2.1 PC abilities

Every PC has two unique abilities, which are powered by a pool of 5 energy points. These energy points refill after a rest.

The abilities are designed free-form upon character creation by the player in cooperation with the DM. Designing them together ensures that all PC abilities are unique and more or less balanced. However, the DM does retain the right to alter a PC ability retroactively if it turns out too powerful.

The description of a PC ability must always contain the following information: How many energy points it costs to use (usually 1 or 2). Whether it takes an action, swift action or no action to use.

Below are some suggestions for what PC abilities might look like.

Invisibility (Sam) You can spend 1 energy as a swift action to become nigh-invisible. When invisible, you get a +10 bonus to stealth checks and can make stealth checks without concealment. If the check fails, spectators can see your outline: they know your location but still take disadvantage on attacks against you and grant advantage to your attacks. Invisibility lasts for 3 rounds (~20 seconds) or until after you make an attack.

Sam's bloodline (Sam) You can spend 2 energy as a swift action to get a burst of strength when you need it most. You regain HP equal to your con (doesn't restore crippled limbs) and can immediately make a saving throw against one effect on you that a save can end. You have +2 speed until the end of your turn and have advantage on the next attack or check you make.

Kazekiri (Fan Guang) As an action, you can spend 2 energy to project a blade of wind from your sword. It travels in a straight line in the chosen direction. It has a max range of 15 and disappears when hitting a barrier it can't break through. Make a separate attack roll against each target in the kazekiri’s path, dealing damage on hit as if with a melee attack.

Fey step (Thalia) You can spend 1 energy to teleport a number of squares up to your speed as an action, or 2 energy to teleport the same distance as a swift action. You can’t teleport into a square you can’t see. (Explanation behind fey step: In this setting, Elves are descendants of fey creatures who long ago settled in the Prime Plane (our dimension). With the right training, they can learn to briefly fade into the Feywild (their native dimension), as a method of teleportation.)

Magic arrow (Thalia) As part of making a ranged attack, you can spend 1 energy to enchant the projectile. It deals additional fire, frost or lightning damage equal to half your intelligence.

Tremor (Rion) You can call upon your dwarven ancestors to make the ground tremble. As an action, you can spend 2 energy to attempt a push or trip maneuver against all creatures in a 1 square radius.