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View Full Version : D&D 5e/Next The Races of Varterra (PEACH)



Molemanking
2015-07-23, 05:10 PM
Here are the stats for the PC races of my homebrew setting http://www.giantitp.com/forums/showthread.php?429307-The-Scrolls-of-Akasha-A-High-Magic-Setting.
More races will be added and existing races may be modified. I'd appreciate any input anyone can give to make these races fun and interesting to play.


Githzerai

Ability Score Increases: Your Dexterity score increases by 2 and your Wisdom or Intelligence score increases by 1.
Age: It is difficult for many to determine the age of a Githzerai that spends his/her whole life within the Shard of Entropy. Some believe that the oldest Githzerai that dwell within the Shard have extended their lives by centuries through sheer force of will. However, those Githzerai born and raised in the Material Plane or that make regular trips outside the city of Zarthane exhibit aging that is close to a humans. They reach physical maturity at around 19 and can live to be close to 120 years old.
Alignment: Being former slaves to Illithids, Githzerai regard personal freedom as an inalienable right. All should be allowed to choose their own path through life. Because of this firm belief in the individual, many Githzerai tend towards a Chaotic Neutral alignment.
Size: Most Githzerai tend to range between 5-6ft tall and weight 110 lbs. While they may look frail and gaunt at first glance, many Githzerai are capable of quick and surprising speed and agility. Your size is Medium.
Speed: Base walking speed is 30ft.
Iron Mind: You have resistance to Psychic damage and advantage on saving throws to resist the Charmed condition.
Enlightened: You gain proficiency in the Arcana or Insight skill.
Innate Psionics: You know the Mage Hand cantrip which, when cast, is invisible. At 3rd level, you may choose two of the following spells: Feather Fall, Jump, or Shield. You may cast this spell once per long rest. You may pick the same spell twice to get two castings of that spell per long rest. At 5th level, you can cast See Invisibility once per long rest.
Languages: You can speak, read, and write in Common and Gith.

Githyanki

Ability Score Increases: Your Strength score increases by 2 and your Intelligence or Charisma score increases by 1.
Age: Githyanki reach physical maturity around age 19 and can live to be close to 120 years old. However, Githyanki that once lived in the Astral Sea are almost indistinguishable from newer generations as their bodies are still suffused with the ambient energy of the plane between planes. However, those Githyanki born and raised in the Material Plane or that make regular trips outside the city of Zarthane exhibit aging that is close to a humans. They reach physical maturity at around 19 and can live to be close to 120 years old.
Alignment: Being former slaves to Illithids, Githyanki believe that only by standing together can a people hope to survive. To serve another willingly is a sign of great trust to these honor people. Because of this firm belief in the group over the individual, many Githyanki tends towards a Lawful Neutral alignment.
Size: Most Githyanki tend to range between 6-6.5ft tall and weight 125 lbs. Their wiry form and long features belie the incredible strength that they wield. Your size is Medium.
Speed: Base walking speed is 30ft.
Iron Mind: You have resistance to Psychic damage and advantage on saving throws to resist the Charmed condition.
Fierce Warrior: You gain proficiency in the Athletics or Intimidation skill.
Innate Psionics: You know the Mage Hand cantrip which, when cast, is invisible. At 3rd level, you may cast the Misty Step spell once per long rest. At 5th level, you can cast Tongues spell once per long rest.
Languages: You can speak, read, and write in Common and Gith.
Githzerai and Githyanki stats and features inspired by http://tribality.com/2015/03/02/richs-gameroom-the-infamous-gith-bonus-the-way-of-zerthimon/


Deep Gnomes See page 7 of the Elemental Evil Companion PDF
Deviser Gnomes See page 36-37 of the PHB.


Half-Human, Half-Gnome (also called Breving) (Basically the Breving are my campaigns version of Halflings.)

Ability Score Increases: Your Charisma score increases by 2 and your Dexterity score increases by 1.
Age: A Brahving reaches adulthood at the age of 20 and general lives into the early 100s.
Alignment: Most Brahving are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways.
Size: Brahving average about 3 feet tall and weigh about 40 pounds. Your size is Small
Speed: Your base walking speed is 25ft.
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 even if it’s another 1.
Breving Nimbleness: You can move through the space of any creature that is of a size larger than yours.
Naturally Stealthy: You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
Languages: You can speak, read, and write in Common, Gnome and one additional language.

