Races

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Civilized Races:


Draconic

Race STR CON DEX INT WIS CHA Traits
Dragonborn 2 1 +2 Base AC, Breath Weapon(Fire), Resistant(Fire)
Lizardman 2 1 Primitive, +1 Base AC,Breath Weapon(Poison 15'cone),Vulnerable(Cold)
Kobold -2 2 1 Primitive, Trapcunning, Sunlight Sensitive, Craven
Yuan Ti -1 2 2 Poison Bite(2d6), Immunity(Poison), Snake Form, Parselmouth, Scent

Primitive: Primitive races are illiterate, are treated with hostility in many situations, and have Disadvantage on Barter checks.

Trapcunning: Double proficiency bonus to create, detect, or disarm traps

Craven: Can Disengage as a bonus action during combat

Snake Form: Can shapeshift into a single unique form, tiny viper or medium constrictor. Equipment does not shift, leaves skin casing behind when changing. Requires full turn.

Parselmouth: Can communicate with any reptile as Speak with Animals at will.

Scent: Can detect living or undead presence by scent when obscured. May "see" when blind by concentrating for 1 round.

Goblinkin

Race STR CON DEX INT WIS CHA Traits
Orc 2 2 -2 Darkvision (60'), Sunlight Sensitive, Savage Attack
Goblin -2 1 2 Primitive, Darkvision (60'),Trapcunning, Sunlight Sensitive, Craven
Minotaur 4 2 -2 Primitive, Large, Immunity (Confusion), Legendary Strength, Scent
Bugbear 3 -2 -1 Primitive, Large, Legendary Strength,
Drow 2 1 Starvision, Sunlight Sensitive, Immunity (Sleep and Charm), Shadowmagic

Large: can wield two handed weapons with one hand

Legendary Strength: Ability score max increased to 22

Savage Attack: Melee weapon criticals do an additional 1d6 force damage

Shadowmagic: gain bonus cantrip: Dancing Lights, caster classes gain access to bonus spells Faerie Fire(SL2) and Darkness(SL3) with one spell slot at appropriate caster level.

Dwarves

STR DEX CON INT WIS CHA Traits
Daen Kharis (Mountain Dwarf) 2 2 Bonus Proficiency: Armor(Light) & Armor(Medium), Dwarven Training, Darkvision 60', Antimagic (2)
Daen Huris (Hill Dwarf) 2 1 Dwarven Toughness, Dwarven Training, Antimagic (1)
Daen Trathor (Grey Dwarf) 2 2 Darkvision (120'), Sunlight Sensitive, Duergar Magic, Dwarven Training, Antimagic (2)
Daen Eris (Riva) 1 2 1 -2 Gift of Madness, Antimagic (1)

Antimagic: Dwarves are naturally antimagical in nature. Whenever arcane magic is cast by or directly targets a dwarf, roll 1d20. On a 1 (or 2 for Mountain Dwarves) the spell fizzles, causing no effect. This includes magic items that require an action to trigger. Divine magic and passive effects are unaffected.

Dwarven Training: Bonus Proficiencies (Battle Axe, War Hammer), Mountain Dwarves also gain Tool Proficiency(Smith) and Hill Dwarves gain Tool Proficiency(Brewer)

Duergar Magic: Duergar can cast Enlarge 1/lr and at 3rd character level can cast Invisibility 1/sr. Both of these effects are dispelled by natural sunlight or Daylight or equivalent magic.

Gift of Madness: Riva are resistant to Psychic damage and gain advantage on Wisdom saves

Fey

STR DEX CON INT WIS CHA Traits
Summer Elf 2 1 1 Fey Blood
Winter Elf 2 1 1 Fey Blood
Wild Elf 1 2 Fey Blood
Grey Elf 2 1 Fey Blood
Eladrin 2 1 1 Fey Blood, Fey Step, Bonus Proficiency WIS Save
Forest Gnome 1 2 Bonus Cantrip: Minor Illusion, Bonus Cantrip: Speak with Small Beasts
Rock Gnome 1 2 Bonus Skill: Artificer(Int), Expertise(Arcana)
Deep Gnome 2

Fey Blood: Immunity to Sleep and Advantage vs Charm, Starvision 60', Bonus Proficiency Longbow

Fey Step: May cast Misty Step PB/SR.

In the strife of the Seelie and Unseelie courts, the Eladrin are counted as trophies in their political struggles. As signs of their favor, Eladrin manifest the following additional features depending on who is courting them.

