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Version vom 24. April 2026, 13:39 Uhr von imported>Filbert (Rules-only import from WikiJS migration pipeline)
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Falnari

  • Creature Type: Humanoid (Beast)
  • Size: Medium
  • Speed: 30 feet
  • Avian Morphology: You can use a bonus action to transform your arms into wings and vice-versa. You cannot wield weapons or shields, manipulate objects, or cast spells that require somatic components in this form and must concentrate on this effect as if casting a spell. However, you gain a flying speed equal to your walking speed.

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

  • Raptor: You have proficiency in the Acrobatics, Intimidation, or Perception skill.
  • Sovereign Bearing: You are immune to the frightened condition. When a creature within 10 feet of you would be frightened, you may use your reaction to grant them advantage on their saving throw. You can use this reaction a number of times equal to your proficiency bonus per long rest.
  • Steelfeather Armory: When you use your Avian Morphology trait, you may choose to semi-morph and change your feathers to be as durable as steel, leaving you with a mixture of arms and wings. While morphed this way you are unable to fly, but you gain the following benefits:
  • You can grow two shortsword-like feathers with which you are proficient and may dual wield them.
  • You can create throwable feathers treated as daggers with which you are proficient with a thrown range of 30/60 feet, which regrow immediately.
  • Once per turn, when you take the attack action, you can make one additional ranged weapon attack with your feather daggers as part of that action. You do not need to be wielding a dagger for this effect to work.
  • You may use one or both of your wings as a shield with which you are proficient. While using them this way you gain a +2 bonus to your AC per wing fully morphed wing, but cannot wield weapons in the associated hand.
  • Death-Watcher: You have proficiency in the History, Insight, or Religion skill.
  • Soulbound Memory: When a creature within 30 feet of you dies, or within 1 minute of its death, you can use your reaction to claim a Bad Omen — a sliver of its lingering soul. When you do, you may briefly glimpse the creature's most cherished memory or deepest regret. You can hold a number of Bad Omens equal to your Proficiency Bonus. All unspent Bad Omens fade when you finish a long rest.
  • Harbinger's Rites: You can expend Bad Omens to perform sacred rites of death and communion. You do not require material components for these effects. If one of these effects requires you to have a spellcasting ability, you can choose either Intelligence, Wisdom, or Charisma upon selecting this race.
Bad Omens Effect
1 You gain advantage on a death saving throw. You can use this even while unconscious.
1 You cast Spare the Dying. Its range becomes 30 feet.
1 You cast Toll the Dead and add your spellcasting modifier to the damage if you don't already.
1 You cast False Life, and may target a creature you touch instead of yourself.
2 You cast Speak with Dead, but cannot ask questions. Instead, you speak briefly as if you are the deceased.
2 You cast Gentle Repose.
2 You cast Augury. When using Augury this way, you may receive the omen from one of the creatures you have claimed a Bad Omen from.
3 You cast Raise Dead. You must finish a long rest before you can do so again.
  • Fire-Born Bird: You have resistance to fire damage.
  • Winds of Life and Death: When you take the Attack action on your turn, you can replace one of your attacks with a gust of magical wind carrying embers in a 15-foot Cone. Each creature of your choice in that area must make a Dexterity saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus). On a failed save, a creature takes 1d6 fire damage. On a successful save, a creature takes half as much damage. Any other creature in the area regains 1d6 hit points. Both damage and healing increase by 1d6 when you reach character levels 5 (2d6), 11 (3d6), and 17 (4d6). 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.
  • Rebirth in Flame: When you drop to 0 hit points and fall unconscious, you instead become encased in a fiery egg for 3 rounds. While encased, you regain your full hit point total, remove all negative conditions affecting you, but become paralyzed. After 3 rounds, you stop being encased and awaken upright in your space. This effect ends early if you are reduced to 0 hit points again, in which case you begin making death saving throws as normal. Once you use this trait, you can’t use it again until you finish a long rest.
  • Silent Hunter: You have proficiency in the Intimidation, Perception, or Stealth skill. Your speed is increased to 35 feet.
  • Owl-Eyed: You have Darkvision with a range of 60 feet.
  • Hunter's Spellcraft: You know any cantrip from druid spell list. You learn and can cast a 1st-level spell from the ranger spell list with this trait, without requiring a material component. Starting 3rd level, you learn and can also cast a 2nd-level spell from the ranger spell list with this trait, without requiring a material component. Once you cast a spell with this trait, you can't cast that spell with it again until you finish a Long Rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

TBD

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