Blood Awakening (4e Feat)
Blood Awakening [Racial]
Few races have blood as strong as the iejirisk. In order to gain the full power of their ancestors, they have to deviate from their current profession and focus on their innate abilities. Once they have tapped into their draconic heritage, they are a force to be reckoned with.
Prerequisite: Iejirisk
Benefit: You gain training in either the Nature or Perception skill.
Once per encounter, you can deal substantial damage with your natural weapons. Until the end of your next turn, increase the damage die of both your claws and your tail whip racial power by one (from 1d4 to 1d6, or 1d6 to 1d8, for example). You also gain a +1 to attack rolls with your claws and tail whip racial power while the under the effect of this ability.
Once per encounter, you can deal substantial damage with your natural weapons. Until the end of your next turn, increase the damage die of both your claws and your tail whip racial power by one (from 1d4 to 1d6, or 1d6 to 1d8, for example). You also gain a +1 to attack rolls with your claws and tail whip racial power while the under the effect of this ability.
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gollark: No.
gollark: How do you coordinate that?! They can't do that in countries with comparatively bad tech and much less land area/cultural variation/whatever.
gollark: With one world government this would not be possible unless it had strong devolution.
gollark: Additionally: normally, governments do somewhat different things, and we can use that to determine which things are better (very noisily).
gollark: If the one world government turns apioform there is nothing much you can do about it.
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