Name: Hunter.

HP: 488

Speed: 30 ft + 30 ft = 60 ft

Armor Class: 10 + 6 + 6 = 22

Hit Dice: 1D8

Class: Predator: A new predator comes to a new planet where he will hunt for his enemies and gain knowledge of all kinds of civilizations, and perhaps help some wandering explorers by accident.

A predator watches from afar as he sees grunts for a captain go inside a tent and look through a chest of ancient dragon scrolls. In all but 2 minutes he is in front of the tent. Entering and slaying them all, he takes the treasure for himself. When the captain arrives he has no idea what to make of it.

Subclass #1: Champion: The Champion is a proud warrior who prefers a slaughter over a stealthy, quick kill.

Subclass #2: Stalker: The Stalker is a hunter whose lethality can only be attributed to its raw skill and knowledge.

Level: 50

EXP: ?

Race: Yautja.

Background: Hunter.

Alignment: Chaotic Good.

Bonus Proficiency: +14

Age: Unknown.

-Stats-

Strength: 2 + 15 + 2 + 2 + 3 + 1 = 22

-Modifier: +6

-Saving Throw: +6

Intelligence: 14 + 3 + 1 + 2 = 20

-Modifier: +5

-Saving Throw: +5

Charisma: 8

-Modifier: -1

-Saving Throw: -1

Dexterity: 15 + 2 + 2 + 3 + 1 + 2 = 22

-Modifier: +6

-Saving Throw: +6

Constitution: 2 + 15 + 3 + 1 + 1= 22

-Modifier: +6

-Saving Throw: +5

Wisdom: 8

-Modifier: -1

-Saving Throw: -1

Skills-

Athletics(Strength): +6

Acrobatics(Dexterity): +6

Sleight of Hand(Dexterity): +6

Stealth(Dexterity): +6

Arcana(Intelligence): +5

History(Intelligence): +5

Investigation(Intelligence): +5

Nature(Intelligence): +5

Religion(Intelligence): +5

Animal Handling(Wisdom): -1

Insight(Wisdom): -1

Medicine(Wisdom): -1

Perception(Wisdom): -1

Survival(Wisdom): -1

Deception(Charisma): -1

Intimidation(Charisma): -1

Performance(Charisma): -1

Persuasion(Charisma): -1

-Features-

*Race*

-Yautja-

—Ability Score Increase: Your Strength and Constitution score each increase by 2.

—Age: Yautja mature at 200 years old and, while the upper limit for age is not known, some have been known to live for hundreds or even thousands of years, though they are considered old at around 900.

—Alignment: The innate obsession with the hunt causes any lawful alignment to be difficult to maintain leading most yautja to be chaotic neutral.

—Size: Yautja stand anywhere from 6'6" to over 7 feet tall, with some exceptional individuals passing 8 feet, and can weigh anywhere from 400 to 500 pounds.

—Your size is Medium.

—Speed: Your base walking speed is 30 feet.

—Unarmed Strikes: Through training and a powerful build you are never unarmed. If you hit with your fists, you deal bludgeoning damage equal to 1d4 + your Strength modifier.

—Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

—Relentless Endurance: When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

—Hunter: You are proficient in the Stealth skill and have advantage on Wisdom (Survival) checks to track creatures.

—Yautja Weapon Training: You are proficient in the spear, dagger, shortsword, longsword, and improvised weapons.

—Yautja Weapon and Yautja Trophy Crafting. You, as a yautja, have had to keep your heritage, and yourself, alive. You can craft these weapons:

Ceremonial dagger. This is a weapon used by warriors as a last-resort weapon or a weapon to take trophies from fallen enemies. It takes 1 hour to make this weapon, and 65gp. It does 1d6 damage, but as a bonus action you may take a portion of there skeleton and later turn it into a trophy. (if the creature is still alive in this process they have to make a DC13 dexterity saving throw or take 1d6 piercing damage, on a successful save, the creature takes half the damage but knocks you 10ft away) Depending on what creature you took this trophy from, you have advantage on intimidation or persuasion checks on that type of creature.

• Yautja Glaive. This axe takes 2 hours to fashion out of the bones of your enemy's is surprisingly sturdy. It requires 13 strength and dexterity to wield properly (if not then make attack roles with disadvantage), has the finesse property and does 2d4 (one handed and 2d6 (two handed) slashing damage.

