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Shapechanger. The wereshark can use its action to polymorph into a Large shark-humanoid hybrid or into a Large shark, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Keen Smell. The wereshark has advantage on Wisdom (Perception) checks that rely on smell.
Blood Frenzy: The shark has advantage on melee Attack rolls against any creature that doesn't have all its hit points.
Water Breathing The wereshark can breathe only Underwater while in shark form.
Amphibious(Hybrid form only). The wereshark can breathe air and water while in hybrid form.
Multiattack. In shark form, the wereshark makes two claw attacks. In humanoid form, it makes two trident attacks. In hybrid form, it can attack like a shark or a humanoid.
Bite (Shark or Hybrid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage. If the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or be cursed with wereshark lycanthropy.
Trident (Humanoid or Hybrid Form Only). Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 12 (2d6 + 5) piercing damage, or 14 (2d8 + 5) piercing damage if used with two hands to make a melee attack.
The Pantheon of the Gods is hierarchy of various Godlike figures. The Pantheon is separated into two known branches.
The branch of Drakonias consists of the following:
- The Heads of the branch: Solvi and Raka
- The Laws: Themis and Zuzen
- The Souls: Thana, Dia and Althea
- The Natures: Hanish and Varuna
- The Swords and Shields: Zada, Agnar, Theron
- The Mother: Avaija
Their children Inconnu and some who are known as Inconnu or Inconnu are worshiped as if they were part of the pantheon. The Saints are recognized as chosen who can transcend into the pantheon where as the others are not allowed to enter.
The branch of Theros only knows:
- Pharika the Snake Goddess of Affliction.
Neither bugs nor bears, bugbears are the hulking cousins of goblins and hobgoblins. With roots in the Feywild, early bugbears resided in hidden places, in hard-to-reach and shadowed spaces. Long ago and from out of the corner of your eye, they came to the Material Plane, urged to spread throughout the multiverse by the conquering god Maglubiyet. Centuries later, they still bear a fey gift for lurking just out of sight, and many of them have sneaked away from that god’s influence.
They are long of limb and covered in coarse hair, with wedge-shaped ears and pointed teeth. Despite their formidable build, bugbears are quiet skulkers, thanks to a fey magic that allows them to hide in spaces seemingly too small for them.
Creating Your Character
At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability Score Increases
When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores above 20.
Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.
Every creature in D&D, including each player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race tells you what your character’s creature type is.
Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn’t work on a Construct or an Undead.
The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries. If typical members of a race can live longer than a century, that fact is mentioned in the race’s description.
Height and Weight
Player characters, regardless of race, typically fall into the same ranges of height and weight that humans have in our world. If you’d like to determine your character’s height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.
As a bugbear, you have the following racial traits.
You are a Humanoid. You are also considered a goblinoid for any prerequisite or effect that requires you to be a goblinoid.
Your size is Medium.
Your walking speed is 30 feet.
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 discern colors in that darkness only as shades of gray.
You have advantage on saving throws you make to avoid or end the charmed condition on yourself.
When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
You are proficient in the Stealth skill. In addition, without squeezing, you can move through and stop in a space large enough for a Small creature.
If you hit a creature with an attack roll, the creature takes an extra 2d6 damage if it hasn’t taken a turn yet in the current combat.
You learn one Eldritch Invocation option of your choice from the warlock class. If the invocation has a prerequisite, you can choose that invocation only if you’re a warlock and only if you meet the prerequisite.
Whenever you gain a level, you can replace the invocation with another one from the warlock class.
You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.
Within the town Greckas of Marktinla there lives a farmer. Alarus, is a notable farmer within the town renowned for supplying food to the Marktinla army. He confronted the crown about how livestock has mysteriously gone missing, suspected a fox or wolf to be at play. A small group of individuals just starting out within a hunting lodge was sent to the location and proceeded the hunt. However, the group failed to return on time. With no word, your group has been sent to investigate and hunt the creature.
Smoke leaks from the lead-stoppered mouth of this brass bottle, which weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke pours out in a 60-foot radius from the bottle. The cloud's area is heavily obscured. Each minute the bottle remains open and within the cloud, the radius increases by 10 feet until it reaches its maximum radius of 120 feet.
The cloud persists as long as the bottle is open. Closing the bottle requires you to speak its command word as an action. Once the bottle is closed, the cloud disperses after 10 minutes. A moderate wind (11 to 20 miles per hour) can also disperse the smoke after 1 minute, and a strong wind (21 or more miles per hour) can do so after 1 round.
Years ago Divelinson invaded Marktinla to obtain resources and control over the mining industry. With the help of Frecia they were able to drive the Divelinson Army out.