sexta-feira, 5 de fevereiro de 2021

D&D 5E RACES

Human
Ability Scores: Str +1; Dex +1; Con +1; Int +1; Wis +1; Cha +1
Size: Medium
Speed: 30 ft.
Age. 

Humans reach adulthood in their late teens and live less than a century.

Alignment. 

Humans tend toward no particular alignment. The best and the worst are found among them.

Size. 

Humans vary widely in height and build, from barely 1 and a half meters to well over 2 meters tall. Regardless of your position in that range, your size is Medium.

Languages. 

You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.


Origin: 

You come from one of the many places humans can come, choose an origin and modify your traits accordingly. 


Greenlands Human: You were born and raised on the vast Green continent.


Handy. 

You gain proficiency in one skill and one tool of your choice. 

Feat.
 

You gain one feat of your choice - this may never be swapped. When you get a feat that gives a bonus to an attribute, you don't stack it in addition to the Bonus you already got by being a Human, instead, you overlap it. So if a feat gives no bonus to attributes, you keep your +1 due to being human. If it gives you a +1 to attribute, it's an overlap with what you already have, so you will gain nothing from it, but If a feat gives you a +2 to an attribute, you overlap your racial bonus and now you have +2 to that atribute (instead of adding it to your +1 from human and making it a +3)


Frozenblue Human: You were born and raised on the harsh Blue continent. 


Skills. 

You gain proficiency in Survival and Athletics skills

Snow Wanderer. 

You have resistance to cold damage, and ice or snow does not count as difficult terrain for you.

Simply Resilient. 

You have advantage in Constitution saving throws.
Against all odds. Whenever you roll a death saving throw, you may treat a roll of 17, 18 or 19 as if you just rolled a 20.  
Also, when you fail a death saving throw, you can instead choose to succeed and get up with 10 hps. After you use this trait, you can't use it again until you finish a short rest.

The Whitezone Human: You were born and raised on the forever in war white continent


Skills. 

You gain proficiency in Survival, Perception and History skills

Battle ready. 

You have advantage on initiative rolls

Combat training. You gain the Superior Technique Fighting Style

Favored weapons. Choose three weapons (longsword, longbow, greatsword, dagger, etc), you are considered proficient with it and whenever you attack with it you can never critically fail. A 1 is still considered a miss, but that's it.

Maustralian Human: You are part of a long line of people born and raised in the Maustralian Jungle.


Skills. 

You gain proficiency in Nature, Survival and Perception skills. Additionally, survival DCs to rest are 5 less for you.

Alert to Danger. Millenia living in Maustralia made your ancestors evolve to be always alert, your passive perception works normally for hearing even when sleeping, waking up with no issues if some strange sound is present, and thereafter going back to sleep with no problems as well.

Jungle Resilience. 

You have advantage in saving throws against Poison and Diseases.
Explosive. Once per short rest you can be explosive, this can manifest in many ways, you can choose to turn a d20 escape result into a natural 20, or you can choose to automatic succeed on a contest to free yourself from someone grappling you, or you can choose to make an athletics check or str saving throw with advantage, or when you make a weapon attack, instead of rolling to hit, you can choose to automatically hit with that attack.


Orc

Ability Scores: Str +2; Con +1
Size: Medium
Speed: 30 ft.
Age. 

Orcs reach adulthood at age 6 and live up to 40 years.

Alignment. 

The orcs of Primordio are proud people, given to powerful emotion and a desire of being something more. They are generally chaotic, but can be any alignment.

Size. Adult male Orcs are never shorter than 1,80 meters, and can measure up to way over 2 meters. Orcs are broad and very muscular and usually weights around 30% more than humans.
Darkvision. 

You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Aggressive. 

As a bonus action, you can move up to your movement speed toward a hostile creature you can see or hear. You must end this move closer to the enemy than you started.

Savage Attacks. 

When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

Powerful Build. 

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Languages. 

You can speak, read, and write Common and Orc.


Rite of Passage: When an orc becomes adult, the most courageous can undergo a rite of passage that consists first in doing a great deed for it it's tribe and then to win against challenges hosted by spirits of it's ancestors. Those who live are born again with magical runes and a new name. Choose a mark.