• Yautja Pickaxe. This is a piece of mining equipment fashioned using 1 hour and the bones of fallen prey, as a bonus action you can either mine raw materials, or chisel through a wall at advantage.

—Languages: You can speak, read and write Common, and one other language of your choice.

*Class*

-Predator-

—Favored Enemy: Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.

Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.

You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

The type creature you have chosen has disadvantage on all attack rolls against you making them more vulnerable in the face of such terror.

When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.

You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.

—Predator Tech: Your Tech has many different uses like seeing in different visions and even cloaking yourself from your prey. At first level you gain these traits. The Tech you have has cool features but most are deactivated due to the training wheels protocol. More features become unlocked as you progress in this class. These go in your equipment

—-BioMask: Your helmet lets you see with special filters. You can switch between them as a bonus action and will have disadvantage on other ways to see. At 1st level, you can see blood trails or Darkvision up to 60ft instead of regular vision. At 10th level you gain heat vision (allows you to see heat witch color), and X-ray Vision (allows you to see through thick walls, up to 60ft) At 17th level you gain Truesight up to 60ft. If you lose your Biomask before level 17, 1 week later you will start receiving 1 level of exhaustion per day after that, because of the oxygen poisoning. The atmosphere of your planet is primarily Nitrogen based.

—-Plasma Caster: The helmet comes with a unique weapon called a plasma caster that can be mounted on the shoulder, it deals thunder damage equal to the amount shown on the table. At first level the range is 40/90ft. This increases to 120/250ft at level 10 and you get your permanent max range of 300ft at level 17.

At first level you can use the Plasma Caster 4 times before needing to take a short or long rest. At 10th level you can use it 12 times before needing to rest.

Then at 17th level you can use it 15 times before needing to rest. To use the Plasma Caster you must use a bonus action and this counts as a ranged attack.

—-Wrist Blade: At first level you have one wrist blade that deals 1d8 slashing damage. You need an action to attack with one (or both when you get them) and a bonus action to take them out. Climbing while your wrist blade is out gives you advantage. You gain your second at 10th level. You are proficient in this weapon.

You can use your strength modifier or dexterity. This weapon doesn't take any hands to attack (you can hold things while attacking). At 17th you don't need anymore a bonus action to take them out (you use a reaction) and you might attack with them as a bonus action instead of action.

—-Cloak: The Tech that you have allows you to become invisible to the naked 1st level you gain proficiency in stealth. As a bonus action, you can become invisible until you attack. The duration is up to a total of 1 hour before needing to have a short or long rest to refresh it. Your first melee attack while invisible has advantage and the creature has to make a DC 13 Wisdom(Perception) check with disadvantage to try to spot you, you do not break invisibility until the end of your turn. The Wisdom(Perception) DC needed increases to 15 at 10th level and to 17 at 17th level.

—-Gauntlet: This lets you chart previous areas you have gone to or seen on a 3D map. You can use it to record the places you have seen. At 10th level you can scan for creatures within a 500 ft radius taking 1 minute to do so. Once scanned you can find them precisely on your map. At 17th level you can make the ultimate sacrifice: when you have failed two of your death saving throws you can activate your Self-Destruction Device. Creatures within a 50 ft Radius must make a DC 18 Dex saving throw or take 10d12 Radiant damage and 10d12 Bludgeoning damage or half as much on a success.

—-Smart Disc: At first level you get your Smart Disc(Finnesse) wich allows you to deal 1d10 slashing damage. You can set up your smart disc in the air once per day as a bonus action, and the disc will make a route of objectives you can see within a range of 60ft, the disc will damage each enemy until it fails an attack roll, then it will automatically come back. This damage increases by 1d10 at level 10 (2d10) and you are able to use it twice, and it increases by 1d10 at level 17 (3d10) and you are able to use it three times.

*Your helmet does only work on you, on your head, no other creature can't use it anyway. If you lose your helmet or it is destroyed, you can repair it using predator tech and materials you get with 1000 gp. You will work on it for 2d4 days. The destruction or loss of the helmet isn't thought to happen frequently, and all this terms are subject to DM's discretion.

—Fighting Style: Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

—Predator's Mark: At 2nd level you can use your bonus action. You choose a creature you can see within range and mystically mark it as your quarry. Until the 1 hour has ended, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this feature ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

—Predator Archetype: At 3rd level you can choose one archetype to further enhance your predator style. You may choose one of the archetypes called Champion or you can be a Stalker . Your choice grants features at 3rd level, and again at 7th, 11th, and 15th level.

