PDA

View Full Version : Greek Mythology Campaign Races



Thomar_of_Uointer
2015-04-14, 12:54 AM
Been spitballing some ideas for a Greek mythology campaign. Here's what I've got so far. Races are overall a little more powerful than normal, and humans have been adjusted to compensate. Feedback is welcome.

Automaton
(see warforged stats, UA Eberron PDF supplement)
* Increase ability bonuses to +2 Strength, +2 Constitution.

Centaur
* +2 Wisdom
* Speed: Your base walking speed is 40 feet.
* Barding: You require barding armor, which costs four times as much and weighs twice as much.
* Keen Senses: You have advantage on Wisdom (Perception) checks related to hearing.
Plains Subrace
* +2 Constitution
* Weapon Proficiency: You have proficiency with the pike.
* Sprinter: Whenever you move in a straight line, your walking speed increases to 50 feet.
Forest Subrace
* +2 Dexterity
* Weapon Proficiency: You have proficiency with the shortbow and longbow.
* Low-light vision.
* Leaper: You have advantage on Dexterity (Acrobatics) checks to stay on your feet while moving.

Gorgon
* +2 Charisma
* Speed: Your base walking speed is 30 feet.
* Darkvision 60'
* Petrifying Gaze: As an action, designate one living creature you can see within 30 feet. If the target can see you, it must make a Constitution saving throw (DC 8 + proficiency bonus + Charisma bonus). On a failed save, the target takes 1d8 psychic damage. A target reduced to 0 hit points by this attack is petrified. This attack's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
A target who isn't surprised can avert its gaze from you to avoid the effect. If so, it can't see you until the end of your next turn. If it looks at you in the meantime, it immediately must save or take damage.
You are immune to your own petrifying gaze attack.
Sentinel Subrace
* +2 Constitution
* Tireless Gaze: You can sleep while standing with your eyes open during a long rest. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.
Aquatic Subrace
* +2 Dexterity
* Speed: Your base walking speed is reduced to 25 feet.
* Barding: You require barding armor, which costs four times as much and weighs twice as much.
* Amphibious: You can breathe air and water.
* Swim: You have a swimming speed of 40 feet.

Half-Breed
* +1 to three ability scores of your choice.
* Speed: Your base walking speed is 30 feet.
* Resilient: Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
* Choose three of the following abilities:
** Sprinter: Your base walking speed increases to 35 feet.
** Tough Skin: You gain a +1 bonus to Armor Class.
** Mighty Blow: When you hit with a melee weapon, you can deal one extra die of its damage. You can only use this ability once per short rest.
** Aquatic: You can breathe air and water, and swim at a speed of 30 feet.
** Darkvision 60'
* Choose two of the following drawbacks:
** Weak: You suffer disadvantage on all Strength and Dexterity ability and skill checks.
** Slow: Your base walking speed is reduced to 25 feet.
** Sunlight Sensitivitiy: While in sunlight, you have disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
** Dry Skin: If you have not immersed yourself in water in the last 24 hours, you cannot heal during short rests or long rests, and you cannot regain Hit Dice.
** Nearsighted: You suffer disadvantage on Wisdom (Perception) checks to see anything further than 10 feet away.

Harpy
* +2 Wisdom, +1 Dexterity
* Speed: Your base walking speed is 30 feet.
* Barding: You require barding armor, which costs four times as much and weighs twice as much.
* Flight: You can fly at a speed of 30 feet as long as you do not exceed your carrying capacity. You cannot gain altitude, and descend at a rate of 10 feet per round in still air. As a bonus action you can gain up to 30 feet of altitude instead of descending, but you must spend one Hit Die or gain one level of exhaustion at the end of your turn.
* Claws: Your claws are treated as a pair of light finesse melee weapons dealing 1d6 slashing damage each. You lack hands, but can perform any delicate manipulations with your claws that a human could. You suffer disadvantage when wielding non-light weapons.
* Siren Song: As an action you can start to sing, captivating creatures who can hear you within 60 feet as long as you maintain concentration. Affected creatures can act normally. However, creatures who attempt to move away from you or otherwise stop listening must make a Wisdom saving throw (DC 8 + proficiency modifier + Charisma modifier). On a failed save, the creature is immediately incapacitated and its speed is reduced to 0 until the start of its next turn. A creature who successfully saves against this effect is immune for 24 hours.

Human
* +1 to all ability scores (Designer's Note: Slightly more powerful than a normal human to match the rest of the races.)
* One feat
* Proficiency in one skill

Minotaur
* +2 Strength, +2 Intelligence
* Speed: Your base walking speed is 30 feet.
* Low-Light Vision.
* Mighty Blow: When you hit with a melee weapon, you can deal one extra die of its damage. You can only use this ability once per short rest.
* Gore: Your horns are treated as a single versatile melee weapon dealing 1d8/1d12 piercing damage. (Designer Note: Yes, versatile is weird on a natural attack, but it prevents exploits. You shouldn't be able to triple-wield with your horns and an axe in each hand. You shouldn't be able to gore for 1d12 while wearing a shield.)
* Cunning: You are immune to maze spells. You have perfect recall of any architecture you walk through, and can always retrace your steps perfectly.

Satyr
* +2 Charisma, +2 Dexterity
* Speed: Your base walking speed is 35 feet.
* Low-Light Vision.
* Magic Resistance: You have advantage on saving throws against harmful spells and other effects.
* You are proficient with one musical instrument of your choice.

Spartoi
(See dragonborn stats, Player's Handbook.)
* Increase Charisma bonus to +2.
* Damage resistance is immunity.