Yoggnu Blessings

There are 4 Yoggnu Blessings that can be unlocked by a descendant of a Yoggnu. You can claim a tier for every 4 character levels. For higher tiers, you need to have the previous tier to unlock the next. The Yoggnu Blessings comes in an aura form that is not visible to the normal eye.

Decoy (drafted)
The Yoggnu Aura forms an illusion of you.

To get this blessing you need to reach the required Intelligence score.

Decoy charge = INT mod. Recharges fully after long rest and half of spent after a short rest.

Tier 1
Intelligence 12 required.

As an action, you can spend a Decoy charge to create an image of you for a certain amount of time, known as a decoy. The decoy appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the decoy up to 30ft to a space you can see, but it must remain within 120ft of you. Your decoy has half your AC bonus and has 1 hp.

Tier 2
Intelligence 14 required.

You decoy gets better. It now has half your hp with half of your AC. As a bonus action, it can now move and perform 1 attack (or 1 bonus action spell).

Tier 3
Intelligence 16 required.

You gain expertise with your decoy. Your decoy now has your AC and hp. It also now takes it's own turn before or after your own turn.

Tier 4
Intelligence 18 required.

You master the art of making a decoy to a point that you can now switch minds with it. As a reaction, you can swap places with your decoy as long as it's 120ft from you. You are now also able to create multiple decoys per Decoy charge. You divide the AC and hp per decoy and if 2 or more decoys are present, they can only do an action or a bonus action each.

Tier 5
Intelligence 20 required.

You push the limits of your decoy(s), it stays until you dispel it or it reaches 0 hp. It can also now go beyond the 120ft limit and multiple decoys can now take both of their action and bonus actions per turn.

Force (drafted)
The Yoggnu Aura flows rapidly inside of you.

To get this blessing you need to reach the required Strength or Dexterity score.

Force charge = STR or DEX mod. Recharges fully after long rest and half of spent after a short rest.

Tier 1
Strength or Dexterity 12 required.

As an action, you can spend a Force charge to burn the Yoggnu aura within you for a certain amount of time. This gives you more speed and power and your attacks deals extra force damage. You also get advantage on any Athletics or Acrobatics check.

Duration: 1 min

Extra Speed: 10ft

Extra Power: +1 on attack and damage rolls

Extra Force Damage: 1d4

Tier 2
Strength or Dexterity 14 required.

You gain even more speed and power which causes any attempts to attack you to be at disadvantage. Your also gain advantage on your first attack.

Duration: 1 min

Extra Speed: 20ft

Extra Power: +2 on attack and damage rolls

Extra Force Damage: 1d6

Tier 3
Strength or Dexterity 16 required.

You gain expertise in burning the aura within your body. You gain an extra action or reaction per turn.

Duration: 10 mins

Extra Speed: 30ft

Extra Power: +3 on attack and damage rolls

Extra Force Damage: 1d8

Tier 4
Strength or Dexterity 18 required.

You master the ways in burning the aura in your body. Enemies can no longer use an attack of opportunity against you and attacks on you are at a disadvantage.

Duration: 10 mins

Extra Speed: 40ft

Extra Power: +4 on attack and damage rolls

Extra Force Damage: 1d10

Tier 5
Strength or Dexterity 20 required.

You push your body to the limit with the help of the burning aura. You now deal critical damage when you roll a NAT 15 on an attack roll.

Duration: 10 mins

Extra Speed: 50ft

Extra Power: +5 on attack and damage rolls

Extra Force Damage: 1d12

Form (drafted)
The Yoggnu Aura encapsulates you to turn into another beast form.

To get this blessing you need to reach the required Wisdom score.

Forming charge = WIS mod. Recharges fully after long rest and half of spent after a short rest.

Tier 1
Wisdom 12 required.

As an action, you can spend a Forming charge to encapsulate yourself with the Yoggnu Aura to shapeshift into a beast that you have seen before. Your transformation lasts until you reach 0 hp or you dispel it. You gain all of the beast's traits and feats. You also keep your own INT and WIS then you take whichever is the highest score for the rest. The max CR in which you can transform to is CR 1.

While on a beast form, you can't speak normal languages (depending on the beast) but you can understand languages you know. You also can't cast spells or attack with your weapons (depending on the beast).

Tier 2
Wisdom 14 required.

You improve your shapeshifting form and is now able to speak normally while on beast form. You can also now cast spells while in beast form.

Tier 3
Wisdom 16 required.

