Argent D'Nur Races: Physical Description The appearance of each Argent D'Nur Mortals is much like their previous life, they take on aspects of their celestial patrons however, metallic skin, unnatural eye colours and hair colours, their bodies suffused with Celestial energy sometimes even grant them angelic traits, but they are always recognizable as the people they were in life. Society Argent D'Nur creatures do not have their own society, they are a cast of chosen mortal warrior's turned immortal crusaders, each Argent D'Nur creature traces their histories back to entirely other planes, no two Argent D'Nur creature is the same, and few share any really cultural relations, for they are picked up from accross the multi verse, this intense diversity among the Doom Slayers, Or Night Sentinels has led to cliques forming between the younger less experienced Argent D'Nur creaturess, but as time wears on, the Celestial realms, and their duty turn such ideas into pointless hangups, hindering their work. Relations Argent D'Nur creatures share many of the qualms of their previous cultures and factions from their past, but these lingering memories are faded and muted when held up against their duty, as Heralds of the Celestial realms Argent D'Nur creatures share many of the Celestial realms relations with other outsiders, sharing an intense hatred for fiends, particularly the corrupt and chaotic Demons, race relations are almost non-existent seeing as the Argent D'Nur creatures have no society of their own, and their duty makes such concerns pointless. Alignment and Religion Once a Mortal is taken to Argent D'Nur, Their past is a framework, with which the Celestials reforge the mortal into a weapon, Fully functioning with Free will, a Mortal taken into Argent D'Nur, is influenced towards ruthlessness for Evil, and thoughts of protecting the innocent, Argent D'Nur Humans lean towards the good alignments, though there actions might seem evil to others, considering the sheer amount of violence they are capable of. Adventurers Argent D'Nur creatures are rare outside of Hell, the Abyss and the celestial realms, though some are allowed leave, if only to help sharpen their skills in less hostile environments before their true calling, Argent D'Nur creatures lean heavily on the role of martials and guardians, using their powerfully built bodies and fear tactics to bend their foes, all Argent D'Nur creatures are considered outsiders to most societies, even if they are recognised for their previous life, they are altered...forever changed in the eyes of their kin.

Argent D'Nur Dwarf Male Names: Dolgrin, Grunyar, Harsk, Kazmuk, Morgrym, Rogar.

Dolgrin, Grunyar, Harsk, Kazmuk, Morgrym, Rogar. Female Names: Agna, Bodill, Ingra, Kotri, Rusilka, Yangrit. Argent D'Nur Dwarf Traits Ability Score Increase: Your Strength and Constitution score increases by 2.

Your Strength and Constitution score increases by 2. Age: Argent D'Nur Dwarves mature at the same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 350 years, however after performing some Deed worthy of the celestial realms, they are plucked from time and fate, at this point they simply stop ageing.

Argent D'Nur Dwarves mature at the same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 350 years, however after performing some Deed worthy of the celestial realms, they are plucked from time and fate, at this point they simply stop ageing. Alignment: Most Argent D'Nur dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.

Most Argent D'Nur dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order. Size: Argent D'Nur Dwarves stand between 5 and 6 feet tall and average about 180 pounds. Your size is Medium.

Argent D'Nur Dwarves stand between 5 and 6 feet tall and average about 180 pounds. Your size is Medium. Speed: Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.

Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor. Fiend Sight: You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. Dwarven Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage.

You have advantage on saving throws against poison, and you have resistance against poison damage. Tool Proficiency: You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools.

You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools. Stonecunning: Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. Dwarven Toughness: Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. Stubborn Indomitability: you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.

you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest. Languages: You can speak, read, and write Common, Dwarvish and Celestial. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.

Argent D'Nur Elf Male Names: Caladrel, Heldalel, Lanliss, Meirdrarel, Seldlon, Talathel, Variel, Zordlon.

