Bhrunai: Difference between revisions

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In addition to the unique ability you selected at level 1, you gain one more ability at 5th, 10th, 15th, 20th, 25th, and 29th levels, choose one option from the list below.  
In addition to the unique ability you selected at level 1, you gain one more ability at 5th, 10th, 15th, 20th, 25th, and 29th levels, choose one option from the list below.  


{| class="wikitable"
{| class="wikitable sortable"
|+
|+
!Feature
!Feature
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|Learn two [[Arcane Spells|cantrips]] from the [[Arcane]] Source of magic. If you do not already know arcane magic, then INT is your magic attribute for these cantrips.
|Learn two [[Arcane Spells|cantrips]] from the [[Arcane]] Source of magic. If you do not already know arcane magic, then INT is your magic attribute for these cantrips.
|-
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|Bhrunai Expertise
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|''Repeatable.'' You add +6 Skill Points to one skill of your choice with the Crafting* tag.
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|Environmental Adaptation
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|Whenever you roll a d20 to resist a harmful environmental condition such as extreme heat, cold, or weather, you roll 2d20 and take the higher result.
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|Fae Step II
|Fey Step
|You may use your Fae Step feature 2/Rest. Additionally, when you activate this feature you may immediately teleport up to 15 ft to a place within your line of sight.
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|Grove-Born
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|Gain +6 Skill Points that you can spend on the following skills:
Acrobatics, Balancing, Contorting, Tumbling, Athleticism, Athletics Crafting*, Alchemy, Cobbling, Cooking, Weaving, Influence. Persuading, Luck. Scavenging, Subterfuge. Evading, Lockpicking*, Sleight of Hand • Survival. Animal Handling, Forage, Nature, Sheltering, Sneaking
You cannot put more than +4 points into a single skill using this feature
|-
|-
|Natural Camouflage
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|While you are outdoors and Concealed, gain +3 on skill checks to remain hidden. You can only use this ability when you have not moved since the beginning of your last turn.
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|Natural Camouflage II
|Natural Camouflage I
|While outdoors and not actively moving, gain your Natural Camouflage bonus
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|Natural Camouflage III
|Natural Camouflage II
|While outdoors, you gain your Natural Camouflage bonus.
|-
|Natural Camouflage IV
|Natural Camouflage III
|Repeatable. Gain an additional +3 on skill checks to remain hidden when using Natural Camouflage.
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|Naturefriend
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|(1/Rest). You can cast the Animal Bond Spell.
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|Naturefriend II
|Naturefriend
|Regain the ability to use Naturefriend when you Recoup.
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|Primal Awareness
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|By spending one minute, you sense primal power in a 1 mile radius from yourself. Learn whether or not primal magic has been used in the last 7 days, as well as if a creature with the fae tag has been present. You can use this feature once, regaining all expended uses when you Take a Rest.
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|Primal Power
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|Learn two chants from the Primal Source of Magic. If you do not already know primal magic, then AWR is your magic attribute for these chants.
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|Stone Gut
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|Gain Resist Toxic 3
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|Stone Gut II
|Stone Gut, Character Level 10
|You are immune to common poisons and diseases and increase your Resist Toxic number by 3. Furthermore, you can receive nourishment from eating any biological plant or common mineral such as clay, dirt, or stone.
|-
|Stone Gut III
|Stone Gut 2
|Increase your Resist Toxic number by 3.
|-
|Stone Sentinel
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|You are immune to magical sleep effects.
|}
|}
.
Bhrunai Expertise. Repeatable. You add +6 Skill Points to
one skill of your choice with the Crafting* tag.
Environmental Adaptation. Whenever you roll a d20 to
resist a harmful environmental condition such as extreme
heat, cold, or weather, you roll 2d20 and take the higher
result.
Fae Step II. Prerequisite: Fey Step. You may use your Fae
Step feature 2/Rest. Additionally, when you activate this
feature you may immediately teleport up to 15 ft to a place
within your line of sight.
Grove-Born. Gain +6 Skill Points that you can spend on
the following skills. You cannot put more than +4 points
into a single skill using this feature.
• Acrobatics. Balancing, Contorting, Tumbling
• Athleticism. Athletics
• Crafting*. Alchemy, Cobbling, Cooking, Weaving
• Influence. Persuading
• Luck. Scavenging
• Subterfuge. Evading, Lockpicking*, Sleight of Hand
• Survival. Animal Handling, Forage, Nature, Sheltering,
Sneaking
Natural Camouflage. While you are outdoors and
Concealed, gain +3 on skill checks to remain hidden. You
can only use this ability when you have not moved since the
beginning of your last turn.
Natural Camouflage II. Prerequisite: Natural Camouflage
I. While outdoors and not actively moving, gain your
Natural Camouflage bonus.
Natural Camouflage III. Prerequisite: Natural Camouflage
II. While outdoors, you gain your Natural Camouflage
bonus.
Natural Camouflage IV. Prerequisite: Natural Camouflage
III. Repeatable. Gain an additional +3 on skill checks to
remain hidden when using Natural Camouflage.
Naturefriend (1/Rest). You can cast the Animal Bond
Spell.
Naturefriend II. Prerequisite: Naturefriend. Regain the
ability to use Naturefriend when you Recoup.
Primal Awareness. By spending one minute, you
sense primal power in a 1 mile radius from yourself.
Learn whether or not primal magic has been used in the
last 7 days, as well as if a creature with the fae tag has
been present. You can use this feature once, regaining all
expended uses when you Take a Rest.
Primal Power. Learn two chants from the Primal Source
of Magic. If you do not already know primal magic, then
AWR is your magic attribute for these chants.
Stone Gut. Gain Resist Toxic 3.
Stone Gut II. Prerequisites: Stone Gut; Character Level
10. You are immune to common poisons and diseases, and
increase your Resist Toxic number by 3. Furthermore, you
can receive nourishment from eating any biological plant or
common mineral such as clay, dirt, or stone.
Stone Gut III. Prerequisite: Stone Gut 2. Increase your
Resist Toxic number by 3.
Stone Sentinel. You are immune to magical sleep effects.