PoeticDwarf
2015-07-20, 05:48 AM
Kastidril
(I wanted to call them gravelocks, but pretty sure there's a copyright on that)
A Kastidril is family of the golbin. Not that long ago they became two races. The Kastidrils aren't often as evil as goblins, and Kastidrils are very tough. Where many goblins live in the woods, you can find Kastidrils in deserts and grasslands. About 500 years ago, the Kastidrils became three subraces. The Yellow Kastidril is often evil, and sometimes they live in the wood with goblins, Yellow Kastidrils and goblins have many things in common. Green Kastidrils and Sundrils live in deserts or grasslands, sometimes together, sometimes not. They all live in holes in the ground.
Kastidril traits
Ability score increase: Your constitution score increases by 2.
Age: Kastidrils mature when they're around 15, on average, they live about 80 years.
Alingment Most Kastidrils are neutral, they like to be far away from other races, but they don't place themself above other races. Yellow Kastidrils are often evil, but they aren't often chaotic, as goblins are.
Size Kastidrils stand between 3 and 4 feet tall and average about 45 pounds, your size is small.
Speed Kastidrils are very little, but thanks to their paranoid they can run very fast. Your base walking speed is 30ft.
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. There are sundrils without darkvision, but most of them have darkvision as described here.
Kastidril combat training You have proficiency with the rapier, shortsword and shortbow. You attack with slings deal 1d6 instead of 1d4 damage.
Child of nature You find twice as many food, if you search for food.
Languages You know goblin and common
Subraces In the world of D&D, there are Green Kastidrils, Sundrils and Yellow Kastidrils, all described below.
Green Kastidril
Green Kastidrils know a little magic, they often use poison to kill their enemies.
Ability score increase Your wisdom increases by 1.
Poisonous origin You know the poison spray cantrip, your spellcasting ability for this cantrip is wisdom.
Poison life You get resistance to poison damage, and proficiency with the poisoner's kit.
Yellow Kastidril
Instead of learning magic, you learned how to fight with your claws and how to use acid to fight even better with them.
Ability score increase Your dexterity score increases by 1.
Acid body You have resistance to acid damage
Acid claws Your unarmed strikes deal 1d4 slashing damage. One per long rest when you make an attack with your claws, you deal an extra 1d4 acid damage, and if the target is a creature he makes a constitution saving throw (DC: 8+prof. modifier+dexterity modifier) or the target gets at the end of its turn an extra 1d4 acid damage, until it uses its bonus action to make the saving throw again. The effect stops on a succesful saving throw. The extra damage you directly deal becomes 2d4 at lv. 6, 3d4 at lv. 11 and 4d4 at lv. 16.
Sundril
A Sundril often lives in the desert, that doesn't mean they can survive the sun longer than the other Kastdrils, but they are at the middle of the day sleeping in their holes. They use magic they gain from the sun to have light and to kill enemies.
Ability score increase Your inteligence score increases by 1
Sundril magic You know the firebolt cantrip, once you reach 3rd level you can cast the burning hands spell once a day as a 2nd-level spell. Once you reach 5th level, you can also cast the continual flame spell once per day. Inteligence is your spellcasting ability for these spells.
You can play a Sundril without darkvision, those know the light or the dancing lights cantrip.
(I wanted to call them gravelocks, but pretty sure there's a copyright on that)
A Kastidril is family of the golbin. Not that long ago they became two races. The Kastidrils aren't often as evil as goblins, and Kastidrils are very tough. Where many goblins live in the woods, you can find Kastidrils in deserts and grasslands. About 500 years ago, the Kastidrils became three subraces. The Yellow Kastidril is often evil, and sometimes they live in the wood with goblins, Yellow Kastidrils and goblins have many things in common. Green Kastidrils and Sundrils live in deserts or grasslands, sometimes together, sometimes not. They all live in holes in the ground.
Kastidril traits
Ability score increase: Your constitution score increases by 2.
Age: Kastidrils mature when they're around 15, on average, they live about 80 years.
Alingment Most Kastidrils are neutral, they like to be far away from other races, but they don't place themself above other races. Yellow Kastidrils are often evil, but they aren't often chaotic, as goblins are.
Size Kastidrils stand between 3 and 4 feet tall and average about 45 pounds, your size is small.
Speed Kastidrils are very little, but thanks to their paranoid they can run very fast. Your base walking speed is 30ft.
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. There are sundrils without darkvision, but most of them have darkvision as described here.
Kastidril combat training You have proficiency with the rapier, shortsword and shortbow. You attack with slings deal 1d6 instead of 1d4 damage.
Child of nature You find twice as many food, if you search for food.
Languages You know goblin and common
Subraces In the world of D&D, there are Green Kastidrils, Sundrils and Yellow Kastidrils, all described below.
Green Kastidril
Green Kastidrils know a little magic, they often use poison to kill their enemies.
Ability score increase Your wisdom increases by 1.
Poisonous origin You know the poison spray cantrip, your spellcasting ability for this cantrip is wisdom.
Poison life You get resistance to poison damage, and proficiency with the poisoner's kit.
Yellow Kastidril
Instead of learning magic, you learned how to fight with your claws and how to use acid to fight even better with them.
Ability score increase Your dexterity score increases by 1.
Acid body You have resistance to acid damage
Acid claws Your unarmed strikes deal 1d4 slashing damage. One per long rest when you make an attack with your claws, you deal an extra 1d4 acid damage, and if the target is a creature he makes a constitution saving throw (DC: 8+prof. modifier+dexterity modifier) or the target gets at the end of its turn an extra 1d4 acid damage, until it uses its bonus action to make the saving throw again. The effect stops on a succesful saving throw. The extra damage you directly deal becomes 2d4 at lv. 6, 3d4 at lv. 11 and 4d4 at lv. 16.
Sundril
A Sundril often lives in the desert, that doesn't mean they can survive the sun longer than the other Kastdrils, but they are at the middle of the day sleeping in their holes. They use magic they gain from the sun to have light and to kill enemies.
Ability score increase Your inteligence score increases by 1
Sundril magic You know the firebolt cantrip, once you reach 3rd level you can cast the burning hands spell once a day as a 2nd-level spell. Once you reach 5th level, you can also cast the continual flame spell once per day. Inteligence is your spellcasting ability for these spells.
You can play a Sundril without darkvision, those know the light or the dancing lights cantrip.