles, magical binds or a creature that has it grappled.

Aura of Liberty

Starting at 7th level, when you and friendly creatures within 10 (3m) feet of you have to roll a saving throw against charmed, stunned, paralyzed, petrified and restrained conditions, they can spend their reaction to roll it with advantage. Hostile creatures within the aura can’t make opportunity attacks while you are conscious.

At 18th level, the range of this aura increases to 30 feet (9m).

Unbound Unbent Unbroken

You are a free soul that no one can bend. Beginning at 15th level, you ignore difficult terrains and your speed cannot be reduced in any way.

When you are prone, standing up uses only 5 feet of your movement.

Savior of the Oppressed

You become the very incarnation of the Principle of Liberty itself. As a bonus action, you gain the following benefits for 10 minutes:

  • You are immune to charmed, stunned, paralyzed, petrified and restrained conditions.
  • You gain a flying speed of 60ft and you can hover.
  • As a bonus action, you can touch a willing creature within 5ft and teleport it to an unoccupied space of your choice that you can see within 30ft.

Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.

PALADIN: Oath of Ruin

Tenets of Ruin

The Tenets of Ruin teach to the paladin that life is the most precious good and that no one can rule it. The moral of every meaningful story is in its end.

  • Caducity. All is ephemeral. All things must end. That’s what makes them precious. Enjoy the present.
  • Resilience. Endure age, plagues, injuries and despair. What doesn’t kill you makes you stronger.
  • Humility. Before Death, we are all the same. Sometimes you have to remind others of this lesson.
  • Legacy. In the end, even you must die. Before the time comes, make sure your purposes are fulfilled and your deeds remembered.

Oath Spells

You gain oath spells at the paladin levels listed.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

  • Bringer of Decay. As a bonus action, you can use your Channel Divinity to invoke the ineluctable decay of all things. For 1 minute, all melee attacks you make deal an extra 1d4 necrotic damage. A creature that suffers this damage must make a Constitution save. On a failed save, it is also  poisoned for 1 minute. At the end of each of its turns, the creature can make a Constitution save. On a successful save, it is no longer  poisoned and that creature cannot be  poisoned again by this effect for 24h.
  • Taste of Misery. You can use your Channel Divinity to remind your enemies that life sometimes could be cruel. As a reaction when a creature you can see within 30 ft of you makes a successful saving throw, you can force it to reroll the d20 and use the lower roll.

Aura of Caducity

Starting from 7th level, you are surrounded by an aura of 10ft (3m) of mortality that weakens any mortal being. Hostile creatures in this area have their movement speeds halved and if they would regain any hit points, they regain half that amount instead.

At 18th level, the range of this aura increases to 30ft (9m).

No Exceptions

At 15th level, your attacks and spells you cast ignore resistance to poison and necrotic damage. Creatures immune to these damage types still take half damage.

Emissary of Ruin

At 20th level, as a bonus action, you become the incarnation of ruin itself for 1 minute. You gain the following benefits:

  • You are immune to poison and necrotic damage and the poisoned condition.
  • If a hostile creature starts its turn within 10 ft of you, it takes 10 necrotic damage.
  • Once per turn, as an action, you can make a melee spell attack against a non magical object that is Huge or smaller. The touched object rot, spoils, rust and finally it crumbles into ashes. If the object is carried or worned by a creature, you have to make the attack against the AC of the creature who is carrying or worning it.

Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.

WIZARD: Hedge Mage

Scholar of Fundamentals

Your unorthodox relationship with Arcane magic allows you to learn fundamental magic not traditionally associated with wizards.

At 2nd Level, you learn one cantrip of your choice from any class, which doesn’t count against the number of wizard cantrips you know. You learn an additional cantrip from any class when you reach 6th, 10th, and 14th level. For you, these cantrips count as wizard cantrips. Whenever you learn a new cantrip with this feature, you can replace one cantrip you learned in this way.

Unorthodox Savant

Starting at 2nd level, you can copy spells from any other class into your spellbook and treat them as if they were wizard spells. The maximum level of spells you can copy in this way is equal to half your proficiency bonus (rounded up). Transcribing these spells takes twice as much gold and time as normal. When you gain a wizard level, you still add only spells on the wizard spell list to your spellbook.

Practice makes Perfect

Starting at 6th level, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your wizard cantrips.