Mark of the Bull: +1 Str and 

When you roll a 1 or 2 on a damage die for an attack you make with a melee Attack, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.


Mark of the Cat: 

+1 Dex, +10 feet of movement and +1 AC if you are not encumbered

Mark of the Bear: 

+1 Con and you have proficiency in Constitution saving throws, if you already have it, now you have advantage in Constitution saving throws.


Mark of the Owl: 

+1 Wis and you have proficiency in Wisdow saving throws, if you already have it, now you have advantage in Wisdow saving throws.


Dwarf
Ability Scores: Con +2; Str +2 OR Con +2; Wis +1
Size: Medium
Speed: 25 ft.
Age. 

Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 450 years.

Alignment. 

Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.

Size. 

Dwarves stand between 1.40 meters and 1,5 meters tall but have larger torsos with broad chest and shoulders and average about  220 pounds. Your size is Medium.

Speed. 

Your speed is not reduced by wearing heavy armor.

Darkvision. 

Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Dwarven Resilience. 

You have advantage on saving throws against poison, and you have resistance against poison damage.

Dwarven Combat Training. 

You have proficiency with the battleaxehandaxelight hammerwarhammer, heavy crossbows and shields.

Tool Proficiency. 

You gain proficiency with the artisan's tools of your choice: Smith's toolsbrewer's supplies, or mason's tools.

Stonecunning. 

Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Dwarven Toughness. 

Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Dwarven Magical Resistance. You have: Legendary Resistance (3/Day). 

If you fail a saving throw against a spell or magical effect, you can choose to succeed instead.

Languages. 

You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.





Elves

There are different types of elves, but they all belong to the same mother race and cooperate with each other. But since they are so different, they all will have their own Race entrance, although they all share some traits:

Age. 

Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live forever.

Size. 

Elves range from 1,60 meters to 1,90 meters tall and have slender builds. Your size is Medium.

Alignment. 

Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not.

Languages. 

You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.

Fey Ancestry. 

You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Trance. 

Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.



Elf (Wood) 
Ability Scores: Dex +2; Wis +1
Size: Medium
Speed: 40 ft.
Origin: Wood elves came from a long lineage of elves living mostly in wild areas, or cities with vast natural resources like Lumina or Lemport. They are the tallest of the elves and are often agressive towards strangers
Darkvision. 

Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Keen Senses. 

You have proficiency in the Perception and the Survival skills.

Hidden Step. 

As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. When you do this, you can also attempt to use Stealth as a Free Action. Once you use this trait, you can't use it again until you finish a short or long rest.

Natural Wanderer. Even if your non wood elves allies can't have a proper Long Rest due to harsh conditions, you can still try and have one. All Survival DCs for long resting in the wild are considered to be 5 lower for you.
Elf Weapon Training. 

You have proficiency with the longswordshortswordshortbow, and longbow.

Fleet of Foot. 

Your base walking speed increases to 40 feet.

Mask of the Wild. 

You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.



Elf (High)
Ability Scores: Int +2; Dex +1
Size: Medium
Speed: 30 ft.

Origin: 

High elves were once part of the high society of Lumina, the nobles and top spellcasters of the elven world. Now, since Lumina was taken from the elves by the Warforged, they spread around the world, but with many seeking refuge at Thunderdome, city of their cousins, the Djinn.

Darkvision. 

Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Elf Weapon Training. 

You have proficiency with the longswordshortswordshortbow, and longbow.

Cantrip. 

You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.

Natural Caster. 

You gain the feat Metamagic Adept, and you can convert your spell slots in sorcery points just as a sorcerer would do.

Superior mind. 

You have advantage on all Intelligence and Wisdom saving throws.
Extra Language. 

You can speak, read, and write one extra language of your choosing.



