T.U.G.'s Classless RP Skill Tree
T.U.G.'s Classless RP Skill Tree
PLAYTEST CONTENT
Hello! This is Playtest Content! As such, it might
change in time, this is not a final release.
In this step you will build the “Base” of your Updated automatically every 5
T.U.G.'s Classless RP skill tree Classless Class. minutes
Firstly, you choose two Abilities of your choice and
gain proficiency in saving throws with those
Abilities.
Here you have 8 Starting Points (SP) to spend.
The price of each ability, tool, cantrip etc. that you
choose will be listed across from them.
Note: If you purchase the “Heavy Armour
Proficiency”, you also gain proficiency in every
armour type below it. Similarly, if you purchase
proficiency in Martial weapons, you Also gain
proficiency in simple weapons. There is no need
to double dip!
Note 2: It costs no points to become proficient in
the use of daggers and one other simple melee
weapon of your choice.
+ 1 Skill Proficiency 1
+ 1 Feat 4
Armour Proficiency
Heavy 3
Medium 2
Light 1
Weapon Proficiency
Martial 2
Simple 1
Shield Proficiency 1
+ 1 Tool Proficiency 1
+ 1 Cantrip 1
+ 2 Extra Languages 1
Proficiency in Daggers and 0
1 additional Simple Melee
Weapon
You are now ready to dive into the skill tree below.
Note that you will ideally level up in this skill tree
as well as the Classless COMBAT Skill Tree (click
here for more information).
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Intro
Colourless Abilities
Cost: 3 RP
When you purchase this ability, you can increase
one of your Ability Scores by 1.
Published using Google DocsArmour Proficiency Upgrade Report abuse Learn more
Cost: 2 LP
Updated automatically every 5
T.U.G.'s Classless RP skill tree When you purchase from this node you can gain minutes
proficiency in the next tier of armour above the
armour type you were proficient in before
purchasing this node.
For example, if you were proficient in Light
Armour, you are now proficient in Medium Armour.
If you were proficient in Medium Armour, you are
now proficient in Heavy Armour.
Feat
Cost: 5 LP
Grants you a new feat when you purchase this
node.
Weapons
Cost: 1 LP
When you purchase this ability, you choose 1
weapon tag and gain proficiency in all weapons
that have that weapon tag. If you choose the
“special” weapon tag, then you can instead only
choose two weapons with this tag and gain
proficiency with them.
You can alternatively choose two specific weapons
when purchasing this ability, and gain proficiency
in those weapons.
+1 Inspire
Cost: 1 RP
Whenever you purchase from this node you gain
an Inspire Die. Each Inspire Dice is represented
by a d6, however, for every 5 RP you invest in this
node, you will increase the dice value of your
Inspire Dice. After 5 purchases of this node, your
Inspire Dice will become d8s, after 10 purchases
they will become d10s and after 15 purchases
they will become d12s. Your Inspire Dice can be
no larger than a d12.
You may only purchase from this node a number
of times equal to twice your level rounded up.
Bargain Seeker
Cost: 3 RP
You can always sniff out a good deal, or make one
if needs be. Any time you enter a town that you’ve
never been to or haven’t visited within the last
week, you can spend an hour to hunt down or
sweet talk your way into a bargain. The next
institute of your choosing that you walk into, will
sell you the first item you purchase, for half of its
original price. If the item costs less than 1 gold,
you can purchase up to 10 of that item for half the
price. So long as the provider has enough of that
item in stock.
Beacon of Hope
Cost: 2 RP
You learn the spell Beacon of Hope and can cast
the spell a number of times per day equal to the
amount of times you’ve purchased this node,
without using a spell slot / without spending mana.
Benevolent Aura
Cost: 2 RP
When you purchase this node you gain an aura
with a 10ft radius which you can choose to have
active or inactive at any time. You may only have
one aura active at a time. This aura’s radius
increases by an additional 5ft each time you
purchase from this node.
Captivate
Cost: 3 RP
If you perform for at least 1 minute, you can
attempt to inspire wonder in your audience.. At the
end of this performance, choose a number of
humanoids within 60 feet of you who watched and
listened to all of it, up to a number equal to your
Charisma modifier (minimum of one).
Each target must succeed on a Wisdom saving
throw against a DC equal to: your Charisma
Modifier + your Proficiency Bonus + 8.
