Skip to main content

Breadcrumb

Canicore

Canicore

Challenge
str
dex
con
int
wis
cha

Ethereal Scout

Ethereal Scout

Most spiderfolk live on the move, whether it’s to gather knowledge, connect destinies, or widen their web of influence. Others are driven by an even deeper ancestral urge: to patrol where the border between the Material and Ethereal Planes is thin and uncover what mysteries can be found there.

Moving in small bands consisting of a handful of families, ethereal scouts travel along ley lines, to sites of great magic, or where the spirits of the dead are particularly restless. They study and gather information on the magical and mundane threats present and, if possible, seek to close stray portals and put the dead to rest. Such wanderings can bring them into conflict with the nastier elements of the Ethereal Plane, such as vengeful ghosts, malcubi, and even night hags, so experienced scouts are often sought out for their expertise.


Characters raised in the ethereal scout culture share a variety of traits with one another.

Discerning Mind. You have grown used to the uncertainties of the Ethereal Plane. You have advantage on saving throws against illusions and being charmed .

Marked by the Ethereal. Your pilgrimage along the planar border has given magic time to sink into your bones. You know one cantrip of your choice from the wizard spell list. Your spellcasting ability for this cantrip is Charisma, Intelligence, or Wisdom (whichever is highest).

Specialized Scouting. During your travels you’ve picked up knowledge of both mundane and supernatural threats. You gain proficiency in Arcana and Survival.

Languages. You can speak, read, write, and sign in Common, Abyssal, and Infernal.

Tools List

Tools List

This is a list of useful online tools.



Zidi Wheatling

Zidi Wheatling

Class Fighter ; Level 1; XP (0/0)

Heritage  Halfling ; Culture  Forsaken ;  Background Fey Servant; Destiny  Underdog


Size Small; Speed 30 ft.

Languages Common, Goblin, Primordial, Sylvan

Maneuver DC 13



Strength

16 (+3)* 

Dexterity

18 (-1) 

Constitution

14 (+2)*


Intelligence

10 (+0)

Wisdom 

14 (+2)

Charisma

12 (+1)
 

  * saving throw proficiency (+2)

 

DEFENCE

Hit Points 12 (Hit dice d10+2)

Fatigue 0; Strife 0

Armor Class 16 (iron hauberk)

Armor Proficiencies all armor

 

  OFFENCE

  Bastard SwordMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8+3 slashing damage, or 1d10+3 slashing damage if wielded in two hands.

  HandaxeMelee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d6+3 slashing damage.


Combat Maneuvers

Maneuver Save DC 13; Exertion 4/long rest

Adamant Mountain: heavy stance (1st), lean into it (1st)

Mirror’s Glint: leading throw (1st)


Proficiency Bonus (+2)

   

Skills

  • Arcana (fey*)
  • Athletics (throwing*)
  • Insight
  • Intimidation

Tools

  • smith's tools

Saving Throws

  • Strength
  • Constitution
* specialty (+1d4)    

Heritage Features

Fearless

You are immune to the effects of the frightened condition , whether caused by magic or by natural phenomena. You might still feel fear, but you are able to ignore it; alternatively you might be unable to even experience that emotion, and are unable to understand it in others.

Halfling Nimbleness

You can move through the space of any creature that is of a size larger than yours. 

Lucky

When you roll a 1 on the d20 for an ability check, attack roll, or saving throw, you can reroll the die and must use the new roll. 

Big Feet

You gain an expertise die on checks and saving throws made to resist being knocked prone. 

Thick Soles

You are immune to damage from sharp terrain hazards (such as caltrops, broken glass, or the spike growth  spell) and ignore difficult terrain caused by them. Additionally, other kinds of difficult terrain reduces your movement speed by 5 feet instead of halving it. 


Culture Features

Fleet of Foot

Your Speed increases by 5 feet. 

Eat Like a Bird

You grew used to eating very little. You can go a number of days equal to half your Constitution modifier without suffering any fatigue from lack of Supply.

Improvised Tools

During a long rest, when you have access to raw materials you can jury-rig an improvised tool kit. If you roll a 1 while making a check using the improvised tools or the next time you take a long rest, they break. 

