Your dragonhide is fortified by the strength of the earth, granting you an additional 10 HP permanently.
Once per event you can choose to invoke Mirror Strike during your attack. Whatever damage you deal to an enemy or enemies on that turn, is dealt again the following turn but at the cost of 2 spell slots.
Successful insight checks have a chance to grant you a premonition of the future. After making a successful insight check, roll 1d100. If you roll higher than 75, the DM can grant you a clue or brief vision of what the future might hold. Warning: premonitions are possible futures, not guaranteed futures.
Once per event, you can attempt to put a target to sleep for 3 rounds by succeeding on a DC10 Nature check. If this is used on an ally, that ally is prone for the duration of the spell, but they gain 5hp each round.
Once per event, when you or an ally is reduced to 50% HP, you can choose to call on the Life Binder’s gift of life and automatically restore 10HP to yourself or your ally. Alternatively, if majority of your party is reduced to 50% HP, you can risk attempting a DC20 Nature, Arcana or Medicine check (whichever is highest) to restore 10 HP to everyone at the cost of 2 spell slots.
When flying, you have advantage on perception checks, but you have disadvantage on stealth checks.
You have advantage on any History, Arcana or Nature checks having to do with dragons.
As an action, you can heal an ally for 7 HP. This effect cannot be used on Undead or Demonic creatures.
Once per event, you can add your Nature skill bonus to an attack or healing roll.
If you drop to 0 HP, an explosion of Holy Light radiates out from your body, healing allies for 5 HP and damaging enemies for 5 HP.
Once per event you can react upon being hit by a melee attack by activating stone flesh to resist half the total damage.
You receive advantage on saving throws against being frightened, and you can resist lightning damage by half if you successfully meet a DC 15.
Once per event you cause your blood to boil and cauterize light wounds, self-healing 3 HP and purging poison effects from your system.
Once per event, as long there is earth beneath your feet, you can recuperate energy from the ground, recovering 10 health points when out of combat.
Once per event, you can use advantage to escape the effects of immobilization effects.
Once per event if you have been in uninterrupted combat for 3 turns in a row, you can add +10 to any combat roll you do.
Once per event, you can invoke advantage when you make a saving throw.
You have a +1 bonus to Persuasion and Performance checks.
Once per event, you can invoke advantage on a saving throw against a damaging spell or spell effect.
Your affinity for magic has granted you 1 additional spell slot.
You gain a +1 in Street-Savvy and +1 in Arcana.
Once per event, you can invoke advantage to hide in the shadows even if you are only lightly obscured by cover.
Your maximum spell slots are increased by (1) One.
You have a +1 bonus to Arcana and History checks.
Empowered by Mother Moon, you have advantage on Insight and Investigation checks at night time.
Empowered by the Night Warrior, you have advantage on Intimidation and Athletic checks at night time.
Once per event, you take advantage of your natural celerity and choose to automatically succeed an acrobatics check.
Twice per event you can add either your acrobatic or athletic bonus, whichever is highest, to your unarmed attacks.
You have a +1 bonus to Persuasion checks.
Once per event, after sustaining damage you can throw yourself into a vicious frenzy, dealing a bonus attack in melee combat with your teeth or claws for 7 HP of damage.
Once per event, you can choose to automatically succeed an Acrobatics check or save.
You receive advantage on saving throws against being frightened, and you can resist shadow or void damage by half if you successfully meet a DC 15.
When you roll a critical hit for an attack, you deal an additional 4 shadow damage on top of the critical hit.
Once per event you can react upon being hit by a spell attack and resist half the total damage.
You have a +1 bonus to Arcana and Nature checks.
Once per event, you can [Help] an ally without needing to make a check.
Once per event you can choose to succeed a Street-Savvy check.
Once per event, when you are reduced to 0 HP you can drop to 1 HP instead.
You have a +1 bonus to Nature.
You have a +1 bonus to Stealth checks.
Once per event, you can clap the earth with your hooves in an attempt to knock all enemies prone within a 5ft radius if you succeed on a DC15 Athletics check.
You have 5 additional HP thanks to your tough mountain hide.
You have a +1 bonus to Athletics. This effect doubles in cold climates.
When you roll a critical hit for an attack, you deal an additional 4 damage on top of the critical hit.
You have a +1 to Nature and you gain a +1 bonus to all thrown weapon attacks.
You resist half of all frost damage you sustain.
Once per event, you can force someone (an ally or enemy) to re-roll, and they have to use the new roll.
You have advantage on saving throws against mind-effecting magics such as charms or sleep spells.
Once per event whenever you are attacked by a living creature you may roll DC15 to strike fear into your assailant, causing them to falter and miss.
Once per event you can sit down, take a deep breath and have a quick rest, recovering 10 health points when out of combat.
You can ignore the first instance of damage that you receive in an event in regular combat. If hit during an enemy surprise round, you can ignore the first instance of damage by succeeding on DC 10.
Your strong willpower manifests as a resilient mental stronghold for those seeking to gain control, you have advantage on checks to save from mind-control or other mental-related abilities forced on you.
Your ability to reflect and center yourself after battle calms your spirit and settles the mind, after a combat encounter ends you regain +5hp assuming you aren’t incapacitated.
You gain a +1 in Athletics and +1 Acrobatics.
You gain a +1 in Arcana and +1 in Religion.
You gain a +1 in Street-savvy and +1 in Stealth.