-->

Wednesday, May 16, 2018

[EoK] Legacy System update! 17 + 1 more traits included!

I wanted to expand on the Legacy System beyond just cantrips and anything presented in official materials already. So, here are several new traits! (most of which still come from official materials)

Download the PDF

Granny, by NathanParkArt



Armored Sport
Prerequisite: STR
Cost: 1 legacy point
You are proficient in light and medium armors.

Fine Tuned Senses
Prerequisite: WIS
Cost: 1 legacy point

You always know which way is north, and you always know the number of hours left before the next sunrise or sunset. Additionally, if you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.

Incredible Memory
Prerequisite: INT
Cost: 2 legacy point
You can perfectly recall anything you've seen or heard within the past month. Additionally, you gain proficiency in one of these skills of your choice: Arcana, History, Nature, Technology. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.

Nimbleness
Prerequisite: DEX
Cost: 1 legacy point
You can move through the space of any creature that is of a size larger than yours. Additionally, you can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

Relentless Endurance
Prerequisite: CON
Cost: 1 legacy points
When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

Short Stature
Cost: 0 legacy points
Your size is Small instead of Medium, and your base walking speed is decreased by 5 feet.

Arcane Calls

In addition to regular legacy traits, these are the added arcane calls.

Brisk Figure
Prerequisite: DEX
Cost: 1 legacy point
Your base walking speed increases by 10 feet. This arcane call can't be taken if you have already taken the Quick option.

Chromatic Shifting
Prerequisite: CON or WIS
Cost: 1 legacy point
You can use your bonus action to change the appearance of your skin and the equipment you are wearing or carrying to be of any color or number of colors arranged in a pattern. This effect lasts until you use this ability again, or dismiss the effect (no action required).
Additionally, you can concentrate for one minute to blend into your environment. While you remain motionless, you gain advantage on Stealth checks made to hide. You may attempt to hide even if you have no cover or obscurement. You can't use this ability to hide while you are being directly observed.

Enchanting Soul
Prerequisite: CHA
Cost: 1 legacy point
You have a resistance against psychic damage, and you know the friends cantrip.

Etherstep
Prerequisite: WIS
Cost: 1 legacy point
As a bonus action, you can teleport up to 30 feet to an unoccupied space that you can see. Once you use this feature, you can't use it again until you finish a long rest.

Everchanging
Prerequisite: varies
Cost: varies
Choose two Legacy options for which you fulfill prerequisites, at least one of which is an arcane call. You can't choose Spellbound Twin arcane call as either of these. Choose which one represents the Sun, and which one represents the Moon. When the Sun is visible in the sky, you gain features of the Sun's Legacy option, and when the Moon is visible in the sky, you gain features of the Moon's Legacy option.
This feature counts as one arcane call. Its cost is equal to the sum of both Sun and Moon legacy option features. You need to fulfill prerequisites of both Sun and Moon legacy option features to be able to pick this feature.

Leaper
Prerequisite: STR
Cost: 1 legacy point
Your long jump is up to 25 feet and your high jump is up to 15 feet, with or without a running start. Also, when determining fall damage that would be dealt to you, treat any fall as if it were from 10 feet less than the actual height, to a minimum of 0 feet.

Natural Weapon
Prerequisite: STR
Cost: 1 legacy point
You have natural weapons of your choice - horns, fangs, tail, claws, or something else. If you hit using your natural weapons, you deal damage equal to 1d8 + your Strength modifier. The type of this damage is appropriate to the natural weapons.

Rapid Evolution
Cost: 1 legacy point
After spending 24 hours in extreme conditions such as extreme cold, extreme heat or high altitudes, your body adapts to them to naturally, becoming immune their effects. This lasts until you adapt this way to a different hostile environment.
Additionally, when you take acid, cold, fire, lightning, or thunder damage, you can use your reaction to adapt to it rapidly. Until the start of your next turn, you have resistance to the triggering damage type. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type. Once you use this feature, you can't use it until you finish a long rest.

Spellbound Twin
Prerequisites: another player with this trait
Cost: 1 legacy point
You become a twin one other player of your choice with this trait, as long as they choose you as a twin with their trait too. As long as they are located on the same plane of existence as you, you can sense their emotional state and know when they get hurt. In addition, you can communicate with your twin telepathically as long as they are within 120 feet of you.
Also, when your twin attacks a creature within 5 feet of you, you may use a reaction to take make a single attack against that target. If you do, your twin may not use its reaction on your next turn to do so.

Technopath
Prerequisite: INT
Cost: 1 legacy point
You know haywire and on/off cantrips.

Vocal Descent
Prerequisite: CHA
Cost: 1 legacy point
You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check. You can also choose to make your voice up to three times as loud as normal requiring no action, and you have advantage on saving throws against being deafened. Additionally, you can use your action or bonus action to throw your voice, making it seem like it originates from a point of your choice within 60 feet of you that you can see.



Finally, there is a special feature not included in the document, because it was not tested yet, and is very difficult to evaluate. Use this feature at your own caution.

Animated Friend
Cost: 1 legacy point
By performing a 1-hour ritual, you may breathe life into a tiny object of yours to aid you, turning it into your friend.
The friend uses statistics of a commoner with the following changes: its type is construct, its size is small,  it knows one language of your choice that you know, its Strength score is 2 (-4), and it gains a 30 feet fly speed. It appears in a space within 5 feet of you at the start of your next turn, it is controlled by you and it is friendly to you and your companions. It takes its turns on your initiative order, and it can't use magic items. Your friend returns to its inanimate state after hitting 0 hit points. You can also use your action to force it into a state of suspended animation, or awaken it from this state.
You can perform the 1-hour ritual during a short or long rest, and it turns the previous object inanimate. The object also goes inanimate if you die.



Thank you for reading, and have a nice day!

No comments:

Post a Comment