
Should only be Chosen by Vinetortegen Family Members (Green): Your family lives in most humid areas and high dense air environments, your family mostly resembles a dragon, you are experienced into analizing different herbs and fruits. Your family is mostly Healers and Clerics. Your Family concentrates on being Reliant, Caring, Safe and Precision.
Family Motto: "We Heal the ones in need, We cure our wounds, And we Save our Kind, any damage can be fixed, and so it shall be, till the end of times"
You Gain The Following:
- Vinetortegen Mace
- Herbalism Kit
You can choose the following Feats at Lvl3:
- Skilled
- Skulker
- Savage Attacker
- Skill Proficiencies: Proficiency - Nature, Sleight of Hand
Proficiency - Medicine, Animal Handling
- Tool Proficiencies:
Herbalism Kit
This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and any potion of healing.
- Languages: You can speak, read, and write Common, Elvish and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.
- Equipment:
This Mace was used by Caelynn Vinetortegen in the "War of Breaths", she was a strong warrior, even though her Healing abilities were the strongest. This Mace is Made from her own Severed Hand, until she grew another one fairly easily.
This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened for 1 Minute, deals 1d4 [damage]poison[/damage] Damage. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. Can only use Dash action or try to escape from its effect.It also can't take reactions. The creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect and healing 1d4 on itself on a success.
The mace regains 1d3 expended charges daily at dawn.
Depending on what family you were born into, you gain additional abilites/traits.
Suggested Characteristics
Your Ideals, Morals, Bonds and Flaws vary from family to family.

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