Caladrel, Heldalel, Lanliss, Meirdrarel, Seldlon, Talathel, Variel, Zordlon. Female Names: Amrunelara, Dardlara, Faunra, Jathal, Merisiel, Oparal, Soumral, Tessara, Yalandlara. Argent D'Nur Elf Traits

Amrunelara, Dardlara, Faunra, Jathal, Merisiel, Oparal, Soumral, Tessara, Yalandlara. Ability Score Increase: Your Dexterity and Strength score increases by 2.

Your Dexterity and Strength score increases by 2. Age: Although Argent D'Nur elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An Argent D'Nur elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old, however after performing some Deed worthy of the celestial realms, they are plucked from time and fate, at this point they simply stop ageing.

Although Argent D'Nur elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An Argent D'Nur elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old, however after performing some Deed worthy of the celestial realms, they are plucked from time and fate, at this point they simply stop ageing. Alignment: Argent D'Nur Elves love freedom, variety, and self- expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others’ freedom as well as their own, and they are more often good than not. The drow are an exception; their exile has made them vicious and dangerous. Drow are more often evil than not. however with the changes befalling them, their alignments skew in the direction of Good, and Lawful, the celestial realms usually refusing to release those changed who do not exhibit an obvious change of persona..

Argent D'Nur Elves love freedom, variety, and self- expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others’ freedom as well as their own, and they are more often good than not. The drow are an exception; their exile has made them vicious and dangerous. Drow are more often evil than not. however with the changes befalling them, their alignments skew in the direction of Good, and Lawful, the celestial realms usually refusing to release those changed who do not exhibit an obvious change of persona.. Size: Argent D'Nur Elves range from under 5 to over 6 feet tall and have Broader builds. Your size is Medium.

Argent D'Nur Elves range from under 5 to over 6 feet tall and have Broader builds. Your size is Medium. Speed: Your base walking speed is 35 feet.

Your base walking speed is 35 feet. Fiend Sight: You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. Keen Senses: You have proficiency in the Perception skill.

You have proficiency in the Perception skill. Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

You have advantage on saving throws against being charmed, and magic can’t put you to sleep. Grace and Power: When you take the Dodge action, you may make one melee weapon attack against a creature within reach, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

When you take the Dodge action, you may make one melee weapon attack against a creature within reach, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not. Divine Awareness: The Argent D'Nur Elf knows if it hears a lie.

The Argent D'Nur Elf knows if it hears a lie. Trance: Argent D'Nur Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Argent D'Nur Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. Languages: You can speak, read, and write Common, Elvish and Celestial. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. Argent D'Nur Halfling Male Names: Antal, Boram, Hyrgan, Jamir, Lem, Miro, Sumak, Tribin, Uldar, Vraxim.

Antal, Boram, Hyrgan, Jamir, Lem, Miro, Sumak, Tribin, Uldar, Vraxim. Female Names: Anafa, Bellis, Etune, Filiu, Irlana, Marra, Pressi, Rilka, Sistra, Wyssal, Yamyra. Argent D'Nur Halfling Traits Ability Score Increase: Your Dexterity and Constitution score increases by 2.

Your Dexterity and Constitution score increases by 2. Age: A Argent D'Nur halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century, however after performing some Deed worthy of the celestial realms, they are plucked from time and fate, at this point they simply stop ageing.

A Argent D'Nur halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century, however after performing some Deed worthy of the celestial realms, they are plucked from time and fate, at this point they simply stop ageing. Alignment: Most Argent D'Nur halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways,

Most Argent D'Nur halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways, Size: Argent D'Nur Halflings average about 4 feet tall and weigh about 60 pounds. Your size is Small.

Argent D'Nur Halflings average about 4 feet tall and weigh about 60 pounds. Your size is Small. Speed: Your base walking speed is 25 feet.