Elf (Drow)
Ability Scores: Dex +2; Int +1; cha +1
Size: Medium
Speed: 30 ft.
Origin. Thousands years ago, the elves revolted against their dominant class and killed their king and most of it's family. But not all elves agreed with that and many clans fought against it, they lost this war and instead of death they chose to be banished to the underdark, cursed to never be able to leave, but from one entrance that passed straight toward the Dwarven Empire. These elves were deemed Drow (dark elf in elven language). Against all odds they survived a plethora of dangerous creatures and a terrible enviroment. They trained and plotted, they knew only war and veangence, until the time came where the people from the surface needed them, they chose to help, but managed to crown their king the king of all elves and in Lumina he reigned for hundreds of years, until the city fell to the Warforged. The drow did as the high elf did, spreading around and seeking refuge within Thunderdome, but even now they plot and plan to free their captive immortal king and retake the city that is their birthright.
Superior Darkvision. 

Accustomed to the depths of the Underdark, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Keen Senses. 

You have proficiency in the Perception skill.

Languages. 

You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.

Mild Sunlight Sensitivity. 

You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you are within an area of magical sunlight (the spell Daylight also affects you) - but just being on normal sunlight does not affect you anymore, only the oldest drow suffer from this.

Incisive Sense. 

You have advantage on Intelligence (Investigation) and Wisdom (Insight) checks.

Unshakable. 

You have resistance to psychic damage and 

advantage on all Wisdom saving throws.
Shadow Vault. 

As a bonus action, you can magically teleport up to 40 feet to an unoccupied space you can see. To use this trait, you can't be suffering from your Mild Sunlight Sensitivity. Once you use this trait, you can't do so again until you finish a short or long rest.

Starting at 3rd level, you also gain resistance to all non Radiant damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear to be enshrouded by shadows.

Drow Magic. 

You know the dancing lights cantrip. You can cast the detect magic spell; you must finish a short rest in order to cast the spell again. When you reach 3rd level, you learn and can cast the faerie fire spell; you must finish a short rest in order to cast the spell again using this trait. When you reach 5th level, you learn and can also cast the darkness spell; you must finish a short rest in order to cast the spell again using this trait. Intelligence is your spellcasting ability for these spells.

Drow Weapon Training. 

You have proficiency with rapiersshortswords, and hand crossbows.



Elf (Djinn)
Ability Scores: Int +2; Dex +1; Wis +1
Size: Medium
Speed: 30 ft.
Origin: You are the offspring of air elementals and elves. Revered beetween your people. And now, Thunderdome, the Djinn metal city houses most of elvenkind.
Darkvision. 

Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Elemental Nature. 

You have Lightning Resistance and when you roll Lightning damage, you can reroll any roll of 1 or 2 on the Lightning damage dice, but you must use the new roll, even if it is 1 or 2.

Unending Breath. 

You can hold your breath indefinitely while you're not incapacitated.

Cantrip. 

You know the cantrips gust and lightning lure. Intelligence is your spellcasting ability for it.

Mingle with the Wind. 

You know and can cast the levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a short rest. Intelligence is your spellcasting ability for this spell. 

When you reach 7th level, you learn and can also cast fly and lightning bolt spells; you must finish a short rest in order to cast the spell again using this trait.

Magnetic development. If you are a bard, sorcerer, wizard, warlock or artificer. y

ou add all wizard graviturgy spells to your spell list of these classes.





Ferlix

Origin: There are multiple types of Ferlix, all descending from different felines, but they all can be agrouped in two different races. These Ferlix however, consider themselves the same race. They share some of the same traces.

Age. 

Ferlix have lifespans equivalent to humans.

Alignment. Ferlix 

tend toward chaotic alignments, as they let impulse and fancy guide their decisions. They are rarely evil, with most of them driven by curiosity rather than greed or other dark impulses.

Languages. 

You can speak, read, and write Ferlix and one other language of your choice.

Size. Ferlix

 are taller on average than humans and relatively slender. The bigger ones are heavily built and can have more than 2 meters.

Darkvision. 

You have a cat's keen senses, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Cat's Talents. 

You have proficiency in two of the following skills: Perception, Stealth, Athletics, Intimidation and Survival.

Discriminatory Smell. 

You have advantage in Wisdom (Perception) checks

Sharp Senses. 

You have blindsight within a range of 5 feet.
Lucky. 

When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.





Ferlix (Lightly Built)
Ability Scores: Dex +2; Cha +1
Size: Medium
Speed: 30 ft., climb 20 ft.
Cat's Claws. 

Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural, finess and light weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.

Feline Agility. 

Your reflexes and agility allow you to move with a burst of speed. 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 0 feet on one of your turns.

Cat Evasion. When you are hit by an attack by 4 or less, you can use your reaction to make the attack miss instead. 

Once you use this trait, you can't use it again until you finish a short or long rest.
Agile Athlete. 

You can use dexterity instead of strength for athletics other than grappling.




Ferlix (Heavily Built)

Ability Scores: Str+2; Dex +1
Size: Medium
Speed: 35 ft.
Predatory Claws. 

Your claws are natural and light weapons, which you can use to make unarmed strikes. If you hit with them, you can deal slashing damage equal to 1d8 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Daunting Roar. 

As a bonus action, you can let out an especially menacing roar. Creatures of your choice within 15 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Strenght modifier. Once you use this trait, you can't use it again until you finish a short or long rest.

Pounce. If you move at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC (equal to your Daunting Roar's DC) Strength saving throw or be knocked prone. If you manage to knock it prone, you can then make an attack on it with a bonus action. Once you use this trait, you can't use it again until you finish a short or long rest.
Fleet of Foot. 

Your base walking speed increases to 35 feet.




Norfss - Em construcao

Origin: There are multiple types of Norfss, all descending from different lizards, dinosaurs or even dragons. They all belong to the same race and have a scrict society. Here we will cover only 3 types of Norfss that players will be able to choose from, the Lizard Norfss, the Khelus and the Drakonis, leaving the Crododilian, Saurian and Naga Norfss for another time.


Alignment. Most Norfss are neutral. They see the world as a place of predators and prey, where life and death are natural processes. But they do have a very strict society and a hard hierarchy. 
Languages. 

Norfss can speak, read, and write Common and Norfss.

Size. Norfss come in all sizes and shapes, with Khelus and Lizard norfss averaging 1,70 meters and Drakonis averaging over 2 meters tall.


Ability Scores: Variable
Size: Medium
Speed: 30 ft
Age. Lizard 

Norfss reach maturity around age 14 and rarely live longer than 160 years.

Bite. 

Your fanged maw is a natural weapon with light and finess properties, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.


Traits

You have 13 points to spend on traits. You can never take the same trait more than once,unless the trait says so.

+2 in total to Dexterity. Cost: 4 points

 

+2 in total to Constitution. Cost: 4 points

+2 in total to Strength Cost: 4 points

+2 in total to Wisdow Cost: 4 point

+1 in total to Dexterity. Cost: 1 point

+1 in total to Constitution Cost: 1 points

 

+1 in total to Strength Cost: 1 point

+1 in total to Wisdow Cost: 1 point



Climb Speed. 

You have a climb speed of 30 feet. 

Cost: 2 points

Swim Speed. 

You have a swimming speed of 30 feet. 

Cost: 1 point

Clinging. 

You can climb difficult surfaces, 

including upside down on ceilings, without needing to make an ability check but do so, you must have at least one free hand all the time.

 

Cost: 2 points

Darkvision. 

You have a great set of eyes, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. 

Cost: 3 points

Hold Breath. 

You can hold your breath for up to 60 minutes at a time. 

Cost: 1 point

Amphibious. 

You can breathe air and water. 

Cost: 2 points

Hunter's Lore. 

You gain proficiency with two of the following skills of your choice: Animal HandlingNaturePerceptionStealth, and Survival

Cost: 2 points

Sneaky. 

You are proficient in the Stealth skill. 

Cost: 1 point

Natural Armor. 

You have tough, scaly skin. When you aren't wearing armor, your AC is 14 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. 

Cost: 3 points 

Khelus Shell. 

Your shell provides you a base AC of 17 (your Dexterity modifier doesn't affect this number). You can't wear light, medium, or heavy armor, but if you are using a shield, you can apply the shield's bonus as normal.
Also, y

ou can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to your AC, and you have advantage on Strength and Constitution saving throws. While in your shell, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell. Cost: 4 points

Hungry Jaws. 

In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points equal to your Constitution modifier + your Proficieny modifier (minimum of 1), and you can't use this trait again until you finish a short or long rest. 

