| Level | Abilities |
|---|---|
1 | Enchantment Die: a 1d6 die used for STR,CON and DEX based checks. Amount you have is equal to your CON per short rest. At Level 7, this increases to 1d10. |
2 | +2 HP |
3 | Access to subclasses, +2 HP |
4 | Ability Score Improvement, +2 HP |
5 | Racial Awakening: You feel your body change. Hidden race attributes are unlocked. Next level of subclass unlocked. +2 HP |
6 | Ability Score Improvement, +2 HP |
7 | Improved Enhancement Die, +2 HP |
8 | Ability Score Improvement, +2 HP |
9 | +2 HP |
10 | Aure Awakening: The energy flows through you. You feel harder, better, faster, and stronger. Increases CON, DEX, STR scores by 2. Increases AC by 2. Unarmed attacks deal 1d10 + STR/DEX. +2 HP |
11 | +2 HP, Last Level of Subclass has been unlocked. |
12 | Ability Score Improvement, +2 HP |
13 | +2 HP |
14 | Ability Score Improvement, +2 HP |
15 | Overflow: You start to create energy that is too much for your body to handle. Usable once per long rest, STR, CON, DEX are multiplied by two. Gain 3d10 temporary HP. All attack and damage rolls have advantage, if there is disadvantage to rolls this removes it. Crits on 19 and 20. Lasts for 1d4 rounds. When this wears off, temporary HP disappears and you take 1d10 damage and you have disadvantage on all rolls for one turn. +2 HP |
16 | Ability Score Improvement, +2 HP |
17 | +2 HP |
18 | +2 HP |
19 | Ability Score Improvement, +2 HP |
20 | Overload can be used twice per long rest. You are resistant to all damage. +2 HP |
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