Fey Corgie:
A Sub-race of Canids. These creatures mainly reside in the Feywild however due to their adventurous nature have been found all over the place.

Physical Appearance

  • Ability Score:
    +1 Strength, +2 Dexterity
  • Lifespan:
  • Alignment:
  • Size:
    Small
  • Speed:
    30ft
  • Languages:
    Common & One language of your choice.
  • Special Skills
    Proficiency in Deception and Perception
  • Odd Ball Thief
    Bonus action, +2 to hit on an unarmed attack. Target takes no damage but is knocked prone and 1 non equipped item is stolen from them. Can only be used on a specific creature once every 24 hours.
  • Quick Paws
    Can Dash as a bonus action a number of times equal to Proficiency bonus, Refreshes after long rest.
  • Spellcasting
    Can cast Dancing lights a number of times equal to proficiency bonus without a spell slot or components. Refreshes after a long rest.

Lore introduction.

Hit Points

  • Hit Dice: 1d10 per fighter level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st

Proficiencies

  • Armor: All armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None
  • Saving Throws: Dexterity, Charisma
  • Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

etc.

Background: Feature & Details

Short Description of Background

Skill Proficiencies

  • Skill
  • Skill

Languages And/Or Tools

  • Language
  • Tool

Equipment (If Any)



Fighting Style [1]
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

  • Dueling [1]
  • When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Second Wind [1]
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
Once you use this feature, you must finish a short or long rest before you can use it again.


Action Surge [1]
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.


Rallying Cry [4]
When you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries.

When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your fighter level, provided that the creature can see or hear you.



Extra Attack: LV1 [1]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.



Royal Envoy [4]
Knights of high standing are expected to conduct themselves with grace.
At 7th level, you gain proficiency in the Persuasion skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, or Performance.

Your proficiency bonus is doubled for any ability check you make that uses Persuasion. You receive this benefit regardless of the skill proficiency you gain from this feature.



Indomitable [1]
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.
You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.


Inspiring Surge [4]
Starting at 10th level, when you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you.

Starting at 18th level, you can choose two allies within 60 feet of you, rather than one.











  • character/ray/class.txt
  • Last modified: 14 months ago
  • by Cinder