Racial
WIS +2
Age. The rhythms of the world take their toll on the bodies, and as such Wycendra tend to expire around 60, but mature by 10.
Alignment. Wycendra are as flavorful as all types of music, and as such do not fall into any specific alignment
Size. Wycendra are medium sized creatures and resemble the silhouette of a human, but weigh more due to the rocky marks upon their skin.
Speed. 30 ft. Walking speed
Rhythms. All Wycendra can hear the universal drums of the world, and as such can tune into different rhythms. At dawn, a Wycendra chooses a rhythm to embody, and gain a +1 in an attribute of their choice.
Singsong Voice. Due to the constant pounding of the drums, Wycendras speak in a rhythmic manner and gain proficiency in their choice of persuasion, intimidation, or deception.
Natural Armor. The rock-like marbling of the Wycendra's skin enhances their defenses, and as such have an AC 12+Constitution modifier to their AC when not wearing armor. This can be chosen if your current armor gives less AC, and you can apply a shields bonus AC.
Languages. You can speak, read, and write Common and Primordial.
Fighter
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Second Wind
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.
Action Surge
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Fighting Spirit
Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.
You can use this feature three times, and you regain all expended uses of it when you finish a long rest.
Stat rolls: 13/13/12/12/18/16
ROTATING +1 STAT CURRENTLY ON: CON
Class/Racial Features & Traits