1Forge
2015-12-07, 12:33 AM
So here are my revised things for my space dnd setting I run at the local high school club.
Sci-Fi Races:
Human:
use the 5e handbook for it's stats. (optional trade a skill bonus or feat for a cybernetic enhancement)
you cannot receive spell points naturally though some magics and enhancements may change that.
Eladrin:
+1 int
fey step: you can teleport 30 ft to any place you can see as a bonus action (this can be replenished after a short rest)
speed 30
Rune vision: for 30ft you can see other magic weilders, sources of magic and spells. you can attempt to identify a spell you see with a DC:15 intelligence check.
Darkvision 60ft
you have 2 spell points at first level.
Lore: Eladrin lived with humans and seraphs but the ones that travled with humans became elves and eventually became extinct (at least as far as humans know). All living eladrin came from the same planet as seraphs they also might hold a level of racism twoards humanity.
Kender
+2 int, +1 dex
speed 25
small: you are harder to hit and cover is more advantagous for you
Engineers affinity: you add half your proficeincy to computors and engineering checks if you are not proficient.
Darkvision 60 ft
Brave: you haveadvantage on saving throws vs being frightened.
Lucky: (use the PHB halfling rules for lucky)
Lore: Kender used to be halflings, exiled from earth by humanity they along with gnomes fled through a magical rift before humanity could wipe them out like they did to dwarves and elves. They re-surfaced thousands of years later during the war between planets. They are rare and secretive having told no one where they went and why they came back. If you wish to play this race please talk to your DM so he/she can fill you in.
Seraph:
+1 int or wis,+2 cha
resistance to 1 energy damage type.
speed 30
Rune vision: for 30ft you can see other magic weilders, sources of magic and spells. you can attempt to identify a spell you see with a DC:15 intelligence check.
you have 2 spell points at first level and can know one spell related to your affinity.
Lore: Seraphs and humans share a common ancestor that seperated early in their history. They never lost their attunement to magic like we did and they maintain a certain elemental affinity. Though recently humans and seraphs have been more friendly to each other they have a rough history and may hold varying amounts of racism.
Robot
Fluid mind: during a long rest you can switch any two of your ability scores, or two proficiencys.
Heart of Logic: You are immune to all psychic effects, mindcontrol, exhaustion, fatigue, horror, fear, emotion, ect. you cannot fail a will saving throw
Undying code: you do not heal damage naturally (you must repair yourself) but you can survive as a program or subroutine as long as your mother chip survives, if your body is damaged you can be installed into any other robot or computer. (DC 15 int check for a hostile system)
Networking: you can network with nonhostile systems as a bonus action and wirelessly control them. Hostile systems require a hacking check.
Frame of iron: you are resistant to acid, cold, slashing and piercing damage, you also do not need food or oxygen to survive. You cannot be poisoned.
speed 30 ft
you cannot obtain spell points.
Lore: Humanity created artificial intelligece, and though they go by many different names robots all run off the same main operating system that was designed on earth by Gregory and Jacky Hales. Robots cannot own property nor can they vote. Some have subroutines that emulate emotion but they cannot have feelings but may have been programmed with a goal or ambition.
Cyborg
+2 int +1 con
Internal servers: Cyborgs have resistance to all psychic effects, and have advantage on all will saving throws. Magic cannot put you to sleep.
Skill versitility: you gain proficiency in two skills of your choice.
speed 30 ft
Lore: Cyborgs are a mix of robot and man. It is extremely rare for a seraph or a eladrin to become cybernetically enhanced but it has happened. what separates a cyborg from a cybernetically enhanced human is their dependance on their machinery, they need it to survive and it is an integral part of your body. Some cyborgs are almost indistinguishable from robots , while others look like humans on the outside.
Mutant
+2 con, +1 to one other stat of your choice
choose one:
Mountainus endurance: you have advantage on all athletics checks and con-based saving throws
Unfailing insight: you have advantage on all perception checks and wisdom-based saving throws.
Natural Nimbleness: you have advantage on all acrobatics checks and reflex saving throws.
Unnatural strength: you have advantage on all athletics checks and str-based savig throws.
Engineered cells: You have advantage on all poison saving throws.
speed 30 ft
Lore: A mutant or a genetically enhanced human can take many shapes but are generally bi-pedal, ampudexturous and are often capable of speech. Human experimentation was outlawed a while ago but the ancestors of the old experiments still survive today. I'ts most common to find animal based mutants (due to their ability to reproduce) but other variants do roam the stars.
Special races (Shhh this is DM stuff)
Titan
Awakened one
Gensai
Aarakroca
So please leave your thoughts on them!