Half-Orc, Half-Gnome (also called Goblins)

Ability Score Increases: Your Dexterity score increases by 2 and your Constitution increases 1.
Age: Goblins mature slightly faster than humans, reaching maturity around age 12. They typically live to around 60 years old.
Alignment: Goblins’ natural mischievous personality favors a Chaotic outlook on life. Freedom is very important to a goblin, especially their own. Thus, many tend to favor Neutrality.
Size: Goblin height ranges somewhere between 3-4ft tall and they can weigh between 45-50lbs. Your size is Small.
Speed: Base walking speed is 30ft.
Darkvision: Because of their connection to Orc/Gnome heritage, you are born with eyes accustomed to darkness. Darkvision up to 60ft.
Nimble Escape: Opportunity attacks made against you have disadvantage.
Sneaky Little Bugger: You have proficiency with the Stealth skill.
Prankster: You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you can spend 1 hour and 10gp worth of materials to construct a tiny clockwork device (AC 5, HP 1). The device cease to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time.
When you create a device, choose one of the following.
--Paint Sprayer: This device produces a small spray of paint, which you can use to cover 1ft of material per use. You choose the color of the paint when the device is created. Using this devise requires an Action.
--Buzzer: A small round gadget that, when activated and attached to something, will emit a soft buzzing noise at an interval of your choosing.
--Recorder: When activated, this device can record and play back 1 minute of audio.
Languages: You can speak, read, and write in Common, Gnome, and Orcish.
Goblin stats were inspired by http://www.enworld.org/forum/showthread.php?356829-PC-Goblins-for-D-amp-D-5E#ixzz3XrmOW9S8

Half-Human, Half-Orc (also called Hobgoblins)

Ability Score Increases: Your Strength score increases by 2 and your Charisma score increases by 1.
Age: Hobgoblins mature at about the same rate as humans, reaching maturity around age 17. They typically live to about 70 years old.
Alignment: Hobgoblins prefer established rules and codes of conduct to unruly chaos. Thus they tend towards a Lawful alignment. Typically, they don’t debate the right or wrong in a law, preferring simply to do their job. Neutrality suits most Hobgoblins.
Size: Hobgoblins are usually 5-6ft tall and 135-170lbs. Your size is Medium.
Speed: Base walking speed is 30ft.
Darkvision: Because of their connection to Orc heritage, you are born with eyes accustomed to darkness. Darkvision up to 60ft.
Martial Advantage: When a creature you attack with a weapon attack is within 5ft of an ally that isn’t incapacitated, you can deal an additional 1d6 of damage. This damage increases to 2d6 at 6th level, 3d6 at 11th level, and 4d6 at 16th level. You must complete either a short or long rest to regain this feature.
Menacing: You have proficiency with the Intimidation skill.
Disciplined: You have advantage on saving throws to resist being Frightened.
Languages: You can speak, read, and write in Common, Orcish, and one additional language.

Use Human Variant from page 31 of the PHB


(Reskinned Aarakrocra with the flying ability nerfed alittle and Keen Hearing.)
Ability Score Increases: Your Dexterity score increases by 2 and your Wisdom score increases by 1.
Age: Kiroptera mature significantly faster than humans, reaching adulthood around 6-7 years old. However, they rarely live beyond their 30th year.
Alignment: Despite their somewhat scary exterior, Kiroptera are generally a good, caring people. However, they will rarely go out of their way to help someone they don’t know. Thus, they tend towards a Neutral Good alignment.
Size: Kiroptera average around 5ft and are generally around 90-120lbs. Males tend to be larger than females. Your size is Medium.
Speed: Base walking speed is 25ft.
Darkvision: Thanks to a lifetime of hunting and gathering at night, Kiroptera eyes are accustomed to the dark. You have Darkvision up to 60ft.
Flight: You have a flying speed of 40ft. To use this speed, you can’t be wearing be wearing medium or heavy armor. You also have disadvantage on attacks (except for Claw attacks) made while holding yourself aloft, until 5th level.
Claws: You are proficient with your unarmed attacks, which deal 1d4 slashing damage.
Keen Hearing: You have advantage on Wisdom (Perception) checks that rely on Hearing.
Languages: You can speak, read, and write in Common and Ekoloh.