You gain expertise on shapeshifting and can now shapeshift to any beast with CR equal to half of your level rounded down.

Tier 4
Wisdom 18 required.

You gain master shapeshifting and is able to transform only certain parts of your body.

Tier 5
Wisdom 20 required.

You push the limits of your shapeshifting and is able to mix and match beast parts equal to your WIS mod. Stats will be using the highest one from the beasts forms chosen.

Protect (drafted)
You can manipulate the Yoggnu Aura around you to cover yourself.

To get this blessing you need to reach the required Constitution score.

Protection charge = CON mod. Recharges fully after long rest and half of spent after a short rest.

Tier 1
Constitution 12 required.

For a protection charge, as an action you can manipulate the Yoggnu Aura to cover yourself for 10 mins. While protected with the aura, you gain bonus +1 on your AC. As a reaction, you can reduce damage taken by 1d4.

Tier 2
Constitution 14 required.

You gain more control of the bonus increases to +2 on your AC and are able to manipulate it. As an action, you can split the protection bonus between your AC and weapon (attack bonus and damage rolls). You can also now reduce damage taken by 1d6 as a reaction.

Tier 3
Constitution 16 required.

You gain expertise with the Yoggnu Aura and the protection bonus becomes +3. The aura also now gets stronger and allows you to gain advantage on any saving throws. You can also now reduce damage taken by 1d8 as a reaction.

Tier 4
Constitution 18 required.

You master the Yoggnu Aura and the protection bonus becomes +4. You're also now able to project the Yoggnu Aura to a target within 60ft of you. You can also now reduce damage taken by 1d10 as a reaction.

Tier 5
Constitution 20 required.

You push the limits of the Yoggnu Aura and the protection bonus is now +5. You are now also immune to all non magical attacks and resistant to all other damage (additional if all ready resistant). You can also now reduce damage taken by 1d12 as a reaction.

Will (drafted)
You gain the ability to impose your will through people through the Yoggnu Aura.

To get this blessing you need to reach the required Charisma score.

Save DC = 8 + proficiency bonus + CHA mod

Will charge = CHA mod. Recharges fully after long rest and half of spent after a short rest.

Tier 1
Charisma 12 required.

You gain expertise in Intimidation and Persuasion checks.

As an action, you can cast the "Command" spell by spending a Will charge instead of a spell slot. This means that you can extend to multiple targets per multiple charges.

As an action you can also impose your will for a Will charge. Everyone within 30ft of you must perform a WIS saving throw. On failure, the target falls prone until the end of their next turn. On a success, the target is immune to this for the next 24 hours.

Tier 2
Charisma 14 required.

You gain advantage on all CHA checks and saving throws.

When you cast the "Command" spell it has now a range of 80ft.

When you impose your will, the range is now 40ft and deals 1d12 physic damage per Will charge spent. The damage is halfed if the target is successful on the saving throw.

Tier 3
Charisma 16 required.

You gain expertise with the Yoggnu aura and gain a new ability. As an action, you can use a Will charge to concentrate to your suroundings as if time feels a bit slower for you. Until the end of your next turn, any attacks you make will be at an advantage and any attacks against you are at disadvantage.

When you cast the "Command" spell it has now a range of 100ft.

When you impose your will, the range is now 50ft and deals 2d12 physic damage per Will charge spent. The damage is halfed if the target is successful on the saving throw.

Tier 4
Charisma 18 required.

You master the ways of imposing your will. When you fail any ability check, you can spend a Will charge to turn it to a success instead.

When concentrating, time moves a much slower for you and you can take 2 turns on your next turn.

When you cast the "Command" spell it has now a range of 120ft and only needs a Bonus Action instead of an Action.

When you impose your will, the range is now 60ft and deals 3d12 physic damage per Will charge spent and only needs a Bonus Action instead of an Action. The damage is halfed if the target is successful on the saving throw. You can use an extra Will charge to double the range.

Tier 5
Charisma 20 required.

You push your will to the limits and seem so be able to manipulate time. You can cast "Time Stop" spell using a Will charge (This can't stack when you're concentrating or when the spell is already active)

When concentrating, you only need a Bonus Action instead of an Action to activate.

When you cast the "Command" spell it has now limitless range (as long as you can see the target) and only needs a Bonus Action instead of an Action.

When you impose your will, the range is now 120ft and deals 3d12 physic damage per Will charge spent and only needs a Bonus Action instead of an Action. The damage is halfed if the target is successful on the saving throw. You can use an extra Will charge to double the range.