Base Class: Ranger
The Scions of the Canopy are a group from Natlan that are not afraid to take on dangerous tasks. They are typically highly agile, and keep yumkasaurus' as companions. The most skilled of the Scions are even capable of mimicking the abilities of their yumkasaurus companions.
Grappling
You have a special rope of 50 foot length provided to all Scions of the Canopy. This rope is unable to be stolen, sold, discarded or otherwise removed from your person, and will also take up no space when not in use. You can use this rope to grapple to surfaces within 50 feet, provided there is something solid for your rope to touch there. If you grapple to a place without anywhere to stand, you can jump to a nearby place you can stand that is within an amount of feet equal to your acrobatics bonus. You can grapple to even completely flat surfaces, like walls and ceilings. During combat, grappling replaces your movement speed if you choose to use it.
You can also use your rope to grab objects within 50 feet, and either throw or collect them. Objects cannot be grabbed if their smallest diameter area exceeds 1 foot, cannot be thrown if it exceeds 10 pounds, and cannot be moved if it exceeds 25 pounds. In combat, grabbing and throwing/collecting an item takes a bonus action.
Saurian Companion
You gain your choice of saurian companion. In battle, you can use your bonus action to give a command to your saurian companion, telling it to use an action and/or movement speed; you can also use a free action to tell it to enter/exit the fight. Your saurian companion will remain in/out of fight until ordered, and will use random actions after your turn unless you give it an order. Saurian companions have 40 feet of movement speed, and have health equal to your level. If your saurian companion dies, its spirit will remain at the location it died, and can be collected by you and only interacted with by you. As long as you have your saurian's spirit, you can resurrect it on a long rest. Damage dealt by your saurian companion is considered magical.
Iktomisaurus
Iktomisaurus are large bat-like creatures with some unique abilities. They can cast the spells feather fall and jump on themselves (cannot give effects to others). They also have 100 feet of truesight. They deal Cryo-aligned damage, and have the following actions:
Frosty Wind: Sends a small, frigid whirlwind at a target within range. On hit, deals 2d6 Cold damage.
Chilling Blast: creates a 5-foot radius area of frigid wind, dealing 1d8 Cold damage to all creatures hit within it.
Koholasaurus
The koholasaurus is the standard saurian companion of the People of the Springs. They are aquatic, scaled creatures with a blue colouration. A koholasaurus can use its standard movement speed as swimming speed. All damage dealt by a koholasaurus is Hydro-aligned (in applicable campaigns). They can use the following actions:
Tail Whirl: Deals 1d6 bludgeoning damage to all creatures within 5 feet on hit. Only used on land.
Aqua Shot: Shoots a bolt of water at a target in range, dealing 1d12 force damage on hit. 120 foot range.
Dash Strike: Dashes 5 feet forward, dealing 1d10 bludgeoning damage to creatures hit along the path.
Torrential Dash: Swims towards a target in range, whipping up viscous torrents along the way. The target and all creatures along the path to the target take 1d6 force damage on hit. 10 foot range. Uses 10 feet of swimming speed. Can only be used in water.
Other
Alternate companion of your making (still has the same stats unless DM says otherwise)
Qucusaurus
Qucusaurus' are large red birds. They have flying speed equal to their movement speed. All damage dealt by the ququsaurus is Pyro-aligned (in applicable campaigns). They can cast the spell fire bolt and use the following actions:
Claw: claws at a target in melee range. On hit, deals 2d6 slashing damage.
Dive-Bomb: Dives down on a target below this this creature. On hit, deals 1d12 bludgeoning damage to the target, and 1d4 Fire damage to creatures within 5 feet of the target; this creatures then lands within 5 feet of the target. This attack can only be used while flying.
Diving Strike: Dives and flies at a target within range. On hit, the target and all creatures in the path to the target take 1d10 bludgeoning damage. This attack can only be used while flying. This attack uses 10 feet of flying speed. 10 foot range.
Tepitlosaurus
The Tepitlosaurus is the standard saurian companion of the Children of Echoes. They are small but bulky creatures with a brown and orange colouration. All damage dealt by a tepitlosaurus is Geo-aligned (in applicable campaigns). Additionally, a tepitlosaurus has burrowing speed equal to its standard movement speed. They can use the following actions:
Belly Bash: Hits a target in melee range with its belly, dealing 1d4 bludgeoning damage.
Burrowing Strike: Jumps out of the ground at a target above it, dealing 1d4 bludgeoning damage. Can only be used while burrowing.
Spinning Strike: Uses the momentum of a previous attack to jump into the air, then spin down onto a target in melee range, dealing 1d12 bludgeoning damage on hit. This uses a reaction, and can only be used if one of the actions above were taken this turn.
Surfacing Strike: Briefly reveals itself to deliver a quick attack on a target in melee range, dealing 1d4 bludgeoning damage on hit. This uses a reaction. Can only be used while burrowing.
Quake: Causes a small quake in the area above you. All creatures in a 5 foot radius around the point above ground directly above you must make a STR saving throw, or take 1d8 bludgeoning damage. On a successful save, they still take half damage. This can only be used while burrowing.
Yumkasaurus
The yumkasaurus are the standard saurian companion of the Scions of the Canopy. They resemble a small T-rex, but with fur and green. All damage dealt by a yumkasaurus is Dendro-aligned (in applicable campaigns). They can also use the movement features from your 'grappling' feature. The yumkasaurus can use the following actions:
Tail Whirl: Swings its tail around, dealing 1d8 bludgeoning damage to all creatures in melee range of it on hit.
Claw Strike: Slashes a a target in melee range with its claws, dealing 2d6 slashing damage on hit.
Grappling Somersault: Uses its grappling abilities to swing to a target in range, then attacks. On hit, the target takes 1d12 bludgeoning damage. 15 foot range. Takes a bonus action and action.
Wilderness Familiarity
As a scion of the Canopy, you have had plenty of experience in the wilderness, and have come to know it well. When in an area without any used buildings, roads, paths or pit-stops nearby, you gain advantage on nature, survival, perception and investigation rolls.
Adrenaline Agility
You are not afraid of dangerous situations, instead facing them head on. When you are about to roll a skill check or saving throw, you are able to learn the DC (you cannot choose to not roll after learning the DC). If the DC of an athletics check or any roll using your dexterity bonus is higher than your dexterity stat, you get advantage on that roll. You also get advantage on Dexterity attack rolls if the AC of the enemy you are attacking is greater than your Dexterity stat
Indwelling
You gain the ability to indwell your saurian companion. When indwelling your saurian, you maintain your max health (saurian will start with full health) and base stats, but gain the saurian's abilities and movement speed. You can still use your weapons in saurian form. If you drop to 0 HP while indwelling your saurian, you will be forced out and restored to the same HP you had before you indwelled. Your saurian's spirit will remain, as it does when it dies normally, and can be brought back following the rules from your saurian companion feature. In combat, indwelling takes a bonus action. You can exit indwelling at any time, but returning to indwell before a long rest will cause the saurian to start at the HP it had when you exited indwelling. You cannot indwell if your saurian has been reduced to just its spirit (dropped to 0 HP).
Previous Versions
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1/24/2025 6:43:05 PM
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Coming Soon
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