Your base walking speed is 25 feet. Fiend Sight: You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. Lucky: When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. Reject Corruption: You know the Resistance cantrip. When you reach 3rd level, you can cast the Protection from Evil and Good spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

You know the Resistance cantrip. When you reach 3rd level, you can cast the Protection from Evil and Good spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. Unshaken: You are immune to being Frightened and have Advantage on saving throws against being Charmed.

You are immune to being Frightened and have Advantage on saving throws against being Charmed. Halfling Nimbleness: You can move through the space of any creature that is of a size larger than yours.

You can move through the space of any creature that is of a size larger than yours. Languages: You can speak, read, and write Common, Halfling and Celestial. The Halfling language isn’t secret, but halflings are loath to share it with others. They write very little, so they don’t have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling.

Argent D'Nur Human Female Names: Alerdene, Alinza, Aula, Bach Hien, Belka, Beshkee, Chammady, Chao, Do Quyen, Eshe, Eudomia, Gerda, Hiriko, Ilinica, Indah, Ingirt, Izora, Jalket, Jayazi, Kaede, Kalizama, Kamshi, Lestari, Leyli, Marisan, Me’amesa, Meilin, Mirelinda, Mpaandi, Nalmida, Nanya, Narantuyaa, Ntisi, Pasara, Pontia, Que Xuan, Revhi, Runa, Sahba, Shirin, Shivkah, Sinkitah, Surenchinua, Udara, Umie, Valki, Waajida, Xemne, Xue, Zalika, Zova.

Alerdene, Alinza, Aula, Bach Hien, Belka, Beshkee, Chammady, Chao, Do Quyen, Eshe, Eudomia, Gerda, Hiriko, Ilinica, Indah, Ingirt, Izora, Jalket, Jayazi, Kaede, Kalizama, Kamshi, Lestari, Leyli, Marisan, Me’amesa, Meilin, Mirelinda, Mpaandi, Nalmida, Nanya, Narantuyaa, Ntisi, Pasara, Pontia, Que Xuan, Revhi, Runa, Sahba, Shirin, Shivkah, Sinkitah, Surenchinua, Udara, Umie, Valki, Waajida, Xemne, Xue, Zalika, Zova. Male Names: Aakif, Andrezi, Arasmes, Bahram, Baolo, Barid, Batsaikhan, Belor, Budi, Darvan, Dolok, Eilif, Garidan, Gellius, Hadzi, Hamengku, Harisko, Iacobus, Jaali, Jianguo, Kjell, Kousei, Kronug, Menas, Mitabu, Narsius, Nonek, Pateba, Pratavh, Qorchi, Ragnar, Rubani, Seckor, Shokamb, Shuo, Sunaki, Suryo, Tabansi, Teruawa, Thanh Liem, Toan Hao, Tomorbataar, Tuong Kinh, Ursion, Vachedi, Viorec, Yekskya, Zaiho, Zhen. Argent D'Nur Human Traits Ability Score Increase: Your Strength score increases by 2, and two other ability scores of your choice increase by 1.

Your Strength score increases by 2, and two other ability scores of your choice increase by 1. Age: Argent D'Nur Human reach adulthood in their late teens and live less than a century, however after performing some Deed worthy of the celestial realms, they are plucked from time and fate, at this point they simply stop ageing.

Argent D'Nur Human reach adulthood in their late teens and live less than a century, however after performing some Deed worthy of the celestial realms, they are plucked from time and fate, at this point they simply stop ageing. Alignment: Argent D'Nur Human tend toward no particular alignment in the beginning. The best and the worst were found among them, however with the changes befalling them, their alignments skew in the direction of Good, and Lawful, the celestial realms usually refusing to release those changed who do not exhibit an obvious change of persona.

Argent D'Nur Human tend toward no particular alignment in the beginning. The best and the worst were found among them, however with the changes befalling them, their alignments skew in the direction of Good, and Lawful, the celestial realms usually refusing to release those changed who do not exhibit an obvious change of persona. Size: Argent D'Nur Human vary widely in height and build, from barely 6 feet to well over 7 feet tall. Regardless of your position in that range, your size is Medium.

