Edgar Palette
Edgar Palette
Savant Canevas de Cloison
TRICKS:
Sweeping Stride (Specialty)
When you move at least 10 feet and enter a space adjacent to a creature no more than one size larger than you, you can try to trip it. If the creature fails an Anchor saving throw , it falls prone . If it succeeds, instead your movement ends in the space you entered to use this ability.
Rallying Word
You know just what to say you inspire an ally’s flagging stamina. You can spend a bonus action to let an ally within 30 feet who can understand you spend a Hit Die. If it does, it rolls that Hit Die (adding its Constitution bonus) plus 1d8 and heals hit points equal to the total. The bonus dice increase to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level. After you use this ability, the same ally cannot benefit from it again until you roll initiative.
Surgical Flourish
When you have advantage on a melee attack and both dice results are high enough to hit, choose one of the creature’s limbs or eyes to debilitate. If the creature succeeds a Fortitude saving throw , you debilitate that body part only until the end of your next turn. If it fails the saving throw, the body part is debilitated until it can take a short rest.
A creature cannot use a debilitated limb to attack, and cannot hold any items or effectively wear a shield with a debilitated limb. A creature with a debilitated leg has its speed reduced by half, it falls prone after using the Dash action, and it has disadvantage on Dexterity checks to balance. A creature with a debilitated eye has disadvantage on checks that rely on sight and on ranged attack rolls.
MANEUVERS:
Swift Stance (Rapid Current, 1 point)
1st degree bonus action (stance)
You adopt a loose stance that gives you an extra bit of swiftness that can make all the difference in a fight or chase. Your Speed increases by 5 feet.
Rolling Strike (Rapid Current, 1 point)
2nd degree action
Flowing through battle like the wind itself, you deftly sprint forward through the reach of enemies to deliver an unexpected attack. Move up to your speed without provoking opportunity attacks and make a melee weapon attack.
Shoulder Check (Sanguine Knot, 1 point)
1st degree reaction
Watching a companion under attack infuriates you and you fling yourself at their opponent with a powerful shove. After a creature within your reach makes a melee attack against an ally, you can use your reaction to make an Power check against the creature’s maneuver DC. On a success you shove the creature 10 feet away from you and you move 10 feet in that direction. This movement does not provoke opportunity attacks.
Assisted Roll (Mirror's Glint, 1 point)
2nd degree reaction
You take the force delivered by an opponent’s failed attack and make it your own, propelling yourself away. When a creature within your reach misses you with a melee weapon attack, you can use your reaction to move 15 feet without provoking opportunity attacks.
Off-Balancing Strikes (Mirror's Glint, 1 point)
2nd degree Mirror’s Glint bonus action
Focusing your attacks on an opponent’s weak points allows you to not just wound, but to confound. Until the start of your next turn, when you hit a creature with a melee weapon attack instead of dealing damage you can choose to use pulls, shoves, and strikes to put your target off-balance. Until the end of your next turn, the target moves at half Speed, and it has disadvantage on ability checks, and Anchor and Reflex saving throws.
CLEVER SCHEMES:
Just What Have We Gotten Ourselves Into?
When you are ambushed, you gain an expertise die on your initiative check. When you trigger a trap, you gain an expertise die on the first saving throw you need to make, or to your AC against the first attack the trap makes against you. After you use this feature, you cannot use it again until you complete a short or long rest.
Deductive Tracker
After observing a creature, however briefly, you make a deduction that gives you an edge when pursuing it. After you spend at least 1 minute observing a creature, you gain an expertise die on checks made to track that specific creature.
Motto of the Tropezaros
You make sure you’re always prepared. Once per short rest you can produce a non-magical item that you could have purchased or prepared at some point, small enough to fit in whatever storage you have available. This could range from a forged passport in your pocket to a glider stowed in the hold of a ship you’re travelling on. Pay the appropriate price for it.
Security Specialist:
At 1st level, whenever you enter a new, relatively self-contained location (as determined by the Narrator) such as a public square, the room of a dungeon or building, or similar environment, you may scrutinize it as an action. If you do, you can ask the narrator 1d4 questions of your choice from the following list.
Where are the exits from this place?
What cover and/or concealment exists here, if any?
What is the most dangerous-looking creature in this location?
What is the most hostile-looking creature in this location?
If someone wanted to assault this location, where would they most likely attack?
What environmental hazards exist here?
Who here is armed?
Who here is likely to know magic?
Are there any unsafe-looking weaknesses in the structure or environment?
Are there other sources of danger here?
You may also, if undisturbed, scrutinize a location for ten uninterrupted minutes and learn the answers to all of the questions above. Anything that has been deliberately hidden, such as hidden traps, doors shrouded by illusion, or creatures using Stealth is not revealed by this feature.
At 2nd level, you can spend 10 minutes examining a building from outside and learn the avenue of approach least likely to attract notice, the places where security (if any) is thickest, and any back or service entrances in regular use. You also gain advantage on your first Stealth check made to infiltrate such a building.
This feature does not reveal anything that has been purposefully hidden or obfuscated, though the Narrator may allow you to make rolls to see through Stealth, illusion magic, and the like.
Depending on the size and structure of the building, the Narrator may determine that this feature requires more or less time. A hovel may only take a minute, while a truly impressive fortress may require an hour’s worth of surveillance.
Also at 2nd level, if you are conscious, you are on guard. You gain an expertise die to initiative checks. Additionally, as long as you are not confused , grappled , incapacitated , paralysed , petrified , slowed , stunned , or unconscious , you can always use your reaction at any time during combat to do one of the following:
Draw a weapon.
Equip a shield.
Drop prone.
Move up to 10 feet to a position that provides at least half cover.
Shout a brief message.
At 6th level, you can perform the Search action as a bonus action and you gain advantage on checks to locate creatures using Stealth, traps, and other hidden hazards. You can also always choose to use Intelligence on such checks, as well as on Insight checks.
Fondation:
Peuple
Carapace - 2
Férocité - 3
Célérité - 4
Changement supplémentaire - 4
Vision Nocturne - 1
Total - 14
Culture - Cloison
Coudes Serrés - 4
Swim - 2
Awareness - 2
Communauté - 1
Total - 9
Historique: Commerçant - 2
Doorman dans un pub à l'extérieur de Cloison
Grand total - 25