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Jaghari: Unterschied zwischen den Versionen

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> When you gain a tail, choose one spell of the appropriate level from the '''''bard spell''''' list. The spell must fall into one of the following categories: Illusion, Enchantment, Divination, Transmutation or Abjuration.
> When you gain a tail, choose one spell of the appropriate level from the '''''bard spell''''' list. The spell must fall into one of the following categories: Illusion, Enchantment, Divination, Transmutation or Abjuration.


| Character Level | Number of Tails | Spell Level         |
{| class="wikitable"
|-----------------|------------------|-----------------------|
|-
| 1st             | 1               | Cantrip + Level 1 |
! Character Level !! Number of Tails !! Spell Level
| 3rd             | 2               | Level 2           |
|-
| 5th             | 3               | Level 3           |
| 1st || 1 || Cantrip + Level 1
| 7th             | 4               | Level 4           |
|-
| 9th             | 5               | Level 5           |
| 3rd || 2 || Level 2
| 11th           | 6               | Level 6             |
|-
| 13th           | 7               | Level 7         |
| 5th || 3 || Level 3
| 15th           | 8               | Level 8           |
|-
| 17th           | 9               | Level 9           |
| 7th || 4 || Level 4
|-
| 9th || 5 || Level 5
|-
| 11th || 6 || Level 6
|-
| 13th || 7 || Level 7
|-
| 15th || 8 || Level 8
|-
| 17th || 9 || Level 9
|}


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Aktuelle Version vom 25. April 2026, 03:38 Uhr

Statistiken Beschreibung

  • Creature Type: Humanoid (Beast)
  • Size: Medium
  • Speed: 30 feet
  • Darkvision: You have Darkvision with a range of 60 feet.
  • Natural Weapons: You can bite or use your claws or to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength or Dexterity modifier piercing or slashing damage, instead of the bludgeoning damage normal for an unarmed strike.

Tribes of the Jaghari

The Jaghari are a race consisting of multiple tribes of beast people. Choose the tribe you belong to. You gain additional benefits based on your choice:

{.tabset}

Feline 🐱

  • Graceful Stalker: You have proficiency in the Acrobatics, Perception, or Stealth skill.
  • Cat Slaps: Your feline reflexes allow you to instinctively strike back or press your advantage. While having at least one free hand, whenever you make a melee weapon attack with advantage, or when a melee attack misses you, you may make an unarmed strike against the attacker.
  • Feline Grace: You have advantage on Dexterity saving throws, and you take only half damage from falling, as your nimble body twists to land on your feet.

Lupine 🐺

  • Tracker: You have proficiency in the Athletics, Investigation, or Perception skill.
  • Mighty Howl: As an action, you can unleash a fearsome howl. All hostile creatures within 300 feet that can hear you must succeed on a Wisdom saving throw (DC 8 plus your Constitution modifier plus Proficiency Bonus) or become frightened for 1 minute and take 1d6 Psychic Damage. A frightened creature can repeat the saving throw at the end of it's turns. This damage increases by 1d6 when you reach character levels 5 (2d6), 11 (3d6), and 17 (4d6). You can use this feature once and regain it's use upon completing a Short or Long Rest.
  • Call the Hunt: You can use your reaction to designate a target to be hunted when it's exposed. Until the end of the round, any attacks by you and your allies against that target deal additional damage equal to your proficiency bonus. Additionally, while an ally is within 5 feet of the target, you gain advantage on your melee weapon attacks. You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

Vulpine 🦊

  • Keen Mind: You have proficiency in the Arcana, Insight, or Deception skill.
  • Mystic Tails: You manifest magical power through your tails, each representing a deeper connection to ancient fox spirits. As you gain levels, you grow additional spectral or physical tails, each granting you access to a unique spell you can cast once per Long Rest without using a spell slot or material components. These spells must be supportive, illusionary, or utility-based in nature. You gain your first tail at 1st level, and gain an additional tail (and spell) at the levels shown in the table below. You can cast each spell once per Long Rest, and you may choose which spellcasting ability to use (Intelligence, Wisdom, or Charisma) when you select this tribe.

> When you gain a tail, choose one spell of the appropriate level from the bard spell list. The spell must fall into one of the following categories: Illusion, Enchantment, Divination, Transmutation or Abjuration.

Character Level Number of Tails Spell Level
1st 1 Cantrip + Level 1
3rd 2 Level 2
5th 3 Level 3
7th 4 Level 4
9th 5 Level 5
11th 6 Level 6
13th 7 Level 7
15th 8 Level 8
17th 9 Level 9

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Ursine 🐻

  • Mighty Build: You have proficiency in the Athletics, Intimidation, or Survival skill.
  • Rugged Resilience: Your Hit Point maximum increases by 1, and it increases by 1 again whenever you gain a level. You have advantage on saving throws made to resist exhaustion.
  • Heart of the Bear: When you enter combat, you gain temporary hit points equal to your level + your Constitution modifier. Additionally, while you are below half your hit point total, you gain a number of temporary hit points equal to your Constitution modifier at the start of each of your turns.
  • Bear Hug: When you hit a creature with an unarmed strike, you can choose to deal an extra 1d6 damage and automatically grapple the target provided the target is no more than one size larger than you. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.