—Ability Score Increase: When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

—Extra Attack: Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.

—Predator Leap: At 6th level, when you take a jump on your movement you can jump great distances, up to 40 ft.

—Precise Strike: Starting at 9th level you can use your bonus action to focus your attacks giving you advantage on your attack rolls but also giving you critical hit rolling a 19, in addition to the rolled 20.

—Hunter Endurance: At 13th level your time on this planet has allowed you to adapt to its environment, enabling you to heal an extra hit die when you take a short rest. Also, when you do take a short rest you can get rid of 1 level of exhaustion.

—Trap Master: At 18th level you can make different kinds of traps, provided that you have the materials. The crafting time for them is halved. Also, the Wisdom (perception) check required to see your traps have a +1 in DC. You can find all the traps you placed on your map and check if they went off.

—-Mine: Crafting Time 10min, cost 50gp. A mine is an explosive that is buried underground. When a creature enters within 5ft of it, it triggers an explosion and it deals 4d6 fire damage. A (DC of 8 + your Dexterity Modifier + your Proficiency bonus) Perception check is needed to see the trap, and a person with thieves tools can disarm it with a successful DC 20 check.

—-Barb Wire Snare: Crafting Time 15min, cost 20gp. A Hanged Barbed Wire is favored by most predators because you can hang someone and still deal damage to them. The Hanged Barb Wire is a spiked wire that has been formed into a noose. A creature can make a Wisdom (perception) DC 18 or be suspended in mid-air by their foot. While hanging they take 2d8 piercing damage each turn.

—-Laser Mine: Crafting Time 25min, cost 46gp. This mine emits lasers, causing anything that enters within a 10 foot sphere centerd on it it take 2d8 radiant damage. If something enters within 5ft of the trap, 7d12 radiant damage is taken instead. This laser can be turned on or off at any time with your gauntlet as a bonus action or reaction.

—Primal Predator: At 20th level you unlock the absolute strength of a Predator. As an action you can make a threatening battle cry, and have Advantage on your Strength and Dexterity rolls for 10 minutes. You also have a +4 to attack rolls and damage rolls. Once you use this feature you can't use it again until you finish a long rest.

*Subclass*

-Champion-

—Unarmored Defense: While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

—Primal Behavior: At 3rd level you act more animal-like, with great brutality and violence, giving you advantage on creatures who haven't taken a turn in combat yet and an extra 1d6 damage to that creature, of the same damage type.

—Champion Strength: Your blood has become stronger at 7th level. You can hold normal weighted weapons with one hand and oversized weapons with both hands, and you also have advantage on Strength checks and saving throws. Additionally, your Strength score increases by 2, and your maximum for that score is 24.

—Brutal Swings: At 11th level you know how to knock a creature on their feet. When you take the attack action you can attempt to push them onto the ground. If successful, you can make one more attack against them. If this attack hits, it counts as a critical hit. Once you use this feature you can't use it again until you complete a short or long rest.

—Primal Champion: At 14th level you have reached your maximum power. You can choose two of the abilities listed below. At 17th level you might choose another one, and you can replace the ones you used with any other two if you wish to do so.

—-Primal Slash: When you take the attack action you can target a specific body part on a creature. The creature must succeed a DC 14 + your Strength modifier saving throw, on a success they take an extra 2d6 slashing damage on a fail they have that limb cut off. If all limbs are cut then they take 3d8 slashing damage instead. If you are using this attack on another player the player has to do a strength saving throw of 10 + half your Strength modifier. if you cut off a leg the target's speed is reduced to 10 feet

If you cut off an arm the target has disadvantage on attack rolls provided the arm is necessary to the task. Spellcasters must make a concentration check if they try to cast a spell provided the spell has somatic components.

If you cut off both legs the target falls on the ground and can't move. (they may attack) Because they can't move they no longer add their dexterity to their

AC.

If you cut off both arms the target is unable to use its arms to attack, cast spells etc.

—-Aggressive Defense: When you are not wearing armor your Strength modifier can be replaced for your Dexterity modifier for your AC. Additionally, if a creature attacks you with a nonmagical attack within a 10 feet radius, you can use your bonus action (and your part of your movement on that turn to reach the objective) to Grapple or Shove that creature.

