Unending Breath. Zipper can hold their breath indefinitely while not incapacitated.
Mingle with the Wind. Zipper can cast the levitate spell once with this trait, requiring no material components, and regains the ability to cast it this way when finishing a long rest. Constitution is her spellcasting ability for this spell.
Essence Runes. Zipper has 1 Essence Rune. Runes can manifest anywhere on her body, though the first usually manifests on the forehead. They remain invisible when inert.
At the end of a turn where she has spent any number of sorcery points for any of her class features, an equal number of essence runes glow with stored energy, becoming charged runes. If Zipper expend a charged rune to use one of her Runechild features, it returns to being an inert essence rune.
As a bonus action, Zipper may spend any number of sorcery points to convert an equal number of essence runes into charged runes. If she has no sorcery points and no charged runes, Zipper can convert a single essence rune into a charged rune as an action.
If Zipper has 5 or more charged runes, she emits bright light in a 5 foot radius and dim light for an additional 5 feet. Any charged runes revert to inert essence runes after she completes a long rest.
Glyphs of Aegis. Zipper can release the stored arcane power within her runes to absorb or deflect threatening attacks against her. Whenever Zipper takes damage from an attack, hazard, or spell, she can use a reaction to expend any number of charged runes, rolling 1d6 per charged rune. She subtracts the total rolled from the damage inflicted by the attack, hazard, or spell.
Spellcasting. Zipper is a 1st-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). Zipper has following sorcerer spells prepared:
Cantrips (at will): Acid Splash, Create Bonfire, Dancing Lights, Thunderclap
1st level (2 slots): Expeditious Retreat, Shield
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80 ft./320 ft., one target. Hit: 5 (1d8 + 2) piercing damage.







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