Improvised Casting

Your skill with basic magic is second to none, and you have gained the ability to spontaneously cast spells that you haven’t prepared.

Starting at 10th level, as an action you can cast any spell from your spellbook of 5th level or lower, even if you don’t have the spells prepared, expending a spell slot as normal. The spell must have a casting time of 1 action.

You may use this ability a number of times equal to your Intelligence modifier, and you regain all expended uses after a long rest.

Master of Basics

Starting at 14th level, when you use your action to cast a cantrip or a spell of 1st level or 2nd level, you can use your bonus action to cast another cantrip.

WARLOCK: Summon the Living Tide

Prerequisite: 5th level

You can cast Conjure Animals without using a spell slot. When you do, you can add the following options at the summoning list of the spell:

  • One swarm of tiny beasts of CR  1
  • Two swarms of tiny beasts of CR ½
  • Four swarms of tiny beasts of CR ¼

Once you do so, you can’t cast it  in this way again until you finish a long rest.

OGGETTI

Qui troverete una variegata collezione di nuove opzioni di personalizzazione per arricchire le vostre build. Ogni oggetto è stata accuratamente progettato per offrire nuove opportunità di gioco e per soddisfare i vostri desideri di personalizzazione.

Bracers of Fetching

Uncommon Wondrous Item

While you are wearing these bracers, you can choose to return any weapon you throw to your hands after making a ranged attack with it.

Ricochet Weapon

Rare Weapon (Dagger, Dart, Handaxe, Light Hammer)

Requires Attunement

You have a +1 bonus to attack and damage rolls made with this weapon. When you make a ranged attack with this weapon, you can cause it to ricochet toward a second target within 10 ft. of the first, and make a ranged attack against the second target. Also, you can cause this weapon to return into your hand immediately after you use it to make a ranged attack.

RAZZE

Qui troverete una variegata collezione di nuove opzioni di personalizzazione per arricchire le vostre build. Ogni razza è stata accuratamente progettata per offrire nuove opportunità di gioco e per soddisfare i vostri desideri di personalizzazione.

Altered

Probably you passed through some scientific experiments, a magical accident or maybe you have been exposed to some mystical radiation or who-knows-what. Maybe you are born from an impossible union. Maybe you’re just special for some reason. You retain the resemblance of your kind but your body is changed somehow and everyone could tell just by seeing you.

Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or increase three different ability scores by 1.

Type. Humanoid

Size. You are Medium or Small. You choose the size when you select this race.

Speed. 30 ft.

Skills. You gain proficiency in one skill of your choice.

Alterations. You gain three Minor Alterations or two Minor and one Major Alteration.

Minor Alterations.

      • Aquatic Adaptation. You can breathe air and water, and you gain a swim speed equal to your walking speed.
      • Altered Metabolism. You don’t need to eat, drink, or breathe. You have advantage on saving throws against diseases and being poisoned, and you have resistance to poison damage. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear quiescent, but it doesn’t render you unconscious, and you can see and hear as normal.
      • Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
      • Fleet of Foot. Your base walking speed increases to 35 feet.
      • Glider. You have vestigial wings that you use to slow your fall or allow you to glide. When you fall and are not incapacitated, you can subtract up to 100 feet from your fall when calculating your fall damage and can move horizontally 2 feet for every 1 foot you fall
      • Natural Weapon. You have a natural weapon that you can use to make unarmed strikes. You can add your Dexterity modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this Natural Weapon. It deals 1d6 Bludgeoning, Piercing or Slashing damage on a hit (choose when you select this race)
      • Nimble Climber. You have a climb speed equal to your walking speed.
      • Mutated Eyes. You have advantage on Wisdom (Perception) checks that rely on sight.
      • Silent Speech. You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.
      • Skilled. You gain proficiency in a skill of your choice.
      • Strong-Minded. You have advantage on saving throws you make to avoid or end the charmed or frightened condition on yourself.
      • Supernatural resistance. You gain resistance to one damage type of your choice: acid, cold, fire, force, lightning, necrotic, psychic, radiant or thunder.

Major Alterations.