Pack Rat

You can carry your whole house on your back. You count as one size larger when determining your carrying capacity. 

Roll With the Punches

After you fail an ability check, you have advantage on your next ability check. You can’t use this trait again until after you finish a short or long rest. 

Languages

You can speak, read, write, and sign Common, and two additional languages.


Class Features

TWO-WEAPON FIGHTING

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the off-hand attack.

CAMPAIGNER

You have the ability to go for the long haul, carrying heavy equipment across long distances. You double your Strength score when determining your carrying capacity and the weight you can lift, push, or drag. You may also add your proficiency bonus to the number of hours you can march before you risk fatigue from a forced march.

COMBAT MANEUVERS

At 1st level, you gain the ability to use combat maneuvers. You gain proficiency in two combat traditions of your choice. You learn three maneuvers of your choice from traditions you are proficient with.

You gain an exertion pool equal to twice your proficiency bonus, regaining any spent exertion at the end of a short or long rest. You use your maneuvers by spending points from your exertion pool. The Maneuvers Known column of the Fighter table shows when you learn more maneuvers from a tradition you are proficient with, while the Maneuver Degree column shows the highest degree you can select maneuvers from at a given level.

Additionally, whenever you learn a new maneuver, you can choose one of the maneuvers you know and replace it with another maneuver of the same degree from a tradition you are proficient with.


Other Features

Gremlin Curse. You can never gain an expertise die on attacks made using crossbows and other weapons with more than a single moving part, but creatures wielding such a weapon can never gain an expertise die when using it to make attacks against you In addition, you gain an expertise die (+1d4) on ability checks and attack rolls made to destroy objects.


Destiny 

Source of Inspiration

Defiance. You draw inspiration from striking out against oppression, defying long odds, and placing hope in the impossible. You gain inspiration whenever you score a critical hit against a creature larger than you are, roll a natural 20 on a death saving throw, openly defy a powerful being, or succeed after taking a risk with long odds.

Inspiration Feature

A Nose for Trouble. Get kicked around long enough and you start to know when trouble’s brewing. Whenever you or an ally you can see fails an Insight check, you can use your reaction to spend your inspiration and learn any information that would have been gained by a successful Insight check.

Fulfillment Feature

Expendable and Invulnerable. While being kicked around and batted from adventure to adventure, somehow you always seem to scramble out of the rubble. Whenever you would make a saving throw you may spend your inspiration to automatically succeed instead.


Equipment

Supply 10 (max 16)

Backpack, bedroll, broken pocket watch, hempen rope (50 feet), iron bastard sword, iron hauberk, handaxes (2), mess tin, mosquito netting, smith’s tools, tent, tinderbox, torches (10), traveler’s clothes, waterskin

  Wealth

   Gold 2

Akanni

Akanni

Class Adept ; Level 1 (XP 0/0)

Heritage  Human ; Culture  Dragoncult ;  Background  Acolyte ; Destiny  Devotion


Size Medium; Speed 30 ft.

Languages Abyssal, Common, Draconic

Maneuver DC 13



Strength

16 (+3)* 

Dexterity

13 (+1)* 

Constitution

14 (+2)


Intelligence

10 (+0)

Wisdom 

14 (+2)

Charisma

8 (-1)
 

  * saving throw proficiency (+2)

 

DEFENCE

Hit Points 10 (Hit dice d8+2)

Fatigue 0; Strife 0

Armor Class 14 (padded cloth)

Armor Proficiencies -

 

  OFFENCE

  Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d4+3 bludgeoning damage.

  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d6+3 piercing damage.

  Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 1d4+3 piercing damage.

  Weapon Proficiencies Simple weapons, punching daggers, shortswords, throwing daggers


Proficiency Bonus (+2)

   

Skills

  • Acrobatics (tumbling*)
  • Athletics (jumping*)
  • Insight
  • Perception
  • Persuasion
  • Religion
  • Stealth

Tools

  • flute

Saving Throws

  • Dexterity
  • Strength
* specialty (+1d4)    

Heritage Features

Fast Learner

With their shorter life spans, humans can acquire knowledge at a higher rate than more long-lived heritages (although not all acquire the wisdom to use it). You gain proficiency in one additional skill of your choice. In addition, you require half as much time as normal to train yourself in the use of a suit of armor, tool, or weapon during downtime.

