Difference between revisions of "Races"

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(Dwarves)
(Draconic)
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|Dragonborn||2||||||||||1||+2 Base AC, Breath Weapon(Fire), Resistant(Fire)
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|Lizardman||||||2||||1||||Primitive, +1 Base AC,Breath Weapon(Poison 15'cone),Vulnerable(Cold)
 
|Lizardman||||||2||||1||||Primitive, +1 Base AC,Breath Weapon(Poison 15'cone),Vulnerable(Cold)

Revision as of 05:33, 18 March 2018

Civilized Races:


Draconic

Race STR CON DEX INT WIS CHA Traits
Dragonborn 2 1 +2 Base AC, Breath Weapon(Fire), Resistant(Fire), Primitive
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 free 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 Hurn (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 (Derro) 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: Derro are resistant to Psychic damage and gain advantage on Wisdom saves

Fey

STR DEX CON INT WIS CHA Traits
Sylvan Elf 1 2 1 Fey Blood
Eladrin 2 1 1 Fey Blood, Fey Step, Bonus Proficiency WIS Save
Grey Elf 2 1 1 Fey Blood
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 1/SR

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 tum in combat, you can double your speed until the end of the tum. 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:


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