Nightborn:
You have darkvision out to 60 feet. Your eyes shed dim light in a 5-foot radius; you can suppress or resume this glow as a bonus action, though you can never extinguish it entirely. You also don't suffer disadvantage on Wisdom (Perception) checks that rely on sight while in dim light.
Amphibious:
You can breathe air and water. Shallow water and mud are not difficult terrain for you. In addition, if you spend at least 1 minute fully immersed in water, you regain hit points equal to your proficiency bonus. Once you use this, you can't do so again until you finish a short or long rest.
Thermal Extremes:
You have resistance to fire damage, and whenever you take fire damage, your walking speed increases by 10 feet until the end of your next turn. You have vulnerability to cold damage. If you spend an hour or longer in extreme cold without protection, you gain one level of exhaustion (torpor), and you cannot remove that level of exhaustion until you have spent an hour somewhere warm.
Venomous Physiology:
Your talons and fangs are natural weapons. You can use them to make unarmed strikes dealing 1d6 slashing (talons) or 1d6 piercing (fangs) instead of the bludgeoning damage normal for an unarmed strike, and they have the finesse property.
Envenom:
When you hit a creature with a natural weapon, you can inject venom. The target takes an extra 1d4 poison damage and must succeed on a Constitution saving throw against your Salamancii save DC or be poisoned until the end of your next turn. You can do this a number of times equal to your proficiency bonus, and regain all uses on a long rest.
Toxic Blood:
When a creature within 5 feet of you hits you with a melee attack that deals piercing or slashing damage, your blood spatters it: that creature takes 1d4 poison damage. You can do this a number of times equal to your proficiency bonus, and regain all uses on a long rest.
Caustic Spray:
As an action, you bring up a caustic slurry and spray it in a 15-foot cone. Each creature in the area must make a Dexterity saving throw against your Salamancii save DC, taking 2d6 acid damage on a failure, or half as much on a success. This damage increases to 3d6 at 6th level, 4d6 at 11th, and 5d6 at 16th. Once you use this, you can't do so again until you finish a short or long rest.
Frenzied Feeding:
Immediately after you reduce a hostile creature to 0 hit points with a melee attack, you can use your reaction to tear into it. You gain temporary hit points equal to 1d6 + your proficiency bonus.
Silent Hunter:
You have proficiency in the Stealth skill.
Frail:
Your skin tears easily, your nerves run raw, and your immune system is genuinely poor.
When you take piercing or slashing damage, you take 1 additional damage.
While you have half your hit point maximum or fewer, you have disadvantage on Constitution saving throws.
You have disadvantage on saving throws against disease.
Eye-cant:
The light-signalling register Salamancii use in the dark — it conveys warnings, direction, and a great deal of social nuance, but it cannot be written and non-Salamancii effectively never learn to read it.
Interception:
When a creature you can see hits a target, other than you, within 10 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
At the 9th level this increases to 1d12 + your proficiency bonus (to a minimum of 0 damage) as you become better at protecting your fellow party members.
Shield Bash:
When you take the Attack action while wielding a shield, you can make a melee weapon attack with it. Your shield is considered a simple weapon that causes 1d4 + your strength modifier bludgeoning damage on a hit. On a critical hit, the target also needs to make a constitution saving throw (DC 10 + your proficiency bonus + your Strength modifier). On a failed save, the creature is stunned until the start of your next turn. The damage increases as you gain levels in this class, as shown on the shield bash column on the defender table.
Shield Savant:
Your shield is an extension of your body, serving as a tool for traversal, protection, and problem-solving.
You gain expertise in the Athletics skill.
In addition, you can use your shield to perform the following physical feats:
Breaking Falls: When you or a creature you are carrying or adjacent to would take falling damage, you can use your reaction to reduce that damage by an amount equal to twice your Shield Bash die + your Strength modifier, provided you can plausibly brace or interpose your shield.
Bracing and Wedging: You can use your shield to wedge doors, brace collapsing structures, or hold passages. You have advantage on Strength checks made to block, hold open, or force open doors and similar objects.
Climbing and Vaulting: You can use your shield as an anchor, step, or brace while climbing. You have advantage on Athletics checks made to climb, jump, or vault obstacles where your shield could reasonably assist.
Defensive Stance:
You can use your bonus action to assume a defensive stance. Until you move, or a minute passes, you and all your Allies within 10 feet gain 2 AC.
Assault Absorption:
Also at 1st level, you can absorb the impact of an attack and unleash it back on the attacker. Whenever a creature makes a melee weapon attack against you and misses, as long as you are in a defensive stance you may make a Shield Bash against the attacker.
Protector:
Starting at 1st level, while wielding a shield and within 10 feet of an ally, you grant that ally half cover as you place yourself between them and harms way.
Features & Traits