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# Misting Races Pewterarm - Enhances Strength, Speed, Durability, and Self-recovery. Tinsense - Enhances the 5 senses. Steelpush - Push metal. Ironpull - Pull metal. Zincpull - Enflame emotion. Brasspush - Suppress emotion. Copper - Suppress presence. Mental Stability. Bronze - Detect presence. Alertness. ## Pewterarm Human STR or DEX +1 CON +1 Proficiency in Athletics or Acrobatics. While you are conscious and not wearing armor nor wielding a shield, your AC equals 10 + your Strength modifier + your Dexterity modifier. You can as a bonus action, or as a reaction to taking damage, gain resistance to all damage types except psychic including the triggering damage, and your size category increases by 1 for the purposes of lifting, pushing, and pulling. This lasts until the end of your next turn. Once you use this ability, you cannot do so again until the end of your next short or long rest. ## Tineye Human Wisdom +1 Intelligence +1 Proficiency in Perception. As a Bonus Action on your turn, you can gain darkvision out to 60 ft., advantage on all Perception checks, and advantage on initiative rolls. If you already have darkvision, then your range increases by an additional 30 ft. You also take 2 additional damage from all types except psychic. This lasts for as long as you maintain concentration, up to 1 minute. Once you use this ability, you cannot do so again until the end of your next short or long rest. ## Coinshot Human Strength +1 Dexterity +1 Speed 35 ft. When you take the Attack action, you can forgo any one of your attacks to instead push a metal source within 30 feet of you. If the object weighs more than you do, you are instead pushed away from it. Unless stated otherwise, you can push or be pushed up to 10 ft. If the metal is being worn or carried, the creature carrying it can attempt a Strength saving throw against a DC equal to 8 + your proficiency bonus + your STR modifier. **Coinshot:** If the metal being pushed weighs 1 lb or less, you can make a ranged weapon attack with it in a straight line directly away from you against a single creature. Your attack bonus for this attack equals 2 + your proficiency bonus, and increases by 1 at 3rd, 9th, and 17th level. It deals 1d8 + 2 piercing damage on a hit. **Mistfly:** You can as a bonus action push on metal that is not being worn or carried. You cannot make an attack using this feature. ## Lurcher Human Strength +1 Constitution +1 Has advantage on checks that would forcibly move them. When you take the Attack action, you can forgo any one of your attacks to instead pull a metal source within 30 feet of you. If the object weighs more than you do, you are instead pulled towards it. Unless stated otherwise, you can push or be pushed up to 10 ft. If the metal is being worn or carried, the creature carrying it can attempt a Strength saving throw against a DC equal to 8 + your proficiency bonus + your STR modifier. **Lurcher:** If a projectile with metal in it is shot or thrown at a creature within 30 feet of you, you can as a Reaction pull on that metal, causing the attack to be redirected towards you. You must choose to do this before the attack is rolled. The attack roll is then applied to you. If when you do this you are wielding a shield, you can have the attack be rolled with disadvantage. **Mistfly:** You can as a bonus action pull on metal that is not being worn or carried. You cannot make an attack using this feature. \pagebreak ## Zincpull Human Wisdom +1 Charisma +1 Proficiency in Insight and Deception or Persuasion As an Action, choose a creature other than yourself within 30 feet of you. For as long as you maintain concentration, creatures gain advantage on charisma checks against the target that rely on the intensity of either joy, anger, or fear. When a target suspects their emotions are being manipulated, or at the end of each of its turns in combat, it can make a Wisdom saving throw against a DC 8 + your Proficiency Bonus + your Wisdom or Charisma modifier. On a success, it becomes aware of the manipulation's source, can choose to end the ability's effect on them, and can't be the target of this ability again for the next hour or unless it allows it. ## Brasspush Human Wisdom +1 Intelligence +1 Proficiency in Insight As an Action, choose a creature other than yourself within 30 feet of you. For as long as you maintain concentration, creatures gain advantage on charisma checks against the target that rely on the suppression of either joy, anger, or fear. When a target suspects their emotions are being manipulated, or at the end of each of its turns in combat, it can make a Wisdom saving throw against a DC 8 + your Proficiency Bonus + your Wisdom or Intelligence modifier. On a success, it becomes aware of the manipulation's source, can choose to end the ability's effect on them, and can't be the target of this ability again for the next hour or unless it allows it.
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