-Stalker-

—Echolocation: At 3rd level you have 60ft of Blindsight. You can't use this blindsight while deafened. At 17th Level This becomes 120ft of Blindsight.

—Shadow Stalker: At 7th level you know how to stay hidden and use that hiding spot to deal a lot more damage than usual. When you are in dim light or darkness you add +4 to your stealth rolls and on your first attack out of stealth deals an extra 4d6 damage

—Fast Adapter: At 11th level your Dexterity score increases by 2 and your maximum for that score is 22. Also, when you spend 1 week in a certain type of environment you gain +2 to your stealth rolls.

—Master Stalker: You have trained day in and day out for this moment: the day you slay one of your favored enemies. At 14th level choose two of these abilities that you wish to slay your favored enemies with. At 17th level you can switch 1 or both of your abilities and replace them with another one.

—-Whirlwind Attack: You can use your action to make a melee Attack against any number of creatures within 5 feet of you, with a separate Attack roll for each target.

—-Sharp Shot: You can use your action to slow your breathing and hit a specific area on a creature. On a hit, the creature must make a Constitution saving throw DC 18 or take 1d12 bleeding damage. This increases by 1d12 at the start of the creatures turn. Favored enemies have Disadvantage on the roll.

*Extra*

-Free-

—Adversity Adversary: You've trained yourself to fight under the direst of circumstances to turn your weaknesses into strengths.

• While Blinded, you gain resistance to Radiant damage.

• While Charmed, you gain resistance to Cold damage.

• While Deafened, you gain resistance to Thunder damage.

• While Frightened, you gain resistance to Fire damage.

• While Paralyzed, you gain resistance to Lightning damage.

• While Poisoned, you gain resistance to Acid damage.

• While Restrained, you gain resistance to Force damage.

• While Stunned, you gain resistance to Psychic damage.

• While Unconscious, you gain resistance to Necrotic damage.

For each level of Exhaustion you are suffering, gain proficiency with certain saving throws based on Exhaustion level.

• 1: Intelligence

• 2: Charisma

• 3: Strength

• 4: Wisdom

• 5: Dexterity

You gain the effect of your current level of exhaustion as well as all lower levels. If you are already proficient with a saving throw, add double your proficiency bonus.

—Air Blade: This technique allows you to project forward slashing gusts of wind by making a extremely fast strike with a cutting weapon. You gain the following benefits when attacking with a non heavy blades - melee weapons that cause slashing damage and lack the heavy property:

• Your attacks with non heavy blades have the reach property.

• You can hurl cutting gusts of wind, and make ranged attacks with non heavy blades. These attacks reduce the damage die for your weapons in one (a d10 becomes a d8, a d8 becomes a d6 and a d6 turns into a d4), and have a short distance of 20 feet and a long distance of 40 feet. Unprotected flames in this gust of wind path are snuffed.

• When wielding a non-heavy blade in two hands, you can make shove attempts against creatures within 10 feet. You use the result of your attack, rather than of a Strength (Athletics) check on this contest, and the target takes slashing damage equal to your ability modifier used on the attack on a failure.

—Alert: Your mind is always prepared for battle. You gain the following benefits:

• Increase your Dexterity score by 1, to a maximum of 20.

• You can add your proficiency bonus to your initiative rolls.

• You can still take reactions while you're surprised.

—Bearer of Strength: The gods smile at you, and consider you the bearer of strength. You gain unusual strength to handle your weapons. You gain the following benefits:

• You can wield a melee weapon that has the two-handed property in one hand instead. All attacks made with such a weapon in this way are made with disadvantage.

• You cannot dual wield two-handed weapons, but you can wield a two-handed weapon in your dominant hand while wielding a one-handed melee weapon with the light property in your offhand.

• You can use a shield while holding a two-handed weapon in one hand.

Due to your immense grip strength, you have advantage on Strength checks to maintain possession of your weapons against disarming effects and gain a climbing speed equal to half your walking speed.

—Berserk Soul: Surviving long battles at your limit have granted you an unbreakable will.

Your Constitution score increases by 1, up to a maximum of 20.

After receiving damage in a single battle, equal to half of your maximum Hit Points, you can gain the effects of haste as a reaction until you finish the combat. After the effect ends you receive 2 exhaustion levels and are unable to use this feature until you finish a short or long rest.

Additionally, when you drop to 0 HP you can spend a single hit dice at your first Death Save to instantly recover 1 HP and make your normal turn. You cannot use a Hit dice this way again until you finish a short or long rest.