On a failed save, that creature is charmed by you.
While charmed in this way, the target idolizes and
adores you, always speaking well of you to
anyone it speaks to, and it hinders anyone who
opposes you.
However, they will avoid violence unless they are
already inclined to fight on your behalf. This effect
ends on a target after 1 hour, if it takes any
damage, if you attack it, or if it witnesses you
attacking or damaging any of its allies.
Countercharm
Cost: 3 RP
When a creature within 60ft of you is charmed,
you can spend one of your Inspire Dice as a
reaction to end the charmed effect on that
creature.
Empath
Cost: 2 RP
As long as you have spent 1 hour with a creature,
if they are willing, you can understand their
thoughts as though you cast the spell detect
thoughts on them. Additionally, you can
communicate simple messages between each
other without speaking or making obvious
gestures, so long as you can both see each other.
These do not count as magical effects.
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Cost: 2 RP
Updated automatically every 5
T.U.G.'s Classless RP skill tree You sooth and revitalise your wounded allies minutes
during a short rest. You and/or any friendly
creatures who can hear you, during a short rest,
regain a number of hit dice equal to a roll of your
Inspire Die + your charisma modifier, in addition to
any Hit Die they may have spent at this time.
Inspiring Leader
Cost: 1 RP
When you purchase from this node you may
choose an “Inspiring Speech” from the list below.
During a short rest you may inspire any creatures
who can see or hear you with an Inspiring Speech
you know.
Irresistible
Cost: 2 RP
As a bonus action, you can expend one use of
your Bardic Inspiration to grant yourself a
wondrous appearance. When you do so, choose a
number of creatures you can see and who can
see you within 60 feet of you, up to a number
equal to twice the amount of RP spent in this node
. Each of them gains 5 temporary hit points. When
a creature gains these temporary hit points, it can
immediately spend its reaction to move up to its
speed, without provoking opportunity attacks.
Artful Guile
Cost: 2 RP
You may add any of your sneak attack dice to rolls
you make with following skills:
Deception, intimidation, investigation, sleight of
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you know the result.
Can do this a number of times per day equal to
the number of times you have purchased from this
Updated automatically every 5
T.U.G.'s Classless RP skill tree node. minutes
For every 4 RP you invest in this node, you gain
an additional sneak attack dice. Any sneak
attack dice gained this way do not count
towards any purchases made on the Sneak
Attack Node.
You may purchase from this node a number of
times equal to your level.
Black market
Cost: 3 RP
When you purchase from this node, you may
choose one item. You can always sell that chosen
item for its full price.
Additionally, in any large settlement, you can
always source illegal goods (see Illegal Goods
below for more information.). The amount of each
illegal good available to you is down to the DMs
discretion, taking into account the size of the town
or city etc.
Additionally you double your proficiency bonus to
checks that involve searching for magical items to
purchase in any large enough settlement.
Darkvision
Cost: 1 RP
When you purchase from this node you gain 60ft
of darkvision. You can purchase from this node 1
additional time to increase that range to 120ft.
Devil’s Sight
Cost: 3 RP
When you purchase from this node you can see in
magical darkness and treat it as regular darkness.
You can see within it so long as you have some
form of dark vision.
Fast Hands
Cost: 2 RP
You do not need to spend an action or bonus
action to reload or sheath/draw a weapon.
Additionally you have advantage on any sleight of
hand or lockpicking checks that you make.
Gather Intel
Cost: 1 RP
When you purchase from this node you can add
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(eg. investigation) you make to gather information
on a creature or object in a settlement.
After spending 3 RP in this node you can:
Updated automatically every 5
T.U.G.'s Classless RP skill tree spend 10 gold to add a +1 modifier to any check minutes
you make to gather any information on a creature
or object. You may do this a number of times per
skill check made equal to the number of RP
invested in this node.
After spending 6 RP in this node you can:
you can unfailingly create false identities for
yourself. You must spend seven days and 25 gp to
establish the history, profession, and affiliations for
an identity. You can't establish an identity that
belongs to someone else.
For example, you might acquire appropriate
clothing, letters of introduction, and official- looking
certification to establish yourself as a member of a
trading house from a remote city so you can
insinuate yourself into the company of other
wealthy merchants.
