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Magic Resistance. The mutant has advantage on saving throws against spells and other magical effects.
Speak with Beasts and Plants. The mutant can communicate with beasts and plants as if they shared a language.
Tree Stride. Once on their turn, the dryad can use 10 feet of their movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.
Multiattack. The mutant makes two attacks with their cutlass and or tentacle.
Cutlass. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 4) slashing damage
Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (2d6 + 4) bludgeoning damage,
Constrict. Melee Weapon Attack: +6 to hit, reach 20 ft., one creature. Hit: The target takes 11 (2d6 + 4) bludgeoning damage, and it is grappled (escape DC 14). Until this grapple ends, the target is restrained, and it takes 21 (6d6) poison damage at the start of each of its turns. The vine can constrict only one target at a time.
Much like their relatives and cousins, the Deep Sea Triton thrives in ocean elements and have been noted to come on land. These types of Tritons are reknown for their deep sea elements. They resemble more fish like features and darker skin tones designed for deeper salt waters. Where as regular Tritons are deemed as elves of the ocean, Deep Sea Tritons are often deemed as the monsters of the ocean.
Deep Sea Triton Traits
As a Deep Sea Triton you will have features of a jellyfish. Small stingers can appear on the fingertips that will inject a poison into a target. The target will then have to make a constitution saving throw. On a save they will survive. On a fail, the target is now paralyzed. This ability can only be used once and is replenished after a long rest.
As a Deep Sea Triton, this particular race has adapted to mostly dark environments. They are well adept in the dark, but have started to grow accustomed to more light as a species. However, in true sunny environments the Deep Sea Triton has difficulty in seeing and will almost be blinded by the light.
You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A Monster Slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes.
Monster Slayer Features
|3rd||Monster Slayer Magic, Hunter’s Sense, Slayer’s Prey|
Monster Slayer Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Monster Slayer Spells
|3rd||protection from evil and good|
|5th||zone of truth|
At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.
Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.
This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.
At 7th level, you gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Slayer’s Prey forces you to make a saving throw and whenever you make an ability check to escape that target’s grapple, add 1d6 to your roll.
At 11th level, you gain the ability to thwart someone else’s magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted.
Once you use this feature, you can’t use it again until you finish a short or long rest.
At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer’s Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If your attack hits, your save automatically succeeds, in addition to the attack’s normal effects.
The dragons are long gone and there is a portion of history that is completely missing from the timeline. No one is able to explain why the dragons are gone or what happened to them. It’s almost as if that portion of history was erased from memories and no one can find the ties as to why. That was until Divelinson invaded the land of Kawit and uncovered the Gorga Ruins. The ruins was the first signs of the draconic history that is missing.
Diana Voxville, a researcher is tasked in uncovering the information of the forgotten history. She is a newly graduated scholar and artificer hiring a team of individuals to escort her and protect her in the journey of her research. She has postings that she has everywhere and is conducting interviews on who she feels best suited to escort her. However, due to her royal status and her recent father’s invasion of another country she finds it hard to get that help. Most people shun her and do not acknowledge her despite her plea for help.
When found, these boots have 1d6+4 charms on them. These charms cannot be removed or they will turn to sand.
While wearing these shoes, you ignore difficult terrain caused by sand or dust, you cannot be exhausted by walking in hot environments, arid weather doesn't hinder you, and you don't need to drink water or eat food while in them.
Whenever you are reduced to 0 hitpoints, one of the charms dissolves into sand and bring you back to 1 HP.
Curse of the Mummy: each time one of the charms on these boots is destroyed, the wraps on the boots extend up your body. If the last of the charms is consumed, the wraps surround your head, you die, and become a Mummy controlled by the DM. Removing the boots doesn't remove the wraps, and you can only remove the curse with a Greater Restoration spell.