-Lue-

—Quantum Being: Through some bizarre accident or innate oddity, you exist partially on a quantum plane. When you are alone or unseen your state of existence is uncertain.

When there are no creatures in contact with or looking at you, you are treated as both alive and dead. Any divination magic targeting you with a level lower than your proficiency bonus automatically fails. A spell that would normally give your status gives (1d6): 1-3 - Dead, 4-6 - Alive. However this state also has benefits - if someone is not looking at you when they cast an Area of Effect spell, you have advantage on the saving throw. Also, when someone would normally see you at the edge of their field of vision, the DM may rule you are instead considered invisible.

—Chemist Dream: Increase your Intelligence, Wisdom or Charisma score by 1, to a maximum of 20.

• When creating a potion, you may choose to make the potion administrable via contact, drunk, ingested or breathed.

If the potion was not created by the user of this feat, the user can spend 5sp / 15sp /45sp / 135sp / 405sp depending on the rarity of the potion to buy materials and add this effect. Unwilling creatures may make a DC 13 dex saving throw to avoid the potion effect. It may be thrown at any creature you can see within 30 ft. of you, applying the potions effects to the target creature if the potion can be administrable via contact or breathing.

If the potion is administrable via breathing: the potion effect can be transferred to an object that can absorb the content(for example a cloth to make a chloroform effect with a sleeping potion), the object can contain the effect for only a minute. If the potion is directly consumed from the flask or object containing the effect it does the complete effect. If the flask content is released into the air it creates a 5 foot cloud area around the place and does half the effect in every affected area.

—Child of War: You've trained your body past its normal limits and achieved a new level of physical prowess, gaining the following benefits:

• Choose either Athletics or Acrobatics. You gain proficiency in the chosen skill. In addition, you add double your proficiency bonus (instead of your normal proficiency bonus) when making skill checks with the chosen skill.

• You can use your action to prepare your body for its physical limits. The next Strength, Dexterity or Constitution check or saving throw you make within the following 1 minute is made with advantage. You regain the ability to do so after finishing a long rest.

—Close Quarters Shooter: You are highly skilled in making ranged attacks at close quarters, and using ranged weaponry to control the area around you. You gain the following benefits:

• You gain a +2 bonus to attack rolls you make with ranged weapons against creatures within 15 feet of you.

• When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll.

• You may make opportunity attacks with ranged weapons as if your ranged weapons were melee weapons.

—Energy Warrior: You can absorb and control elemental energy. You gain the following benefits:

• You can cast elemental weapons on yourself. Once you do this, you can't do it again until you finish a long rest.

- You learn the spell absorb elements and chromatic orb. Once you cast one of these spells, you can't do it again until you finish a long rest.

• Choose Intelligence, Wisdom or Charisma as your spellcasting ability when you choose this feat.

—Enhanced Vigor: You have trained your body to endure the extremes of adventuring and harsh environments, conferring the following benefits:

Your Constitution increases by 1 to a maximum of 20

You can now reroll one Constitution saving throw. You must do this before the DM tells you if the roll was a success, and must take the second roll. You regain the ability to do this at the end of your next long rest.

You now only require half the food and water that a creature of your size would generally require.

—Far Critical: You have mastered hitting your opponents in their weakest point from afar. You score a critical hit with ranged weapons on a roll of 19 or 20. Additionally, when you score a critical hit with a ranged weapon, you may roll one additional damage die.

—Grappled Ascension: You make your grappled opponents regret letting you grab them, By taking them for an Aerial trip of regrets and pain, Threw the strength of your legs and the grip of your fists You gain the following Abilities:

• When you have an enemy Grappled you can choose to launch yourself and them into the air while still Grappled (Up to 4x your maximum vertical jump height). This ability costs no actions to use, Allowing you to attack, throw, or continue to grapple an opponent mid air, But an opponent must fail on a 2nd grapple check against the grappler with disadvantage, Success negates the effects of this ability, but does not release the original grapple. You gain a number of charges per day equal to your proficiency bonus, before needing a long rest before regaining the charges of this ability.

• You gain immunity to fall damage.

—Hammer Fist: Your fists are like sledgehammers, and they can be used to deliver crushing blows. You gain the following benefits:

• Increase your Strength score by 1.

• Your unarmed strikes deal 2d4 + Strength modifier damage on a hit.

