Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Illusory Visage. You know the Disguise Self and Silent Image spells and can cast both using Charisma as your spellcasting ability for them. You can cast these spells in this way a number of times equal to half your proficiency bonus rounded down and regain the ability to do so when you finish a long rest. When you cast this version of Disguise Self , you can seem up to 3 feet shorter than normal whenever disguising yourself as a member of another race.
Invisible Passage. As an action, you can magically turn invisible until you make an attack, cast a spell, or lose concentration (as if concentrating on a spell with a duration of 1 minute). While invisible in this way, you cannot be tracked or noticed unless by magical means (such as a spell or through Truesight ). In addition, you can use the Dash Action as a bonus action while invisible in this way to move up to a maximum of 10 feet of movement. Once you use this ability, you cannot use it again until you complete a long rest.
Throes of Horror. As an action, you let out a primal roar of giant legends mixed with arcane magic to terrify your foes. Every creature within 20 feet of you must make a Wisdom Saving Throw or be frightened of you. The DC of this saving throw is 8 + your Constitution Modifier + your proficiency bonus . Once you use this feature, you cannot use it again until you complete a short or long rest.
Eyes of Dread. Your eyes have adapted to intense, dark environments and have been mildly enchanted as a result. You gain Darkvision to a range of 30 feet. In addition, whenever attempting an Intimidation check against a target that you're looking at, you can choose to add a bonus to your roll equal to your Wisdom Modifier. You can double this bonus if the target you're making the check against is already frightened of you or an ally.
Extra Language. You learn to speak, read, and write Aquan. Night Hag Legacy Both fiendish and stoic, Night-bornes are naturally inclined towards inflicting pain on others. While many become warlocks or wizards to facilitate their arcane goals, it isn't uncommon for them to pursue more physical aspirations. In terms of appearance, Night-bornes can pass themselves off as very tall, broad-shouldered, & perhaps ugly versions of tieflings; something that many use to their advantage.
Infernal Resistance. You have resistance to fire damage and advantage on any saving throw to prevent being charmed .
Dream Speech. As an action, you can touch a sleeping creature and encode an event to occur in its dreams. This event can consist of anything you choose that lasts no more than a number of minutes equal to double your Intelligence Modifier (minimum of 1 minute). A target affected by this ability will remember what event you inflicted upon it, although not that you implanted that dream to occur. While you create an event to happen, you can't influence how the target will react to it. If you cause an event that's pleasing to the target, they gain an additional 1d4 per minute of the dream of Temporary Hit Point
Nighttime Hunter. You gain Darkvision to a range of 60 feet and can cast Sleep once per long rest.
Claws. You have sharp and protrusive claws and can attack with them as if you have proficiency. The damage you deal with them equals 1d4 + your Strength Modifier piercing damage. At 5th, 11th, and 17th level, the damage die you roll increases to 1d6, 1d8, and 1d10 respectively. Also, at 5th level, you've learned to magically pierce through your targets defenses and can count your claw attacks as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Ironed Skin. You have resistance to all forms of piercing damage. In addition, your skin is so hard that it acts as a natural defense against would-be attackers. When you aren't wearing armor, your AC is 10 + your Constitution modifier + your Wisdom modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
Experienced Traveler. You have encountered the presence of death several times throughout life and have learned to shrug off many of its terrors. When rolling a saving throw against being frightened by an Undead creature, you can choose to roll with advantage.
Nightmarish Restoration. As an action, you can touch a creature and deliver it a wave of otherworldly energy that saps them of their strength. The creature that you touch with this ability must make a Constitution Saving Throw against 8 + your Charisma modifier + your Proficiency Bonus . If they fail, they take 1d10 of necrotic damage, or half as much if they succeed. You then obtain a number of Temporary Hit Points equal to half the amount of damage you dealt. At 9th and 16th level, the damage you deal increases to 2d10 and 2d10 + your Wisdom modifier (minimum of 1) respectively. You can use this feature once per lon
Force Rest. When you see a creature awaken from sleep or unconsciousness, you can force them back to slumber. As a reaction you make whenever you see a creature wake up or come back to consciousness, you can force that creature to make a Wisdom Saving Throw against 8 + your Charisma modifier (minimum of 1) + your Proficiency Bonus . If failed, that creature immediately returns to their previous condition and reawakens on their next turn. Another creature cannot reawaken a being afflicted by your ability unless you fall unconscious before the afflicted being's next turn. This feature can be used once and c
Manipulator. You are a master of words when it comes to getting what you want. Whenever you roll a Persuasion check to persuade a humanoid into doing an act that is not beneficial for its own well being, you can roll as if you have proficiency in the skill, even if you don't already have it.