(Basically my campaign's version of Elves.)
Ability Score Increases: Your Dexterity score increases by 2.
Path to Ascension: At a certain age, you chose a path that you believe will lead you to godhood. Your choice of either your Intelligence, Wisdom, or Charsma score increases by 1.
Age: Thanks to their closer connection to the Astral Sea, Lotarians have one of the longest lifespans known to Varterra. They reach physical maturity around age 30 and can live to their late 300s.
Alignment: Believing themselves above the mundane inhabitants of Varterra, Lotarians care little for other’s wants or needs. However, many feel that they have a Noblise Oblige to set an example for the people to look up to .Thus, many Lotarians are Chaotic Good.
Size: Your size is Medium.
Speed: Base walking speed is 30ft.
Sovereign Resistance: You have resistance to both Radiant and Necrotic damage.
Trance: See page 23 of the PHB.
Extra Cantrip: You know 1 cantrip from the Cleric spell list. At first level, you choose between Int., Wis., or Cha. as your spellcasting ability
Lotarian Weapon Training: You gain proficiency with Shortswords, Longswords, Shortbows, and Longbows.
Languages: You can speak, read, and write in Common and Lotarran.

(Basically my campaign's version of Dwarves.)

Ability Score Increases: Your Constitution score increases by 2 and your Wisdom score increases by 1.
Age: Nokken reach physical maturity around 20 years old and can live to be 250 years old. During the first 20 years of their life, they spend almost all of their time underwater.
Alignment: Life at and under the seas is never easy and none know this better than the Nokken. Family is very important to them and tradition is what has kept them alive. Cooperation is key to survival at sea, even if you aren’t one of their people. Many a drowning sailor has been saved by a passing Nokken. Thus, Nokken tend towards a Lawful Good alignment.
Size: Your size is Medium.
Speed: Base walking speed is 25ft.
Darkvision: Thanks to a life spent both beneath the waves and manning the flotilla at all hours, darkness is no obstacle your vision. You have Darkvision up to 60ft.
Amphibious: You can breathe air and water.
Natural Swimmer: You have a swimming speed of 30ft.
Nokken Weapon Training: You have proficiency with the Trident, Spear, and Net.
Tool Proficiency: You gain proficiency with Navigator’s Tools and Vehicles (Water).
Depth-Dweller Hardiness: Your HP maximum increases by 1, and it increases by 1 every time you gain a level.
Languages: You can speak, read, and write in Common and Nokkish


Ability Score Increases: Your Strength score increases by 2.
Age: Orcs mature slightly faster than humans, reaching maturity around age 14. They typically live to around 120 years old.
Alignment: Orcs tend towards a Neutral outlook, as many try to avoid conflicts with other races as much as possible. But when the need is great, many are ready to step up and do what is Good.
Size: Orcs typically range from 6-7ft tall and 160-220lbs. Your size is Medium.
Speed: Base walking speed is 30ft.
Darkvision: Generations spent patrolling their borders during both day and night have given Orcs excellent night vision. You have Darkvision up to 60ft.
Orcish Weapon Training: You are proficient with Greataxes, Javelins, and Spears.
Relentless Endurance: When you are reduced to 0 hp but not outright killed, you can drop to 1 hp instead. You must complete a long rest before you can use this feature again.
Languages: You can speak, read, and write in Common and Orcish.
Subraces: Orcs are divided into two distinct subraces: Frostsage and Plainstrider Orcs.

Frostsage Orc

Ability Score Increase: Your Wisdom score increases by 1.
Survivalist: You gain proficiency in the Survival skill.
Blessed by Winter: You gain the Frostbite cantrip. Wisdom is your spellcasting ability for this spell.

Plainstrider Orc

Ability Score Increase: Your Constitution score increases by 1.
Bounding Stride: As a bonus action, you can move up to your speed toward a hostile creature. You must complete a short or long rest to regain this feature.