  • Favored by the Spring Court: The Eladrin gains proficiency in all musical instruments and expertise in Performance skill checks. When using their Fey Step, the creature may instead touch up to two creatures. Unwilling creatures may make a Constitution Save to resist. These creatures teleport instead of the Eladrin.
  • Favored by the Summer Court: The Eladrin gains the Elemental Adept (Fire) feat. When using their Fey Step, each creature within 5' of the Eladrin must make a Dexterity Save, taking (PB d4) fire damage on a fail or 1/2 damage on a success. The Eladrin can choose whether this happens before or after they teleport. Any creature grappling the Eladrin automatically fails the save.
  • Favored by the Autumn Court: The Eladrin can case Cure Wounds once per short rest without using a spell slot and all healing spells gain one additional die of healing. When using their Fey Step, each creature within 5' of the Eladrin must make a Wisdom Save or become Charmed by the Eladrin for 1 minute. This happens after they teleport. While charmed the creature takes no action, but the Eladrin can command them verbally per the Suggestion spell.
  • Favored by the Winter Court: The Eladrin gains the Elemental Adept (Cold) feat. When using their Fey Step, the creature becomes Invisible when they teleport and the space that they left is filled with an illusion of a terrifying version of the Eladrin. All creatures that can see this illusion must make an Intelligence Save or become Frightened for 1 minute. Frightened creatures must immediately use their reaction to move away from the illusion and must make another save at the start of each of their turns that they can see the illusion or spend their action and movement to Dash away. Anyone who has seen this effect before can avert their eyes, in which case they do not need to save but cannot look in the illusion's direction. The illusion ends if the Eladrin loses their Invisibility for any reason.

Human

Race STR CON DEX INT WIS CHA Traits
Imperial 2 1 1 1 1 Bonus Feat
Kalostan 1 2 1 1 1
Graven 1 1 1 1 2
Highland 1 2 1 1 1 Primitive
Southron 1 1 1 1 2
Mamonil 1 1 2 1 1 Resistant(Fire)
Dahlmen 1 2 1 1 1 Primitive, Resistant(Cold)
Vistani 1 1 2 2

Mongrels

STR DEX CON INT WIS CHA Traits
Changeling as host race Bite 1d4+DC12 Sleep Poison,Feral Hunger
Half-Elf 2 +1 to two stats, Starvision (60), Spell Immunity(Sleep), Advantage vs Charm, Bonus Prof.(choose 2), Human trait
Half-Dwarf 1 2 -2 Legendary Endurance, Stoneheaded, Dwarf Blood, Human trait
Hobbit -1 2 1 Lesser Luck
Hellspawn 1 2 Resistant:Fire, Darkvision(60), Infernal Legacy
Nephilim 2 1 1 Resistant:Necrotic, Truesight(60), Bonus Feat (Lucky)
Tabaxi 2 -1 1 Primitive, Pounce, Feline Blood, Claws (1d4), Starvision(60), Lesser Luck

Legendary Endurance: Advantage on Con Saves to avoid increases to Exhaustion level

Stoneheaded: Advantage vs. all forms of Control/Domination magics

Dwarf Blood: 5% chance of spell reflection when targeted by arcane magic

Lesser Luck: gain 1 luck die per long rest, as the Lucky feat

Feral Hunger: A Changeling is driven by a hunger for the flesh of thinking creatures. If they eat the heart of a thinking creature they take on the appearance of the consumed host.

Pounce: When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move O feet on one of your turns.

Feline Blood: You gain proficiency with Stealth and Perception

Infernal Legacy:

Truesight: Beings with Truesight cannot have their vision impeded by external conditions. They have full vision at all times regardless of lighting or magical effects. Unlike Darkvision, color information is present so reading is unimpaired.

Komuloi

Race STR CON DEX INT WIS CHA Traits
Cathartid 1 -2 +2 Hollow Bones, Large, Fly 30/120, Form of Dread
Strigid -2 2 1 Hollow Bones, Medium, Fly 30/90, Silent Feathers
Glaucid -2 -2 2 1 Hollow Bones, Small, Fly 30/60, Silent Feathers
Accipite +1 -2 +2 +1 Hollow Bones, Medium, Fly 30/90, Shriek of Terror
Kestrine -2 +2 +1 Hollow Bones, Medium, Fly 40/120, Frenetic Fighting
Corvine -2 +2 +1 Hollow Bones, Small, Mechanical Mind, Shadow Mastery
Trochile -2 -2 +2 +1 Hollow Bones, Tiny, Fluffy Little Things, Fly 60/60 (hover), Life Drinker
Cassuar 2 +2 +2 Large, Body Snatcher


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