Imposter
Cost: 3 RP
After purchasing from this node you gain the
ability to unerringly mimic another person's
speech, writing, and behaviour. You must spend at
least three hours studying these three
components of the person's behaviour, listening to
speech, examining handwriting, and observing
mannerisms.
Cost: 2 RP
When you purchase front his node you can spend
an action to gain the effects of the Disguise Self
spell. Doing so does not use up a spell slot nor
does it cost mana, and the act does not count as
casting a spell.
Misdirect
Cost: 1 RP
When you purchase front his node you learn how
to capture the attention of a crowd, directing its
attention towards you or another point of interest
within 60ft of you. If you spend up to 1 minute
with an audience of creatures within 60ft of you,
you can ensure their focus will be entirely on you,
or a point of your choosing within 60ft for the
following 10 minutes or for as long as you
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deception, storytelling or some sort of
performance of your choice.
This effect fails if any violence breaks out in the
Updated automatically every 5
T.U.G.'s Classless RP skill tree area or if anything in the area would threaten minutes
anyone's lives.
Smuggle
Cost: 2 RP
After purchasing from this node, you can add your
proficiency bonus twice to any checks that involve
hiding something that isn’t you. You can do this
with any smaller or tiny object as an action, but
anything larger requires an hour of preparation. If
you choose to smuggle an individual creature they
can add this bonus to their stealth checks instead.
Cost: 2 RP
When you are in an area of dim light or darkness,
you can use your action to turn invisible until you
move or take an action.
Nocturnal
Cost: 5 RP
You gain advantage on skill checks you make
during the night but have disadvantage on any
checks you make during the day.
Expert
Cost: 2 RP
When you purchase from this node you can
choose a skill you are proficient in and gain
expertise in that skill, meaning whenever you use
that skill for a skill check you can add your
proficiency bonus twice to that skill check. You can
purchase from this node a number of times equal
to half of your proficiency modifier rounded up.
Cost: 1 RP
Whenever you make a history, religion,
investigation, medicine, nature, insight or
arcana check, you can choose to add the modifier
from any other listed skill from above to that roll.
Sometimes the answer lies in seemingly unrelated
topics. For example: By referencing famous
murder techniques throughout history you can aid
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at hand.
You can use this ability a number of times per day,
equal to the number of times you purchased this
Updated automatically every 5
T.U.G.'s Classless RP skill tree ability. minutes
Eyes of Arcanum
Cost: 3 RP
You can now spend an action to gain the benefits
of the Detect Magic spell. Doing so does not
require a spell slot or mana, nor does it count as
casting a spell.
Flash of Genius.
Cost: 2 RP
When you purchase from this node, you learn how
to add your Intelligence Modifier to any roll you
make that uses a d20. Alternatively you can also
choose to subtract it from any saving throw a
creature makes against one of your DCs. You can
use this ability a number of times per day equal to
the number of times you have purchased this
node.
For every 4 purchases you make from this node,
increase the bonus that your Flash of Genius
Grants you by 1.
You can purchase from this node no more than a
number of times equal to your level.
Cost: 2 RP
When you purchase from this node, you can now
add 1 to all skill checks that you make with a skill
you are not proficient in. This bonus increases by
an additional 1 every time you purchase from this
node. You can purchase from this node no more
than a number of times equal to your proficiency
bonus.
Linguist
Cost: 1 RP
When you purchase from this node you learn 1
additional language.
Additionally, if you encounter a language you do
not understand you may attempt a history check
(If it’s a common language) or a religion/arcana
check (if it’s an exotic language), to attempt to
understand it.
On a 12 you understand a couple of words, on a
15 you get the gist of the topic, and on a 20 you
understand the majority of the topic.
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Level Requirement: 10
Updated automatically every 5
T.U.G.'s Classless RP skill tree Cost: 4 RP minutes
After purchasing this node you learn how to send
your mind into overdrive to ensure a successful
outcome, whatever the cost.
Whenever you fail a skill check, you can choose to
succeed instead, at the cost of gaining 3 levels of
exhaustion.
If you purchase from this node a second time,
you can apply this effect to saving throws as well
as skill checks.
If you purchase from this node a third time, you
can apply this effect to attack rolls as well as
saving throws and skill checks.
If you purchase from this node a fourth time, you
can choose to have a creature fail a saving throw
against one of your DCs at the cost of gaining one
level of exhaustion.