• If you have the martial arts feature, you add 1d4 to the damage done by your unarmed strikes.

-Boon-

—Boon of Adamantine Bones: Your bones are magically coated with Adamantine, one of the hardest substances in existence.

• Your limbs can no longer be severed or otherwise separated from your body, and your bones can no longer be broken.

• Any critical hit against you becomes a normal hit.

• When you add your Strength bonus to the damage of an attack, the damage increases by an additional 2.

• Your weight increases by 10% of your current weight, and if you have a Strength of 16 or less you have disadvantage on all Dexterity saving throws, checks, and attack rolls. If you have a Strength of 10 or less, you have disadvantage on all Dexterity saving throws, checks, and attack rolls and -10 to all movement speeds.

—Boon of Agility: Your Dexterity increases by 2, to a maximum of 30.

• Your walking speed is Doubled.

You have advantage on Dexterity saving throws.

• You can use your bonus action to Dash.

—Boon of Atlas: You have become so strong that you can carry mythical loads of weight. You gain the following benefits:

• The amount of weight that you can push, lift, drag, or carry is multiplied by 10.

• You gain a + 10 bonus to Strength and Constitution checks to perform long, sustained feats of strength, such as pushing a massive weight up a steep slope, or bearing a large, unwieldy load over your shoulders for hours at a time.

—Boon of Auto-Biocontrol: You gain fine mastery over your own body granting you the following effects:

You have advantage on death saving throws.

You have resistance to poison damage.

You have advantage on saving throws to resist or remove poison or disease.

During a short or long rest, you can do any of the following:

• Reduce your level of exhaustion by 1. If you do this during a long rest, you remove 2 levels of exhaustion.

• End any of the following conditions: blinded, deafened, paralyzed or poisoned. You may only end one condition each time.

• End any reductions to your ability scores.

• Identify one poison or diseases affecting you.

• Alter your body in a minor way. Lose or gain weight, become taller or shorter, become uglier or more beautiful/handsome, grow an extra finger, etc.

• Cure one poison or disease that you know the identity of.

When you complete a long rest, you gain 2d10 + your Constitution modifier in temporary hit points. These temporary hit points remain until depleted.

—Boon of Elemental Void: Your natural energy disrupts the flow of the elements, as such you gain the following benefits.

• You gain resistance to Cold, Fire, Force, Lightning, Necrotic, Psychic, Radiant and Thunder damage.

• Any form of Cold, Fire, Force, Lightning, Necrotic, Psychic, Radiant or Thunder damage you inflict by any means is reduced by half.

—Boon of Fortified Mind: You mind is a steel trap.

• You gain resistance to psychic damage. If you are already resistant to psychic damage you become immune.

• You become immune to the charmed and frightened conditions.

• You add double your Wisdom modifier to Wisdom saving throws.

—Boon of Intellect: Your sheer Intellect is legendary. You gain the following benefits:

• Increase your Intelligence score by 2, to a maximum of 30.

• You have advantage on Intelligence Saving throws.

• Choose one Intelligence based skill. You are now proficient in this skill. If you already have advantage on Intelligence saving throws, choose two Intelligence based skills. If you are already proficient in the Intelligence based skill of your choice, use twice your proficiency bonus for this skill.

—Boon of Legendary Actions: You gain 1 Legendary Action. A Legendary Action can be used at the end of another creature's turn. Spent Legendary Actions are regained at the start of each turn. You can forgo using them, and you can't use them while Incapacitated or otherwise unable to take actions. If surprised, you can't use them until after your first turn in the combat.

• Attack: You make one Attack.

—Boon of Legendary Resistance: If you fail a saving throw, you can choose to succeed instead. You can use this ability up to three times, and regain all of your uses whenever you finish a long rest.

-Languages-

*Common.

*Deep Speech.

*Giant.

-Proficiency-

Armor: All armors

Weapons: Simple weapons, martial weapons, Wrist Blades,

Tools: Tinkerer's tools, Herbalism Kit.

Saving Throws: Strength and Dexterity

Skills: Intimidation, Survival, Stealth, Arcana, Athletics, Investigation, Acrobatics, Nature.

-Resistance-

*Poison Damage.

*Fire Damage.

*Psychic Damage.

-Immunities-

*Fall Damage.

*Critical Hit Damage.

*Charmed Condition.

*Frightened Condition.