Argent D'Nur Human vary widely in height and build, from barely 6 feet to well over 7 feet tall. Regardless of your position in that range, your size is Medium. Speed: Your base walking speed is 30 feet.

Your base walking speed is 30 feet. Fiend Sight: You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. Brawn: You gain proficiency in the Athletics skill.

You gain proficiency in the Athletics skill. Feat: You gain one feat of your choice.

You gain one feat of your choice. Languages: You can speak, read, and write Common, Infernal, Abyssal and Celestial. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on. Argent D'Nur Dragonborn Traits Ability Score Increase: Your Strength score increases by 2, Your Constitution score increases by 1, and your Charisma score increases by 1.

Your Strength score increases by 2, Your Constitution score increases by 1, and your Charisma score increases by 1. Age: Young Argent D'Nur dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.

Young Argent D'Nur dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80. Alignment: Argent D'Nur Dragonborn tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil. Most dragonborn are good, but those who side with evil can be terrible villains.

Argent D'Nur Dragonborn tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil. Most dragonborn are good, but those who side with evil can be terrible villains. Size: Argent D'Nur Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.

Argent D'Nur Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium. Speed: Your base walking speed is 30 feet.

Your base walking speed is 30 feet. Fiend Sight: You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. Draconic Ancestry: You have Argent D'Nur draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your damage resistances are determined by the dragon type, as shown in the table.

You have Argent D'Nur draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your damage resistances are determined by the dragon type, as shown in the table. Celestial Breath Weapon: You can use your action to exhale radiant energy. Your draconic ancestry determines the size and shape, of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 Radiant damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest.

You can use your action to exhale radiant energy. Your draconic ancestry determines the size and shape, of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 Radiant damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest. Legendary Draconic Resistance: You have resistance to the damage type associated with your draconic ancestry and Radiant Damage, and you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.

You have resistance to the damage type associated with your draconic ancestry and Radiant Damage, and you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest. Languages: You can speak, read, and write Common, Draconic and Celestial. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.

Argent D'Nur Gnome Male Names: Abroshtor, Bastargre, Halungalom, Krolmnite, Poshment, Zarzuket, Zatqualmie.

Abroshtor, Bastargre, Halungalom, Krolmnite, Poshment, Zarzuket, Zatqualmie. Female Names: Besh, Fijit, Lini, Majet, Neji, Pai, Queck, Trig. Argent D'Nur Gnome Traits Ability Score Increase: Your Intelligence and Dexterity score increases by 2.

Your Intelligence and Dexterity score increases by 2. Age: Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.

Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years. Alignment: Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious.

Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious. Size: Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.

Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small. Speed: Your base walking speed is 25 feet.

Your base walking speed is 25 feet. Fiend Sight: You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. Gnome Cunning: You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. Artificer’s Lore: Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.

Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply. Celestial Armorer: You have proficiency with the artisan’s tools (tinker’s tools and Smith's tools). Using those tools, you can spend 24 hours and 100 gp worth of materials to construct a medium sized advanced weapon. The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options: Chainsword and Scatter Shotgun .

You have proficiency with the artisan’s tools (tinker’s tools and Smith's tools). Using those tools, you can spend 24 hours and 100 gp worth of materials to construct a medium sized advanced weapon. The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options: and . Languages: You can speak, read, and write Common, Gnomeish and Celestial. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world. Celestial Armorments Chainsword: this is a two handed metal device not disimilar from a greatsword, however instead of a sharpened edge, a chain of teeth rotate around where the edge would be, feeding in and out of a large box in place of the guard. 2d8 slashing 12 lb. heavy, two-handed.

this is a two handed metal device not disimilar from a greatsword, however instead of a sharpened edge, a chain of teeth rotate around where the edge would be, feeding in and out of a large box in place of the guard. 2d8 slashing 12 lb. heavy, two-handed. Scatter Shotgun: this weapon appears to be two Pipes attached to a Crossbow Stock, when filled with Tiny objects, the device can project these objects as shrapnle to churn apart one or two creatures in your range of fire. 3d4 Pircing 20/60 range 7 lb. ammunition, heavy, loading, Special* Special: When this weapon is used to make an attack, the attack can target two targets no further than 5ft apart. Argent D'Nur Half-Elf Male Names: Calathes, Encinal, Iradli, Kyras, Narciso, Quinray, Seltyiel, Zirul.