Cost: 1 point
Strong Tail. 

You can grasp things with your tail. It has a reach of 5 feet, and it can lift a number of pounds equal to five times your Strength score. You can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; grapple someone; hold yourself on a tree branch or make an unarmed strike. Your DM might allow other simple tasks to be added to that list of options. 

Your tail can't wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell. Cost: 1 point

Perfect Tail. 

You can grasp things with your tail. It has a reach of 10 feet, and it can lift a number of pounds equal to five times your Strength score. You can use it to do the following tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; grapple someone; hold yourself on a tree branch or make an unarmed strike. Your DM might allow other simple tasks to be added to that list of options. 

Your tail can wield weapons or shields and can do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell. Cost: 6 points

Glide. You have flappy skin that you can open to use as wings to slow your fall or allow you to glide. When you fall and aren't incapacitated, you can subtract up to 100 feet from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descend. Cost: 1 point

Acid Spit.  As an action, you can spray acid from glands in your mouth, targeting one creature or object you can see within 30 feet of you. The target takes 2d10 acid damage unless it succeeds on a Dexterity saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus. This damage increases by 1d10 when you reach 11th level (3d10) and 17th level (4d10). You can use this trait a number of times equal to your Consitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. Cost: 1 point

Tongue Lock. 

You can try and use your tongue to hold opponents in place, to do so you can use a bonus action to make a tongue attack that works like a bite attack that does 0 damage and has 20 ft of range. If you hit, your target is grappled (you can only have one target grappled per time). They can try and destroy your Tongue [AC 10, 1/3 of your HP (minimum 20, you dont take the damage on your actual HP)], and if they do you cant use your tongue again (and must talk in a funny way) until you take a short or long rest 

Cost: 2 points

Chameleon Skin. 

You can change colour and have advantage on Dexterity (Stealth) checks made to hide. 

Cost: 2 points

Slippery.
 

You have advantage on ability checks and saving throws made to escape a grapple. 

Cost: 1 point

Lizardwalk. 

Ability checks made to track you have disadvantage, and you can move across difficult terrain made of nonmagical plants and undergrowth without expending extra movement. 

Cost: 2 points

Lizard Resilience. 

You have advantage on saving throws against poison, and you have resistance against poison damage. 

Cost: 2 points

Shapechanger. 

As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of a creature you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait.

You stay in the new form until you use an action to revert to your true form or until you die. Cost: 3 points

Standing Leap. 

Your long jump is up to 20 feet and your high jump is up to 10 feet, with or without a running start. 

Cost: 1 point

Surprise Attack. 

If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat. 

Cost: 1 point


Norfss (Drakonis)
Ability Scores: Cha +2; Str +1; Con +1
Size: Medium
Speed: 30 ft.
Age. 

Young drakonis grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. Drakonis 

are eternal, they will live until they are killed
Alignment. 

Drakonis tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil (represented by Bahamut and Tiamat, respectively). Most dragonborn are good, but those who side with Tiamat can be terrible villains.

Size. 

Drakonis are taller and heavier than humans, standing well over 6 feet tall and averaging almost 280 pounds. Your size is Medium.
Bite. 

Your fanged maw is a natural weapon which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.

Draconic Ancestry. 

You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon is determined by the dragon type, as shown in the table.

Draconic Ancestry
DragonDamage TypeBreath Weapon
BlackAcid10 by 30 ft. line (Dex. save)
BlueLightning10 by 30 ft. line (Dex. save)
BrassFire10 by 30 ft. line (Dex. save)
BronzeLightning10 by 30 ft. line (Dex. save)
CopperAcid10 by 30 ft. line (Dex. save)
GoldFire20 ft. cone (Dex. save)
GreenPoison20 ft. cone (Con. save)
RedFire20 ft. cone (Dex. save)
SilverCold20 ft. cone (Con. save)
WhiteCold20 ft. cone (Con. save)
Breath Weapon. 

You can use your bonus action or swap one of your attacks on an Attack action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation.

When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.

After you use your breath weapon, you can't use it again until you roll for initiative or complete a short or long rest. 