Slippery Mind
Cost: 2 RP
After purchasing this node creatures have
disadvantage on checks to perceive your
thoughts. Additionally, You have advantage on
saving throws against spells that try to perceive
your thoughts.
Skill
Cost: 1 RP
When you purchase from this node you can
choose a skill you are not proficient in and
become proficient in it. You can purchase from
this node a number of times equal to your
proficiency modifier.
Total Focus
Cost: 4 RP
After purchasing this node you gain advantage on
constitution saving throws to maintain
concentration.
Gather
Cost: 1 RP
With each purchase from this node, you get a little
better at scavenging for materials. These
materials are typically great for cooking and are
salvaged from recently dead plants or animals that
you have a keen sense for finding.
Whenever you search for materials using the
Gather ability there is a 50:50 chance that you will
find materials from either a Plant or a Beast type
creature, and enough here to feed a party of 4-6
creatures.
Please see “T.U.G.s Delicious Dungeon: D&D
Cookbook” for more information on preparing
these materials.
Cost: 2 RP
Updated automatically every 5
T.U.G.'s Classless RP skill tree With each purchase from this node, you get a little minutes
better at finding ore deposits.
Whenever you search for materials using the Mine
ability you have a chance to find ores, so long as
you are in an area appropriate for mining. Once
per day, if in an appropriate area, you can make a
survival, nature or investigation check. If you roll a
12 or higher you will find a Common Ores. If you
have purchased from this node a second time, on
a 16 or higher you will find Precious Ores. And if
you have purchased from this node a third time,
on a 20 or higher you will find Magical Ores.
Common Ores
Precious Ores
3 Fire
Updated automatically every 5
T.U.G.'s Classless RP skill tree 4 Lightning minutes
5 Necrotic
6 Poison
7 Radiant
8 Thunder
Hunt
Cost: 2 RP
With each purchase from this node, you get a little
better at hunting and finding rare prey.
Whenever you search for materials using the Hunt
ability you can attempt to hunt a creature, so long
as you are in an appropriate area to do so. Once
per day, if in an appropriate area, you can make a
survival, nature or investigation check. If you roll a
10 or higher you will engage in a Common Hunt.
If you have purchased from this node a second
time, on a 13 or higher you will engage in a
Precious Hunt. And if you have purchased from
this node a third time, on an 18 or higher you will
engage in a Mystical Hunt.
Common Hunts
Precious Hunts
Mythical Hunts
Forage
Cost: 2 RP
With each purchase from this node, you get a little
better at foraging for rare materials.
Whenever you search for materials using the
Forage ability you have a chance to find unique
plants, so long as you are in an appropriate area
to do so. Once per day, if in an appropriate area,
you can make a survival, nature or
investigation check. If you roll a 12 or higher you
will find Common Plants. If you have purchased
from this node a second time, on a 16 or higher
you will find Precious Plants. And if you have
purchased from this node a third time, on a 20 or
higher you will find Mystical Plants.
Common Plants
Precious Plants
Mythical Plants
Cost: 1 RP
When you purchase from this node you choose a
Domain to dedicate yourself to from one of the
following domains: Desert, Mountain, Ocean,
Overgrowth, Sky, Underdark.
You cannot dedicate yourself to more than one
domain and once you choose a domain, you
cannot choose another.
If you have previously purchased the Domain
Bond node, skip this step, and refer to the
Domain you chose after purchasing that node.
When you purchase this node you gain an aura
with a 5ft radius, which you can choose to activate
as a bonus action or dismiss as a free action.
This aura is also dismissed if ever you are
incapacitated or die. You may only have one aura
active at a time. This aura’s radius increases by
an additional 5ft each time you purchase from this
node.
Any creature that starts its turn within your Aura of
the Wilds takes 1 point of damage for each RP
invested in this node. The damage type taken is
the damage type associated with your chosen
domain, see below:
Desert (Fire)
Mountain (Cold)
Ocean (Thunder)
Overgrowth (Poison)
Sky (Lighting)
Underdark (Necrotic)
Beast speak
Cost: 2 RP
You can now spend an action to gain the benefits
of the Speak with Plants spell. Doing so does not
require a spell slot or mana, nor does it count as
casting a spell.
Blood sense
Cost: 2 RP
You can spend your action to sense the presence
of all living beings with a heartbeat within 30ft of
you.