Intrepid

Your survival instinct is remarkably strong. When you make an ability check, attack roll, or saving throw, you can choose to gain an expertise die on that roll. Once you use this trait, you cannot use it again until you finish a short or long rest. 

Desperate Dash

When you take the Dash action, your movement this turn does not provoke opportunity attacks. During this movement, you gain an expertise die on Athletics checks made to jump, and Dexterity saving throws. Once you use this trait, you cannot use it again until you finish a short rest . 

Marathon Runner

The first time between each long rest you would gain a level of fatigue , you do not gain that level of fatigue. You still suffer a level of fatigue from finishing a long rest without any Supply .

Sojourner’s Fortitude

You gain an expertise die on saving throws made to resist fatigue for marching longer than 8 hours. 


Culture Features

Draconic Umbra

As a bonus action, you can cause draconic power to course around you in a draconic umbra. This draconic umbra lasts for 1 minute or until you use a bonus action to end it. Once you have used this trait, you cannot use it again until after you finish a long rest. Common amongst the chromatic dragons, this umbra burns with draconic power. Once on each of your turns while this umbra is active, you can deal extra fire damage to one target when you deal damage to it with an attack or a spell. The extra damage equals half your level (minimum 1). If you are not dragonborn, you may choose the damage type dealt by your umbra from those available in the Dragon Breath trait.

Secrets of the Wyrm

Draconic cults require diverse skill sets and the utmost secrecy. Choose two skills from among Arcana, Deception, Persuasion, Religion, or Stealth. You have proficiency in the chosen skills. 

Languages

You can speak, read, write, and sign Common and Draconic..


Class Features

BRUTAL DEFENSE

You are proficient with light armor. While you are wearing light armor, you replace your Dexterity modifier with your Strength modifier for AC. If you know the Adept Speed practiced technique or any other that has it as a requirement, you can use them while wearing light armor.

Martial Arts

Your trail to perfection gives you mastery of combat styles that use unarmed strikes and adept weapons, which are quarterstaffs, punching daggers, shortswords, and any simple melee weapons that don’t have the two-handed or heavy property. 

You gain the following benefits while you are unarmed or wielding only adept weapons and you aren’t wielding a shield:

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and adept weapons.
  • You can roll a d4 in place of the normal damage of your unarmed strike or adept weapon. This die changes as you gain adept levels, as shown in the Martial Arts column of the Adept table.
  • When you use the Attack action with an unarmed strike or an adept weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.

Other Features

OrdinationYou are expected to perform the religious ceremonies of your faith, including weddings and funerals. In exchange, members of your faith will provide you and your companions food, lodging, and a moderate lifestyle. 


Destiny 

Source of Inspiration

Its Own RewardYou draw inspiration from seeing your duty through to the end. You gain inspiration whenever you complete a quest, fulfill a difficult promise, or commit an act of self-sacrifice that includes grievous injury to yourself.

Inspiration Feature

Selfless Aid. Your aid is a lifeline and a steadying source of resolve. Whenever you take the Help action to aid an ally attacking a creature, you may spend your inspiration. If you do, in addition to the normal benefits of the Help action, that creature has disadvantage on attack rolls against creatures other than you until the start of your next turn. 

Fulfillment Feature

Miraculous Revival. Universal forces are often inclined to restore those who die heroically for noble causes, blessing their sacrifice by making them better than they were before. As long as you have not died of old age, 24 hours after you die (or in 24 hours, if your death triggered gaining this feature) you miraculously revive intact with full hit points. You appear after “narrowly surviving” the circumstances that killed you—climbing out of the chasm you fell down, crawling from the rubble of the structure that collapsed over you, waking up from impossibly lethal wounds that prove superficial, or magically transporting from the plane of existence you were caught in. In addition, the first time you are revived in this way, you gain a +1 bonus on all future attack rolls, ability checks, and saving throws.


Equipment

Supply 10 (max 16)

Backpack, bedroll, clothes (common), darts (10), hempen rope (50 feet), holy symbol, mess tin, robe, padded cloth, prayer book, prayer beads, shortsword, tinderbox, torches (10), waterskin

  Wealth

   Gold 0

Pagination