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==Character Races== '''Lorelei:''' A race of androgynous fey born from the elemental mingling of earth and stone, famous for their beauty and their supernaturally alluring voices. They spring from rocky riverbanks and headwaters, and are fiercely protective of nature (but that's nothing odd for fey). Adventurers are rare, and often struggle with adapting to civilization, not helped by the fact that lorelei can be, well, rather ditzy. They can live up to 750 years. ::Ability Score Increase: +2 Charisma, +1 Constitution ::Size: Medium ::Speed: 30ft, Swim 30ft ::Amphibious: You can Breathe both air and water. ::Control Earth and Water: You can cast Create or Destroy Water 1/day, Meld Into Stone 1/day from 3rd level, and Control Water 1/day from 5th level. All use Charisma for spellcasting ability score. ::Emissary of the River: You can communicate with aquatic creatures, as per Speak With Animals. ::Golden Song: Once per long rest, you can sing a golden song as an action (and keep singing each turn as a bonus action), which forces all Humanoids and Giants within the area of effect to pass a Wisdom save (DC 8 + your Charisma bonus + your Proficiency bonus) or be Charmed; creatures charmed by the golden song will move to be within 5ft of you, but can retake their save if their movement would bring them through dangerous terrain. A creature that saves vs. your Golden Song is immune to it for 24 hours. Default area of effect is 30ft, but it increases at levels 5, 10, 15 and 20 to 60ft, 120ft, 240ft and finally 500ft respectively. '''[[Ravnica]]n [[[Medusa]]:''' ::Ability Score Increase: +2 Dexterity, +1 Intelligence ::Size: Medium ::Speed: 30ft ::Darkvision: 60 ft ::Treasure Sense: You have Proficiency in either History, Investigation or Survival. ::Petrifying Gaze: You can use an Action to try and Paralyze a target within 30ft that can see you. At 7th level, you can instead use this ability to Petrify a target; the target is Petrified instantly if it fails its save by 5 or more, and otherwise it is merely Restrained for 1 turn and must repeat the save at the end of that turn, being Petrified if it fails this second save. The save for either gaze attack is a DC (8 + your Constitution modifier + your Proficiency bonus) Constitution save. You can use Paralyzing Gaze 1/short rest and Petrifying Gaze 1/long rest. ::Snake Hair: You can use your hair as natural weapons to make unarmed strikes, doing 1d6 + your Dexterity modifier Poison damage on a hit, with a critical hit Poisoning the target (Constitution save at the end of each turn to shake it off). Your hair is dextrous enough to manipulate objects that weigh a pound or less, and perform the following simple tasks: lift, drop, hold, push, or pull an object or creature. It cannot hold a weapon, shield, provoke a grapple, or perform the somatic components of a spell.
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