(note: I'm using the DMG's table for weapons, and i'm using custom armours and shields that provide varying amounts of resistance and AC changing the game balance slightly, yes the players are going to be squishy because i'm not increasing the standard hp but technology will balance that)
Sci-Fi Races:
Human:
use the 5e handbook for it's stats. (optional trade a skill bonus or feat for a cybernetic enhancement)
you cannot receive spell points naturally though some magics and enhancements may change that.
Eladrin:
+1 int
fey step: you can teleport 30 ft to any place you can see as a bonus action (this can be replenished after a short rest)
speed 30
Rune vision: for 30ft you can see other magic weilders, sources of magic and spells. you can attempt to identify a spell you see with a DC:15 intelligence check.
Darkvision 60ft
you have 2 spell points at first level.
Lore: Eladrin lived with humans and seraphs but the ones that travled with humans became elves and eventually became extinct (at least as far as humans know). All living eladrin came from the same planet as seraphs they also might hold a level of racism twoards humanity.
Kender
+2 int, +1 dex
speed 25
small: you are harder to hit and cover is more advantagous for you
Engineers affinity: you add half your proficeincy to computors and engineering checks if you are not proficient.
Darkvision 60 ft
Brave: you haveadvantage on saving throws vs being frightened.
Lucky: (use the PHB halfling rules for lucky)
Lore: Kender used to be halflings, exiled from earth by humanity they along with gnomes fled through a magical rift before humanity could wipe them out like they did to dwarves and elves. They re-surfaced thousands of years later during the war between planets. They are rare and secretive having told no one where they went and why they came back. If you wish to play this race please talk to your DM so he/she can fill you in.
Seraph:
+1 int or wis,+2 cha
resistance to 1 energy damage type.
speed 30
Rune vision: for 30ft you can see other magic weilders, sources of magic and spells. you can attempt to identify a spell you see with a DC:15 intelligence check.
you have 2 spell points at first level and can know one spell related to your affinity.
Lore: Seraphs and humans share a common ancestor that seperated early in their history. They never lost their attunement to magic like we did and they maintain a certain elemental affinity. Though recently humans and seraphs have been more friendly to each other they have a rough history and may hold varying amounts of racism.
Robot
Fluid mind: during a long rest you can switch any two of your ability scores, or two proficiencys.
Heart of Logic: You are immune to all psychic effects, mindcontrol, exhaustion, fatigue, horror, fear, emotion, ect. you cannot fail a will saving throw
Undying code: you do not heal damage naturally (you must repair yourself) but you can survive as a program or subroutine as long as your mother chip survives, if your body is damaged you can be installed into any other robot or computer. (DC 15 int check for a hostile system)
Networking: you can network with nonhostile systems as a bonus action and wirelessly control them. Hostile systems require a hacking check.
Frame of iron: you are resistant to acid, cold, slashing and piercing damage, you also do not need food or oxygen to survive. You cannot be poisoned.
speed 30 ft
you cannot obtain spell points.
Lore: Humanity created artificial intelligece, and though they go by many different names robots all run off the same main operating system that was designed on earth by Gregory and Jacky Hales. Robots cannot own property nor can they vote. Some have subroutines that emulate emotion but they cannot have feelings but may have been programmed with a goal or ambition.
Cyborg
+2 int +1 con
Internal servers: Cyborgs have resistance to all psychic effects, and have advantage on all will saving throws. Magic cannot put you to sleep.
Skill versitility: you gain proficiency in two skills of your choice.
speed 30 ft
Lore: Cyborgs are a mix of robot and man. It is extremely rare for a seraph or a eladrin to become cybernetically enhanced but it has happened. what separates a cyborg from a cybernetically enhanced human is their dependance on their machinery, they need it to survive and it is an integral part of your body. Some cyborgs are almost indistinguishable from robots , while others look like humans on the outside.
Mutant
+2 con, +1 to one other stat of your choice
choose one:
Mountainus endurance: you have advantage on all athletics checks and con-based saving throws
Unfailing insight: you have advantage on all perception checks and wisdom-based saving throws.
Natural Nimbleness: you have advantage on all acrobatics checks and reflex saving throws.
Unnatural strength: you have advantage on all athletics checks and str-based savig throws.
Engineered cells: You have advantage on all poison saving throws.
speed 30 ft
Lore: A mutant or a genetically enhanced human can take many shapes but are generally bi-pedal, ampudexturous and are often capable of speech. Human experimentation was outlawed a while ago but the ancestors of the old experiments still survive today. I'ts most common to find animal based mutants (due to their ability to reproduce) but other variants do roam the stars.
Special races (Shhh this is DM stuff)
Titan
Awakened one
Gensai
Aarakroca
So please leave your thoughts on them!
(note: I'm using the DMG's table for weapons, and i'm using custom armours and shields that provide varying amounts of resistance and AC changing the game balance slightly, yes the players are going to be squishy because i'm not increasing the standard hp but technology will balance that)