Damage Resistance: 

You have resistance to the damage type associated with your draconic ancestry.
Forceful Presence. 

You can use your understanding of creative diplomacy or intimidation to guide a conversation in your favor. When you make a Charisma (Intimidation or Persuasion) check, you can do so with advantage. Once you use this trait, you can't do so again until you finish a short or long rest.

Glide You have wings that you can use to slow your fall or allow you to glide. When you fall and aren't incapacitated, you can subtract up to 100 feet from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descend. 

I've Had Enough: Legendary actions - Once per day, for 1 minute, you can spend a Bonus Action to make most of your heritage gaining:
Legendary Actions:
The drakonis can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The drakonis regains spent legendary actions at the start of its turn.

  • - Detect. The drakonis makes a Wisdom (Perception) check.

  • - Tail Attack. The drakonis makes a tail attack. It is the same as a bite attack, but does 1d6 bludgeoning damage and has 10 feet reach.

  • - Wing Attack (Costs 2 Actions). The drakonis beats its wings. Each creature within 10 feet of the drakonis must succeed on a (DC 10 + proficiency + STR or CHA modifier) Dexterity saving throw or take 2d6 + STR modifier bludgeoning damage and be knocked prone. The drakonis can then fly up to half its move speed but cant end this movement airbore.

  • - Cast a spell. (Costs 3 Actions). The drakonis can cast a spell that has a casting time no longer than 1 action and that is no higher than second circle


Languages. 

You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.

Darkvision. 

You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.





Kyrin

Ability Scores: [Str +2 OR Dex +2] ; Int +1; Wis +1
Size: Medium
Speed: 30 ft.
Origin: The Kyrin race with the help of an elven mage came from another plane devoid of resources. They waged war agains the whole world, and were a terror because of their ability to jump from one plane to another in a second. They killed almost all leaders and influent people from all the races and forced them to band together to survive. Finally, the access to their homeplane was closed pushing away almost all Kyrin, but a few stayed and surrendered. Now This wanderers try to find purpose in life, trying to avoid the inherited rage of the other races while looking for powerful masters to serve.

Age. 

Kyrin are eternal, they will live until they are killed. Their age is only shown by their horns. The older the Kyrin, the more and bigger horns they have.

Alignment. Kyrin tend toward lawful neutral. Their rigorous training in psychic abilities requires an implacable mental discipline. They also need hierarchy in their lives, usually seeking someone to be their masters.
Languages. 

Kyrin do not have mouths, they can't speak, but they can understand and read Kyrin, common and one more language of their choice.

Size. 

Kyrin stand 2 meters tall in average but have lanky bodies with very long arms. Your size is Medium.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light, you can even discern colours.
Energy subsistence. 

You do not eat like the other humanoids do and you have no need for water. Instead, every other day you must touch and absorb the life force of living organism. The less complex the organism, the more energy you have to absorb from it.

Martial Prodigy. 

You are proficient with light and medium armor and with shortswords, longswords, and greatswords.

Long-Limbed. 

When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

Telepathy. 

You can speak telepathically to any creature you can see, provided the creature is within a number of feet of you equal to 10 times your level. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. 

When you're using this trait to speak telepathically to a creature, that creature can telepathically speak with you for as long as you mantain your minds linked. You can link at the same with 1 creature for each level you have.
Read Thoughts. 

The Kyrin reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the Kyrin can continue reading its thoughts, as long as it's concentration isn't broken (as if concentrating on a spell). While reading the target's mind, tKyrin has advantage on Wisdom (Insight) and Charisma (DeceptionIntimidation, and Persuasion) checks against the target. The more time the Kyrin spends reading the thoughts, the deeper he can read. If having a deeper thought read would present great danger, shame, distress or similar emotion to the target, it can make an Intelligence saving throw (Dc is 8+ the Kyrins int modifier + it's proficiency), if he passes the saving throw, the link is shattered, the target is immune to it for 24 hours and it knows someone or something was probing it's mind.

Kyrin Psionics. As Kyrin develops, they start to master their Psionic powers. For pratical purposes, we will emulate this with spells, but all spells they "cast" with this trait, they do it without any component and are not considered magic.
You can cast the mage hand cantrip, and the hand is invisible when you cast the cantrip with this trait.

