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### Nebir **Ability Scores**. Choose any +2; choose any other +1; choose any other +1
**Size**. Medium
**Speed**. 30 ft
**Age**. Nebir mature at the same rate as humans and live up to 150 years
**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.
**Nebir's Grace**: You have proficiency in the Persuasion and Acrobatics Skills
**Brave Spirit**: You have advantage on saving throws against being frightened.
**Heroic Strike**: If you move 10 feet towards a creature and then hit it with a weapon attack on the same turn, that target must succeed on a Strength saving throw or be knocked prone. If the target is knocked prone you can make one additional weapon attack against it as a bonus action. This attack deals an additional amount of damage equal to your proficiency bonus. (The DC is equal to 8 + your proficiency bonus + your Strength or Dexterity modifier) You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.
**Elegant Escape**: As a bonus action you can move a number of feet equal to half your movement speed, without provoking opportunity attacks. You can use this trait as long as your speed is not 0. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
**Languages**: You can speak, read and write Aemyrian and Gardian. #### The Feline Spirit The Nebir are feline people that take after many cats of the realm; from lions to tigers, to the simple house cat. They are courageous, brave, heroic, and proud. They usually come from long lineages and are from big families across the realm. They have a passion for deeds oh heroism and a tendency for getting themselves into troubles far larger than they were expecting.
One of the most renowned Nebir families within the realm are the Nebir of House Karos from the upper mountain city of Gardos. They are known to send expeditions to explore the mountains that are near their home in search of the great Lindwyrms that claims those peaks to be their homes. Young members of House Karos would often attempt to take one of these down as a trial to earn the respect of their family. To this effect, when a member of the family defeats such a lengendary creature they are given privileges unlike the other individuals within the house.
Many individuals around the realm look to such heroic individuals to request their help, and a member of House Karos can often be found accepting request from the various factions across the realm of the Ame'ril. \pagebreak ### Nebir Racial Feats #### Nine-Lives Nebir *Prerequisite: Nebir*
You have an inclination to get into dangerous situation, and yet you still come out on top. You gain the following benefits: - Increase your Strength, Dexterity, or Constitution score by 1, up to your maximum in that score. - when you would take damage as a result of falling, you may use your reaction to half the amount of damage you would take. Additionally, you do not take damage as a result of falling if you fall from 10 feet. You can use this feature a number of times equal to your proficiency bonus, and regain all uses after you finish a long rest. - 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. #### Predatory Instincts *Prerequisite: Nebir*
You've given into your more primal instincts. You gain the following benefits: - Increase your Strength, Dexterity, or Constitution score by 1, up to your maximum in that score. - You gain claws you can use as weapons. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike. - Immdediately after you use your Elegant Escape trait, you can use your reaction to make one weapon attack. You can make this attack before, or after your movement. Once you use this ability, you can't do so again until you finish a short or long rest.
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