This is Yours
This is Yours
A good warrior is ready for anything, but even the most experienced opponents don’t expect to receive a gift.
Make a Persuasion or nonmusical Performance check opposed by the Insight check of a creature within reach. On a success, as long as the creature has a free hand and is able to understand you, it takes the object you offer to it. On a success by 5 or more, the creature does not need to be able to understand you
Splash of Humor
Splash of Humor
There’s truth to the old adage that practice makes perfect—and you have endlessly practiced splashing people.
Pratfall Pull
Pratfall Pull
Physical comedy resonates best if performed in tandem, and with the right footwork even the unsuspecting can be made into an impromptu stage partner.
Quick Spill
Quick Spill
With daring-do and practiced grace you seamlessly fling an obstacle across the floor with surprising swiftness. With some extra effort, you can distract from the violent intent.
Pie To The Face
Pie To The Face
The extremely rapid delivery of food can be not only hilariously satisfying, but also give a warrior an edge in combat.
Jovial Stance
Jovial Stance
Just the right amount of lightness to a warrior’s step can frustrate an opponent and make them easy to trick.
Don't Hit Me
Don't Hit Me
Even a well-told lie of being harmless only works if you’re really believing it when you tell it—and in the midst of a pitched fight it’s easy to muster some real feeling to briefly fool a foe.
Waterflow
Waterflow
Communities of water elementaari form wherever water can be found in abundance: near quiet lagoons on tropical islands, along coastal sand dunes where ocean waves continually crash, atop arctic ice flows, or about large, natural waterfalls. Though these disparate climes can sometimes bring about striking differences, waterflow peoples share a healthy respect for both the life-giving and life-taking power of water.
Characters raised in the waterflow culture share a variety of traits in common with one another.
Born Sailor. You have proficiency with navigator’s tools and water vehicles. If you are already proficient, you instead gain an expertise die .
Water Affinity. You have adapted to the watery challenges of your home. Choose one of the following:
Aquatic Athleticism: You gain a swim speed of 30 feet, are proficient in Athletics, gain the swimming skill specialty, and add double your proficiency bonus to the number of minutes you can hold your breath before suffocating. If you already have a swim speed, it increases by 15 feet.
Frost-Tempered: You have resistance to cold damage. In addition, you automatically succeed on saving throws caused by an environment of extreme cold and gain an expertise die to Survival checks in such environments.
Water’s Bounty. You gain an expertise die on checks to perform the Hunt and Gather journey activity if you undertake it on or near a body of water, such as a lake, river, or ocean.
Languages. You can speak, read, write, and sign Common and Aquan
Open-Air Ascetic
Open-Air Ascetic
Small groups of air elementaari are often drawn to wide open spaces such as plains, buttes, and mountaintops, relishing the freedom from worldly concerns they offer. Such settlements value mental and physical discipline paired with simple living. They also claim a special connection to creatures of the air, such as birds, griffins, hippogriffs, and, most especially, rocs. In the spirit of this kinship, most settlements of this culture practice sky burial—a tradition where the bodies of the deceased are placed on mountain crags or other open areas to be eaten by such creatures.
Characters raised in the open-air ascetic culture share a variety of traits in common with one another.
Mind Over Flesh. Your austere way of life enables you to push your body’s limits. Choose one of the following:
Trained Fortitude: Your training enables you to temporarily ignore your hunger. You can go a number of days equal to your Constitution modifier without suffering any fatigue from lack of Supply . Afterwards you require twice as much Supply for as many days as you went without.
Trance: You don’t need to sleep. Instead, you meditate deeply, remaining conscious. While meditating, you can dream after a fashion. When you take a long rest , you spend 4 hours in your trance state (instead of sleeping for 6 hours). During the trance you suffer no penalty to passive Perception. A long rest remains 8 hours for you as normal, and the remainder of the time must be filled only with light activity.
Mobility Training. You gain proficiency in Athletics. Additionally, you add 5 feet to the distance or height you can jump with a running start. Finally, on your turn you can double your speed without using the Dash action. You can’t use this feature again until you have spent at least one turn without expending movement.
Tranquil Artistry. You have cultivated skills to focus and calm your mind. You are proficient with one musical instrument and one set of artisan’s tools.
Languages. You can speak, read, write, and sign Common, Auran, and two other languages of your choice.
Earthen Artisan
Earthen Artisan
Elementaari with a connection to the earth are natural builders and craftsfolk, finding joy in the construction (and sometimes destruction and reconstruction) of individual dwellings and communal working spaces. Mud bricks, field or quarry stones, and mined metals are their preferred mediums. They gather in places where these materials are plentiful and easily accessed.
Characters raised in the earthen artisan culture share a variety of traits in common with one another.
Constructive Instruction. You are proficient in Engineering, as well as with two from jeweler’s tools, mason’s tools, or potter’s tools. You can also use a bonus action to identify the weight-bearing wall or pillars of a structure, dealing double damage against it with your next weapon attack. Alternatively, you can double the hit points a structure regains from the next action you or an ally take to repair it.
Grounded. You gain an expertise die on saving throws against the knockdown and shove basic maneuvers.
Crafter’s Weapon Training. You are proficient with light hammers and warhammers.
Languages. You can speak, read, write, and sign Common and Terran, as well as your choice of Dwarven or Undercommon.