At 3rd level, you can cast jump and shield each once with this trait, and you regain the ability to do so when you finish a short rest. When you reach 5th level, you can cast the misty step spell once with this trait, and you regain the ability to do so when you finish a short rest.




Warforged Simi

Ability Scores: Con +2; Choose any other +1
Size: Medium
Speed: 30 ft.
Origin: The elven people from Lumina had created Simi's, that were artificial humanoids that they could connect via mind spells and use them to study the imense source of knowledge contained in Lumina. Every meaningful elven mage had it's own Simi and whenever they wanted, they would connect with their Simi and tell them to learn a subject, so they could contact it later and learn that subject much faster via thought transference. But the Simi developed a mind of their own and knowing fully well what the elfs would do, by accessing deep knowdlege and putting a race's effort behind it, in the underground of Lumina, they created the Warforged Simi, to be the warriors of it's race, just so they could reason with the elfs without being taken hostages. But the elfs wanted none of it and refused to hear the Simi, so war waged. The arrogant elves didnt call the Djinns for help, and too many fell that day, and although the Simi were also brought to the brink of extinction, the immortal Dark Elf King Valeren ordered for the elven people to flee while he stayed back slaughtering Simi until he was imprisioned - and there he remained for the past 50 years.

Age. 

A typical warforged is between two and fifty years old. The maximum warforged lifespan remains a mystery; so far, warforged have shown no signs of deterioration due to age. You are immune to magical aging effects.

Alignment. 

Most warforged take comfort in order and discipline, tending toward law and neutrality. But some have absorbed the morality, or lack thereof, of the beings with which they served.

Languages. 

You can speak, read, and write Elven and one other language of your choice.

Size. 

Your size is Medium.

Constructed Resilience. 

You were created to have remarkable fortitude, represented by the following benefits:

  • You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
  • You don't need to eat, drink, or breathe.
  • You are immune to disease.
  • You don't need to sleep, and magic can't put you to sleep.
Sentry's Rest. 

When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal.

Integrated Protection. 

Your body has built-in defensive layers, which can be enhanced with armor:

  • You gain a +1 bonus to Armor Class.
  • You can don only armor with which you have proficiency. To don armor other than a shield, you must incorporate it into your body over the course of 1 hour, during which you remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.
  • While you live, the armor incorporated into your body can't be removed against your will.
Specialized Design. 

You gain one skill proficiency and one tool proficiency of your choice.

Simi Web of Knowledge. 

As an action, you can use this trait to choose any skill, language or tool and become proficient with it. You can only use this trait again when you finish a short or long rest and when you do it, you haver to swap the skill or tool prodficiency that you had previously choosen.

Overcharge. 

You can focus all magical energy that runs through you to act incredibily fast for a brief moment. You can use the Fighter's power Action Surge, but at the end of your turn you get a debuff that lasts until the end of your next turn. The debuff is: Overheated, that lowers your AC, Save Dcs and saving throws by 2. When you use this trait, you can't use it again until you take a short or long rest.



Troll

Ability Scores: Con +2; Cha +1; Dex +1 
Size: Medium
Speed: 30 ft.
Origin:  Trolls once roamed freely on the White continent's Taiga, but they lost their ancestral war against the mighty elves of old times and were pursued, pushed to the middle of the harsherst desert on the planet on the Red continent and only avoided extinction because the elves couldn't handle the harsh conditions and left. There they developed a mighty city called Varshala, located on a type of oasis in the middle of the desert, with most of the trolls not able leave due to how dangerous and Harsh the desert is, so they had to submit and accept being dominated by few very powerfull and selfish individuals.
 
Age. Trolls can live up to 500 years, it is said that they can increase their lifespan by devouring sentient creatures.
Alignment. 

Trolls are chaotic by nature, most are also neutral, but a good deal of them tend to evil.

Languages. 

You can speak, read, and write Troll and one other language of your choice.

Size. 

Your size is Medium.

Darkvision. 

You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Unpleasant. Trolls have disadvantage in persuasion checks

Survivors. You have proficiency in the Survival skill.