Calathes, Encinal, Iradli, Kyras, Narciso, Quinray, Seltyiel, Zirul. Female Names: Cathran, Elsbeth, Iandoli, Kieyanna, Lialda, Maddela, Reda, Tamarie. Argent D'Nur Half-Elf Traits Ability Score Increase: Your Charisma score increases by 2, and two other ability scores of your choice increase by 2.

Your Charisma score increases by 2, and two other ability scores of your choice increase by 2. Age: Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.

Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years. Alignment: Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others’ demands, and sometimes prove unreliable, or at least unpredictable.

Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others’ demands, and sometimes prove unreliable, or at least unpredictable. Size: Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.

Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium. Speed: Your base walking speed is 30 feet.

Your base walking speed is 30 feet. Fiend Sight: You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

You have advantage on saving throws against being charmed, and magic can’t put you to sleep. Divine Awareness: The Argent D'Nur Elf knows if it hears a lie.

The Argent D'Nur Elf knows if it hears a lie. Skill Versatility: You gain proficiency in two skills of your choice.

You gain proficiency in two skills of your choice. Languages: You can speak, read, and write Common Elvish, Infernal, Abyssal and Celestial.

Argent D'Nur Half-Orc Male Names: Ausk, Davor, Hakak, Kizziar, Makoa, Nesteruk, Tsadok. - Female Names: Canan, Drogheda, Goruza, Mazon, Shirish, Tevaga, Zeljka. Argent D'Nur Half-Orc Traits Ability Score Increase: Your Strength and Constitution score increases by 2, and one other ability score of your choice increases by 2.

Your Strength and Constitution score increases by 2, and one other ability score of your choice increases by 2. Age: Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.

Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years. Alignment: Half-orcs inherit a tendency toward chaos from their orc parents and are not strongly inclined toward good. Half-orcs raised among orcs and willing to live out their lives among them are usually evil.

Half-orcs inherit a tendency toward chaos from their orc parents and are not strongly inclined toward good. Half-orcs raised among orcs and willing to live out their lives among them are usually evil. Size: Half-orcs are somewhat larger and bulkier than humans, and they range from 7 to well over 8 feet tall. Your size is Medium.

Half-orcs are somewhat larger and bulkier than humans, and they range from 7 to well over 8 feet tall. Your size is Medium. Speed: Your base walking speed is 30 feet.

Your base walking speed is 30 feet. Fiend Sight: You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. Menacing: You gain proficiency in the Intimidation skill.

You gain proficiency in the Intimidation skill. 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.

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. Savage Attacks: When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. Aggression: As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.

As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started. Languages: You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script.