This range increases by an additional 30ft with
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Cost: 3 RP
When you purchase from this node you choose a
Domain to dedicate yourself to from one of the
following domains: Desert, Mountain, Ocean,
Overgrowth, Sky, Underdark.
You cannot dedicate yourself to more than one
domain and once you choose a domain, you
cannot choose another.
If you have previously purchased the Aura of
the Wilds node, skip this step, and refer to the
Domain you chose after purchasing that node.
Domain Spells
Domain Mantle
Desert (Fire)
Mountain (Cold)
Ocean (Thunder)
Sky (Lightning)
Underdark (Necrotic)
Desert (Fire)
Mountain (Cold)
Overgrowth (Poison)
Ocean (Thunder)
Sky (Lightning)
Favoured Enemy
Cost: 1 RP
Each time you purchase from this node learn a
little more about a particular type of creature of
your choosing. How to track, hunt and exploit
their weaknesses.
When you purchase from this node, select one of
the following creatures to become your favoured
enemy: aberrations, beasts, celestials, constructs,
dragons, elementals, fey, fiends, giants,
monstrosities, oozes, plants, or undead.
Alternatively, you can select two races of
humanoid (such as gnolls and orcs) as favoured
enemies.
● When you select a new favoured enemy
for the first time you can use the
Tracker ability, with that associated
creature type.
● If you purchase from this node an
additional time, you can choose to
purchase it for twice its RP cost to select a
favoured enemy you have previously
chosen. If you do, you can use the Exploit
Weakness ability against that chosen
creature type.
Tracker
Exploit Weakness
Plant speak
Cost: 2 RP
You can now spend an action to gain the benefits
of the Speak with Plants spell. Doing so does not
require a spell slot or mana, nor does it count as
casting a spell.
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Cost: 3 RP
Binding Friendship
Cost: 2 RP
When you purchase from this node, you gain the
ability to bind individuals to one another, granting
them boons that reflect their relationship.
During a short or long rest you can choose two
willing creatures to bind together.
When you do so, those creatures gain a +2 bonus
to all skill checks or saving throws they make and
a +1 to any attack rolls they make while within 10ft
of each other. Should the other fall unconscious
or die, their bound partner doubles any bonuses
they would have received if their fallen ally were
conscious. These new bonuses (+4 to skill checks
and saving throws and a +2 to attack rolls) only
remain active so long as they stay within 10ft of
their fallen ally, and are dismissed entirely after 10
minutes.
Future Sight
Cost: 3 RP
You learn the ability to peer into the future and
make minor predictions about how a day will
unfold. At the end of a long rest, you can make a
prediction for the day ahead. When you do so, roll
1d20 and record the roll you get. At any time
during that day, you swap the result of any roll
made on a d20 with the recorded number. When
you next take a long rest, all unspent predictions
disappear and can no longer be used.
Every additional purchase from this node allows
you to make one additional prediction per day.
You can make a number of predictions per day no
higher than your proficiency bonus.
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Cost: 1 RP
Updated automatically every 5
T.U.G.'s Classless RP skill tree Can spend your bonus action to ask the DM for a minutes
resistance, vulnerability or immunity a creature
you are fighting might have. If the creature has a
single vulnerability or immunity, the DM must tell
you. If there are multiple, the DM can choose
which one they want to tell you about, but cannot
tell you one that you already know, due to this
ability.
If this node is purchased a second time you can
spend a bonus action to ask the DM for the value
of one of its ability scores and the saving throw
modifier they have for that ability. You can choose
the ability score you want to know about.
Masterful Aura
Cost: 5 RP
You can have more than one aura active at any
one time. If you have two active auras that would
bring harm or negative effects to a creature, that
creature is affected by both, ignoring the rule that
they can only be affected by one negative effect
from one named aura at a time.
Tactician
Cost: 1 RP
Each time you purchase from the Tactician node,
select one of the following actions to add to your
list of “Tactical Actions”: Action, Bonus Action,
Move or Reaction.
A tactical action allows you to forgo your own
action, bonus action, move or reaction in order for
you to command another willing ally who can see
or hear you to use that corresponding action as if
it were their own.
Weak point
Cost: 4 RP
If you successfully hit a creature with a melee or
ranged attack you can choose to create a Weak
Point on that creature. Doing so causes the next
melee or ranged attack that hits it to deal
maximum damage.