      • Amorphous. You can squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying nothing. You also have advantage on ability checks and saving throws you make to avoid or to end the grappled or restrained condition on yourself.
      • Augmented Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
      • Blind Sense. You have blindsight in a range of 30 ft. You are blind beyond this radius and you have advantage on Wisdom (Perception) checks that rely on hearing or smell. You can’t benefit from any other sense of sight, magical or not.
      • Magical Affinity. You know one cantrip of your choice from any class spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for this cantrip (choose when you select this race).
      • Massive Build. You have advantage on Strength-based ability checks and Strength saving throws. In addition, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
      • Painful Regeneration. Whenever you start your turn with half of your hit points or less, you can choose to roll a d3. If you do, you regain hit points equal to the roll result and subtract that number from your attack rolls, ability check and saving throws until the start of your next turn. You don’t gain this benefit if you have 0 hit points.
      • Secondary Arms. You have two slightly smaller secondary arms below your primary pair of arms. The secondary arms can manipulate an object, open or close a door or container, pick up or set down a Tiny object, or wield a weapon that has the light property.
      • Shapechanger. As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You can’t duplicate the appearance of a creature you’ve never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren’t changed by this trait. You stay in the new form until you use an action to revert to your true form or until you die.
      • Unnatural Armor. Your skin in some areas is covered by thick plates. You gain a +1 to your AC when not wearing heavy armor.

Languages. You can speak, read, and write Common and one extra language of your choice. Altered typically learn the languages of peoples they deal with. Like their original people or the community that accepted them

Idea. BaroneCubone
Elaborazione. BaroneCubone, albydeba, DrSniperProAFK, gwarren, Thomas Bartholomew Red

Zoomorphic

Per il server. Questa razza si accosta alle razze antropomorfe (Aarakocra, Giff, Grung, Hadozee, Harengon, Kenku, Leonin, Lizardfolk, Locathah, Loxodon, Minotaur, Owlin, Tabaxi, Tortle), nonché permette di generare in lore tipologie di umanoidi antropomorfi differenti da quelli a cui siamo abituati. A seconda dell’area di provenienza, il master responsabile insieme al gruppo lore definisce quali tipologie di zoomorfici sono accettabili.

Ability Scores. Choose one of: (a) Choose any +2; choose any other +1 (b) Choose three different +1

Size. Small or Medium

Speed. 30 ft.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Natural Weapon. You have a natural weapon that you can use to make unarmed strikes. You can add your Dexterity modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this Natural Weapon. It deals 1d6 Bludgeoning, Piercing or Slashing damage on a hit (choose when you select this race).

Skills. You gain proficiency in one skill of your choice.

Animal Features. When you choose this race, you gain one common trait and one special trait. You must choose traits that suit the zoomorphic you are (it’s hard that a zoomorphic fish has a climber or flight trait).

Common Traits.

    • Amphibious. You can breathe air and water, and you gain a swim speed equal to your walking speed.
    • BlindSight. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
    • Charge. Immediately after you take the Dash action on your turn and move at least 20 feet, you can make one melee attack with your Natural Weapon as a bonus action. If you hit, you deal an extra 1d6 damage to the target.
    • Climber. You have a climb speed equal to your walking speed.
    • Dexterous Limb. As a bonus action, you can use your limbs (like feets or a tail) to manipulate an object, open or close a door or container, or pick up or set down a Tiny object.
    • Fleet of Foot. Your base walking speed increases to 35 feet.
    • Hunting Game. You can add your proficiency bonus to your initiative rolls.
    • Keen Sense. You have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve hearing, smell or sight (choose when you select this race).
    • Mimetic. You are proficient in Stealth Skill. As an action, you can change the color of your skin or carapace to match the color and texture of your surroundings, giving you advantage on Dexterity (Stealth) checks made to hide in those surroundings.
    • Mimicry (only Flight or Smart). You can accurately mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations only with a successful Wisdom (Insight) check against a DC of 8 + your proficiency bonus + your Charisma modifier.
    • Ranged. Your Natural Weapon becomes a ranged weapon with a normal range of 15 feet and a long range of 30 feet. You can use your Dexterity or Strength modifier to its attack and damage rolls. Being within 5 feet of a hostile creature doesn’t impose disadvantage on these Natural Weapon rolls.
    • Reach. When you make a melee attack with your Natural Weapon, your reach for it is 5 feet greater than normal.

    Special Traits.

      • Flight. Because of your wings, you have a flying speed equal to your walking speed. You can’t use this flying speed if you’re wearing medium or heavy armor.
      • Clencher. When you hit a creature or an uncarried and unworned object with a melee Natural Weapon attack, you can grapple it. You can have only one creature or object grappled in this way. You have advantage on attack rolls against creatures grappled in this way. If you are grappling a creature or an object, you can still make attacks with your Natural Weapons but only against it.
      • Hungry Jaws. You can throw yourself into a feeding frenzy. As a bonus action, you can make a special attack with your Natural Weapon. If the attack hits, it deals its normal damage, and you gain temporary hit points equal to your proficiency bonus. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
      • Massive Build. You have advantage on Strength-based ability checks and Strength saving throws. In addition, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
      • Natural Armor. You have tough, scaly skin. Bludgeoning, piercing, and slashing damage that you take from non-magical attacks is reduced by 2. When you aren’t wearing any armor, your base AC is 13 + Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.
      • Prodigious Leap. As a bonus action, you can jump a number of feet equal to five times your proficiency bonus, without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
      • Smart. Thanks to your supernaturally good memory, you have proficiency in one skill or tool of your choice. Moreover, when you make an ability check using any skill in which you have proficiency, you can give yourself advantage on the check before rolling the d20. You can give yourself advantage in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
      • Sprinter. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
      • Venomous. You have advantage on saving throws against poison, and you have resistance against poison damage. When you hit a creature with your Natural Weapon unleash poison from it. The target makes a Constitution saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d6 poison damage. On a successful save, it takes half as much damage. This damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). You can use this poison a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

    Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.

    TALENTI

    Qui troverete una variegata collezione di nuove opzioni di personalizzazione per arricchire le vostre build. Ogni talento è stata accuratamente progettato per offrire nuove opportunità di gioco e per soddisfare i vostri desideri di personalizzazione.

    Agile

    Prerequisite: Dex 13+

    You are agile and responsive. This allows you to react quickly to threats, outpacing your opponents and making impressive leaps.

    You gain the following benefits:

    • You have advantage on opportunity attacks. 
    • If a creature misses you with a melee attack while you are taking the Dodge action, you can spend your reaction to make an opportunity attack against it.
    • You can calculate the distances of your long jump and high jump based on your Dexterity score instead of your Strength score.
    Antiquarian

    You are an expert in establishing the provenance, antiquity, value and function of any sort of objects and finds.

    You gain the following benefits:

    • Increase your Intelligence score by 1, to a maximum of 20.
    • You have advantage on Intelligence (Arcana) and Intelligence (History) checks when trying to learn information about an item.
    • You can spend 1 minute studying an object and replicating the effects of identify spell on it.
    Apothecary

    You have studied alchemy and know how to create magical extracts in a short time.

    You gain the following benefits:

    • Increase your Intelligence or Wisdom score by 1, to a maximum of 20. 
    • You gain proficiency with alchemist’s supplies, if you don’t already have it.
    • When you finish a long or short rest, you can choose a spell of 1st or 2nd level of any class and imbue that spell into a magical extract. The chosen spell must have a casting time of 1 action and must target the caster or a touched creature. The extract remains imbued with this spell for 8 hours. While the extract is imbued with the spell, a creature can use an action to consume the extract and gain the effect of the spell within (no concentration required), targeting only itself. If a magical extract requires to make a saving throw, the saving throw DC equals 8 + your proficiency bonus + your INT o WIS modifier (choose when you select this feat).

     

    Beast Tamer

    Prerequisite: Wisdom 13 or higher

    People have used animals in their war efforts since time immemorial. As a beast tamer, you teach animals how to fight and survive on the battlefield, and your care makes your companions stronger.

    You gain the following benefits:

    • You gain proficiency in Animal Handling.
    • Once per turn, as an action or bonus action, you can command a beast or a monstrosity friendly to you or charmed by you to take the Attack, Dash, Disengage or Help action. If you don’t issue a command, the creature takes the Dodge Action. It can move or take its reaction on its own. If the target’s Intelligence is 4 or higher, the command fails. If the target is under the control of another creature, the command fails. The DM can have you roll an Animal Handling check to issue more complex commands.
    • When you complete a long rest, you can choose a number of friendly beasts or monstrosities up to your Wisdom modifier and take special care of them. These creatures gain a bonus to their ability check rolls and weapon attack rolls equal to your Wisdom modifier, and their hit point maximum increases by an amount equal to twice your level. These benefits end when they complete the next long rest. A creature gains these benefits from only one source at a time.

     

    Die Hard

    “You really don’t die, do you motherfucker?”

    You gain the following benefits:

    • Increase your Constitution score by 1, to a maximum of 20.
    • You have advantage in Death Saving Throws.
    • When you are at 0 hit points and you regain hit points, you can spend one hit die, roll it, and regain extra hit points equal to the number rolled + your Constitution Modifier (minimum 1).

    FAQ: Effects that say that when you are reduced to 0 hp you drop to 1 instead, actually don’t trigger this feat.

    Dual Weapon Master

    Your rigorous training in two-weapon combat allows you to make quick, deadly attacks while keeping your guard up.

    You gain the following benefits:

    • When dual-wielding and taking the attack action, you can take the secondary weapon’s additional attack as part of the attack action instead of using the bonus action.
    • As a bonus action, while dual-wielding, you can impose disadvantage on the next melee attack aimed at you until the start of your next turn.
    • You can draw or put away a one-handed weapon as a bonus action.

      Idea: Kra-Gan Frost-Fang#4182
      Elaborazione: BaroneCubone#2483, albydeba#7300, drsniperproafk, Davide Viganò#0150

      Erudite

      Prerequisite: Intelligence 13 or higher
      You have studied so much that you have encyclopedic knowledge at your fingertips.

      You get the following benefits:

      • You become proficient in two of the following skills (of your choice): Arcana, History, Nature, or Religion.
      • When you take the Help action to aid another creature, that creature’s check gains a bonus equal to your proficiency bonus, as you share pertinent advice and historical examples. To receive this bonus, the creature must be able to understand what you’re saying.
      Loyal Companion

      You learned how to bond a loyal spirit to your will and how to take care of this essence.

      You gain the following benefits:

      • You learn the Find Steed spell. Once you cast this spell in this way, you can’t cast this spell in this way again until you finish a long rest. You can also cast this spell using spell slots you have of the appropriate level. The spell’s spellcasting ability is Intelligence, Wisdom or Charisma (choose when you select this feat).
      • When a creature summoned by you within 60 ft is reduced to 0 hit points, you can spend your reaction to drop its hit points to 1 instead. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
      Persuasive

      You really have some talent to persuade people to do what you say.

      You gain the following benefits:

      • Increase your Charisma score by 1, to a maximum of 20.
      • You gain proficiency in one skill of your choice among Charisma (Deception), Charisma (Intimidate) and Charisma (Persuasion).
      • If you speak to a creature who can understand you for at least 1 minute, you can try to manipulate it. At the end of the conversation, the target must succeed on a Wisdom saving throw against a DC of 8 + your Proficiency Bonus + your Charisma modifier or be charmed or frightened by you (your choice) or another creature of your choice. The target is charmed or frightened in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged. This is not a magical effect.

       

      Poison Expert

      You can craft and administer deadly poisons with treacherous skill.

      You gain the following benefits:

      • When you make a damage roll that deals poison damage, it ignores resistance to poison damage.
      • You can apply poison to a weapon or piece of ammunition as a bonus action, instead of an action.
      • You gain proficiency with the poisoner’s kit if you don’t already have it. When you use or apply a poison to a weapon or piece of ammunition, you can add a bonus to the poison DC equal to half your proficiency bonus.
      Shaft Specialist

      You have learned the secrets of how to wield a polearm with unrivaled grace and precision. 

      You gain the following benefits:

      • Increase your Strength or Dexterity score by 1, to a maximum of 20.
      • While you are holding a quarterstaff, a spear, a glaive, an halberd or a pike with two hands, you gain a +1 bonus to Armor Class.
      • A quarterstaff, a spear, a glaive, an halberd or a pike has the finesse property when you wield them.
      Tinkerer's Infusion

      Prerequisite: Spellcasting or Pact Magic

      Studying arcane science, you learned how to cast power within an item

      You learn an infuse item option of your choice from the artificer class. You can infuse just one item at a  time this way. If the infusion has a prerequisite of any kind, you can choose that infusion only if you’re an artificer who meets the prerequisite.
      If an infused item you use requires your target to make a saving throw to resist the item’s effects, the saving throw DC equals 8 + your proficiency bonus + your INT modifier.
      Whenever you gain a level, you can replace the infusion with another one from the artificer class.

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