Fighter Archetype: The Night Sentinel The Night Sentinel Rip and Tear Begining at 3rd level, when you reduce a hostile creature to 0 hit points, you gain Temporary Hit Points equal to your Charisma modifier + your fighter level (minimum of 1). Additionally, When you hit a creature who's current hitpoints are equal to or lower than your strength modifier plus your fighter level with a weapon attack, the creature must make a constitution saving throw against a save DC of 8 + your Proficiency + your strength modifier, if the creature fails this saving throw then the creature is reduced to 0 hitpoints and dies, in a gruseome display of violence and gore. Sentinel Mystacism When you reach 3rd level, your vigil against the supernatural gives you a limited ability to use magic. You can cast detect magic as a ritual. You can cast protection from evil and good, but you cannot cast it again with this feature until you finish a long rest. Charisma is your spellcasting ability for these spells. In addition, you gain the ability to speak one of the following languages of your choice: Abyssal, Celestial, or Infernal. Tempered Resolve Starting at 7th level, you can’t be charmed or frightened. Hated Enemy A 7th level, you have significant experience Fighting and Killing a certain type of enemy. Choose a type of Hated 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 Hated enemies. You recieve a bonus equal to your Charisma modifier to your AC and Saving Throws against their attacks, and saving throws caused by your Hated Enemy. You have advantage on Strength (Atheletics) checks to grapple or shove your favored enemies, as well as on Intelligence Checks to recall information about them. Additionally, they count as having 10 less hitpoints for the purposes of your Rip and Tear Feature. When you gain this feature, you also learn one language of your choice that is spoken by your hated enemies, if they speak one at all. You choose one additional hated enemy, as well as an associated language, 14th level. As you gain levels, your choices should reflect the types of Monsters you have encountered on your adventures. Imrpoved Rip and Tear At 10th level, When a target fails the constitution saving throw against your Rip and Tear feature, you may instead of gaining Temporary hitpoints, regain that many missing hitpoints. Doom Starting at 15th level, You Declare the name of a particulare creature (Or the name you recognize them as), you must have a discription of the particular creature in question, as an action. You know the location of that creature now and forever, regardless of plane or distance, this creature is aware of your mark on them. When you strike a target under the effects of your Doom Feature with a Melee or Ranged weapon, you Maximize the Weapon Damage Dice of that attack. You can only use this on one creature at a time, once used, it cannot be removed unless that creature dies, or you perform an expensive ritual lasting for 24 hours, and costing 1,000 gp worth of materials. Lazarus key At 18th level, Creatures you kill under the effect of your Doom Feature, cannot be ressurected by any spell other than a Wish or the True Ressurection spell's. Additionaly, You gain the ability to cast the Plane Shift spell without expending a spell slot or material compnants, once per Long rest, Charisma is your spellcasting ability for this spell. Theme Best read with this song: https://www.youtube.com/watch?v=pNkQMtZAMAw

Barbarian Primal Path: Path of the Doom Slayer Path of the Doom Slayer For some barbarians, the rage they feel, the hate they harbor, it does not always have to be directed and random, For the Doom Slayers, the rage they feel can be forged into a sword of Justice, a shield to protect the innocent, and an Axe To Cleave Evil, barbarians of the Path of the Doom Slayer, are a violent testiment to Mortal power against Evil. Rip and Tear Starting when you choose this path at 3rd level, When you hit a creature who's current hitpoints are equal to or lower than your strength modifier plus your barbarian level with a weapon attack, the creature must make a constitution saving throw against a save DC of 8 + your Proficiency + your strength modifier, if the creature fails this saving throw then the creature is reduced to 0 hitpoints and dies, in a gruseome display of violence and gore. Hated Enemy A 3rd level, you have significant experience Fighting and Killing a certain type of enemy. Choose a type of Hated 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 Hated enemies. Hated enemies cannot benifit from your Reckless Attack penalty, and you choose two damage types associated with your Hated enemy (If any) except Bludgeoning, slashing and piercing, you are resistant to these two damage types while you are raging. You have advantage on Charisma Checks to recall information about your hated enemies. Additionally, they count as having 10 less hitpoints for the purposes of your Rip and Tear Feature. When you gain this feature, you also learn one language of your choice that is spoken by your hated enemies, if they speak one at all. You choose one additional hated enemy, as well as an associated language, 14th level. As you gain levels, your choices should reflect the types of Monsters you have encountered on your adventures. Steel Resolve Beginning at 6th level, you can’t be charmed or frightened. Improved Rip and Tear Beginning at 10th level, When a target fails the constitution saving throw against your Rip and Tear feature, you regain missing Hit Points equal to your Charisma modifier + your Barbarian level (minimum of 1). Doom Starting at 14th level, You Declare the name of a particular creature (Or the name you recognize them as), you must have a discription of the particulare creature in question, as an action. You know the location of that creature now and forever, regardless of plane or distance, this creature is aware of your mark on them. When you strike a target under the effects of your Doom Feature with a Melee or Ranged weapon, you Maximize the Weapon Damage Dice of that attack. Creatures you kill under the effect of your Doom Feature, cannot be ressurected by any spell other than a Wish or the True Ressurection spell's. You can only use this on one creature at a time, once used, it cannot be removed unless that creature dies, or you perform an expensive ritual lasting for 24 hours, and costing 1,000 gp worth of materials.

Ranger Archetype: Hell Walker Hell Walker Emulating the Hell Walker archetype means accepting your place as a Sword against the terrors of Evil. As you walk the Hell Walker’s path, you learn to brave the neverending assault that hell and the abyss Will throw at you, taking on technquies to feed from your foes suffering and grow untouchable for it. Rip and Tear At 3rd level, when you reduce a hostile creature to 0 hit points, you gain Temporary Hit Points equal to your Charisma modifier + your fighter level (minimum of 1). Hated Enemy Additonally at 3rd level, You recieve a bonus equal to your Charisma modifier to your AC against attacks made against you by your favoured enemy and Saving throws caused by your Hated Enemy. You have advantage on Strength (Atheletics) checks to grapple or shove your favored enemies. Additionally, they count as having 10 less hitpoints for the purposes of your Rip and Tear Feature. Steel Resolve At 7th level, you can’t be charmed or frightened. Improved Rip and Tear At 11th level, When a target fails the constitution saving throw against your Rip and Tear feature, you may instead of gaining Temporary hitpoints, regain that many missing hitpoints. Lazarus key At 15th level, You gain the ability to cast the Plane Shift spell without expending a spell slot or material compnants, once per Long rest, Charisma is your spellcasting ability for this spell.

Doom Slayer's Artifacts Goreaxe Weapon (Greataxe), Very Rare (Requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, if you have the Rip and Tear feature, saves against your Rip and Tear feature caused by this weapon are made at disadvantage, making it harder for a creature to resist. This Axe is fueled by the blood of its foes, after you deal 12 points of Slashing damage with it, it becomes powered until the end of your next turn, When Goreaxe is powered, it's damage dice change from 1d12, to 3d6, if you deal 12 damage on your turn while Goreaxe is powered, it remains powered until the end of your next turn. Curse: This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one and Tooth Spitter, unless no foe is within 60 feet of you that you can see or hear. Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with either the axe or the shotgun, starting with the creature that last dealt damage to you. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear. Doomplate Armor (Plate), Legendary (Requires attunement) You have a bonus to AC while wearing this armor equal to +3. You have resistance to Fire, Lightning and Necrotic damage while you wear this armor. This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you’re wearing it, any critical hit against you becomes a normal hit. You have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you. Toothspitter Weapon (Shotgun), Very Rare (Requires attunement) You add a +2 bonus to the saving throw to Half the damage Toothspitter does, and +2 to the damage rolls made with this magic weapon. in addition while you are attuned to this weapon, if you have the Rip and Tear feature, when you use Toothspitter as an Improvised weapon, you are proficient with its use, if you manage to reduce a creature to 0 hitpoints using your Rip and Tear feature while wielding Toothspitter, you do not need to reload Toothspitter for your next attack with it. This weapon fires the teeth of its foes, and draws those teeth to it innately during combat, and when a creature is reduced to 0 hitpoints, the wielder is assumed to always have ammunition on hand to load the Toothspitter atleast once, per creature reduced to 0 hitpoints. Curse: This Shotgun is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one and Goreaxe, unless no foe is within 60 feet of you that you can see or hear. Whenever a hostile creature damages you while the Shotgun is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with either the axe or the shotgun, starting with the creature that last dealt damage to you. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.