You can only use this ability a number of times per
day equal to the number of times you have
purchased this ability, and only once per creature.
Cutting words
Cost: 2 RP
Whenever you take damage, or are harmed in any
way, be it emotionally or physically, you may
spend your reaction to shout venomous words at
your attacker. When you do they must make a
charisma saving throw where the DC is equal to
your charisma mod + 8 + prof. If they fail they
take psychic damage equal to twice your charisma
modifier.
Deceitful Flourish
Cost: 1 RP
Once per turn you can add your deception
modifier to your attack roll. Can do this a number
of times per day equal to the number of times you
have purchased from this node, but only once per
creature.
Cost: 2 RP
You can add your proficiency twice to skill checks
made to perceive lies or see through deceit.
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Cost: 3 RP
Updated automatically every 5
T.U.G.'s Classless RP skill tree You gain the ability to see into the ethereal realm. minutes
You can choose to activate or dismiss this ability
at will.
Malicious Aura
Cost: 2 RP
When you purchase from this node you gain an
aura of 10ft which you can choose to have active
or inactive at any time. You may only have one
aura active at a time. This aura’s radius increases
by an additional 5ft each time you purchase from
this node.
Whenever you purchase from this node, you may
choose an effect from the list below. Any creature
of your choosing within your aura, gain any effects
you have chosen from this list.
- They subtract 1d4 from their saving
throws.
- This creature subtracts your charisma
modifier from saving throws they make
against being frightened.
- Whenever this creature makes an attack
roll against you, you may spend an Inspire
Die as a reaction and roll it to reduce the
incoming attack roll by that amount.
- Their movement speed decreases by 10ft.
- They cannot take the dash, dodge or
disengage action while in your aura.
- Any opportunity attacks you make against
creatures in your aura add your charisma
modifier to them.
Silver Tongue
Cost: 3 RP
You ignore the effects of spells and abilities that
can perceive if you are lying, or that force you to
tell the truth.
Spiritcaller
Cost: 4 RP
you gain the ability to commune briefly with spirits
of the dead. You can prepare a 10 minute ritual if
you are in the presence of a corpse of a spirit, or a
location or object that the spirit of an undead
creature deems important. You may attempt to
reach out to them and ask them questions, or
simply pass on a message. When you do so, you
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check in order to convince the spirit to
communicate with you and answer your questions.
The DC for this check is based on how long the
Updated automatically every 5
T.U.G.'s Classless RP skill tree creature has been deceased: minutes
● If they have been dead for less a week the
DC is 10.
● If they have been dead for less than a year
the DC is 13.
● If they have been dead for less than 10
years, the DC is 16
● If they have been dead for less than 100
years, the DC is 20.
● If the creature has been dead for over 100
years, the DC is 25.
If a loved one is nearby while you conduct this
ritual, you may make this check with advantage.
If the ritual is successful, you may ask the spirit a
number of questions equal to your proficiency
modifier and they must answer each of them to
the best of their ability.
Venomous Words
Cost: 3 RP
Whenever you deal psychic damage, you can
choose to add your sneak attack bonus to that
damage.
You can do this a number of times equal to the
amount of times you purchase from this node.
Illegal Goods
Red-Eye
Levels of addiction
Level 1:
Level 2
Yellow Belly
D6 1 2 3 4 5 6
Result
Mutation Scaly Yellow Serrated Clawed Gills: Primal
Skin: Irises: +5 Teeth: 1d4 Hands: Gain a Strength:
+1 to to bite attack 1d6 swim Strength
Natural perception, (uses Con or unarmed speed Score
Armour, but -5 in Strength) but attacks equal to increases
but -1 if bright light. disadvantage (Uses your by 2.
exposed on Dex or movement However,
to persuasion Str) but speed and your
daylight checks. -2 to you can intelligence
sleight now breath score is
of hand underwater. reduced by
checks. However, 2.
you gain
“Sunlight
Sensitivity”*
*Sunlight Sensitivity: You have disadvantage on
attack rolls and perception checks in areas of
bright light.
Blue Beast
Levels of addiction:
Level 1:
Level 2:
Level 3:
Licence
PRODUCT IDENTITY
The following items are designated Product
Identity, as defined in Section 1(e) of the Open
Gaming License Version 1.0a and are subject to
the conditions set forth in Section 7 of the Open
Gaming License, and are not Open Content: