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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