Adrenalin. As a Reaction to taking damage you can start regenerating at the beginning of your turns, you regenerate hit points equal to your Proficiency+ Con modifier. This regeneration lasts for 1 minute. Once you use this trait, you can't use again until you finish a long rest.
Aquired Taste. Choose one (non Warforged) race. You qualify to get racial feats from your chosen race.
Corpse Eater.  

You can devour the vital parts of a dead creature.     If you spend 10 minutes doing this, you can spend hit dices as if you were taking a short rest. You can also attempt to learn something from the dead creature. Make a History, Survival or Medicin check, with 15 you can learn it's name how it died, and one of (a language, skill or tool proficiency) and the better you roll, more you can learn and gain about it. Once you devour another creature and use this feature, you lose the benefits from the previous one.

Die Hard. 

When you make death saving throws, you only get a failure if you roll 5 or less, and when you do fail, you can choose to stabilize, so you stop making death saving throws

Troll metabolism. 

You are immune to disease, 

have advantage on saving throws against being poisoned, and you have resistance to poison damage.
Desert Hunter. 

You are better at throwing javelins and spears than other races. To you, a javelin throwing range is considered to be 50/150 and a spear throwing range is considered to be 40/80




Goblin
Ability Scores: Dex +2; Int +1
Size: Small
Speed: 25 ft.
Origin. 

Goblins are small and were always bullied, hunted and abused because of this. But one day they invented the bombs, and with the power of science they were able to fend off their attackers, make alliances with neighbours that now have to respect (kinda) them, and they founded MEGATRON, a place where  the goblins could prosper and destroy nature around to feed the advance of this Metropolis.

Age. 

Goblins are adults within 3 years of being born, being able to care for themselves in only a few months after birth. But they also have a life expectancy of 30 years, so they strive to make the most out of their short lives.

Alignment. 

Goblins are extremely burocratic but terribly corrupt at the same time, their society hide behind a lawfull appearance but is trully as chaotic as it gets.

Size. Goblins are small and scrawny, measuring in average 1 meter and weighting no more than 40 kgs

. Your size is Small.

Speed. 

Due to your small legs, your speed is 25 feet.

Firearm Proficiency: The secrets of creating and operating gunpowder weapons have been discovered and mastered by the Goblins, you are proficient with them.

Infuse item: At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items.

Infusions Known

When you gain this feature, pick three artificer infusions to learn, choosing from the "Artificer Infusions" section at the end of the class's description. You learn additional infusions of your choice when you reach certain levels (lvs 8, 12, 16 and 20).

Whenever you gain an asi or a feat, you can replace one of the artificer infusions you learned with a new one.

Infusions[–]

 Goblins have invented numerous Techmagical infusions, extraordinary processes that rapidly create magic items. To many, goblins seem like wonderworkers, accomplishing in hours what others need weeks to complete.

The description of each of the following infusions details the type of item that can receive it, along with whether the resulting magic item requires attunement.

Some infusions specify a minimum level. You can't learn such an infusion until you are at least that level.

Unless an infusion's description says otherwise, you can't learn an infusion more than once.

Infusing an Item[–]

Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see "Attunement" in chapter 7 of the Dungeon Master's Guide).

Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one.

You can infuse more than one nonmagical object at the end of a long rest; you start being able to infuse up to two objects, increasing by 1 when you reach certain levels (lvs 8, 12, 16 and 20). You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.
Important: Since Goblins are more prone to offense, Enhanced Defense infusion does not scale with levels.

If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.

Blast Resistant. Natural selection and years of inventions exploding on goblin's faces, made this race resilient against blasts. 

You are resistance against any explosions (the DM has the final word in which spell is considered an explosion).

Burst of Creation: During your short rest you can spend 50 gold and make an Alchemist Tool's test to try and create bombs - Detailed rules here:  Tabela de bombas
Tool Proficiency. 

You gain proficiency with Alchemist tools and any 2 artisan's tools of your choice.

Languages. 

You can speak, read, and write Goblin and either Common or Orc.










Devendo:



- Rajin



Nenhum comentário:

Postar um comentário