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View Full Version : D&D 5e/Next Recreation of Races (WIP) (PEACH)



SwordChuck
2015-12-24, 04:26 PM
In the beginning there was nothing but raw primal energy.

From the energy the four core races emerged upon the plane of existence.

Gods found the material plane, liked it, and decided to deal with the races born of the material plane.

Devils were the next ones to find the material plane, liked it, and decided to deal with the races born of the material plane.

Both Gods and Devils faught over control. Many of the mortals died. No one is sure who thought of it first but a heaven and hell was made to collect the souls of the denizens of the material plane. These souls are changed by the energies of the very planes and the souls become celestial and fiends.

As the gods and devils continue to fight mortal souls found their way into other planes of existence. These souls being changed is what gives us the genasi, elementals, and other half and full blooded races that come from different planes. These souls were absorbed into the plane and reborn after being changed by the energies.

Much time had passed.

Before either the gods or devils realized it, the multiverse was populated by the 4 core races, aubraces, and alternative races. Along with them were countless non-sentient creatures and abominations.

Members of each side (god/devils) of the conflict started splitting up, some joining forces with others while others going into seclusion to obtain their goals. Instead of getting a share of the souls to become their followers many felt that having a broader influence was the better option. Why have 1/10th the souls when you could have more?

A battle almost destroyed the multiverse, this forced the gods and devils to make a pact. They could not openly fight anymore, it was too risky. In their place they would send agents to do their work for them. Self preservation is a hell of a motivator.

Each core race and template will get their own lore, background and current events.

The alignment of gods are LN, LG, N, NG, CN, and CG.
The alignment of the devils are LN, LE, N, NE, CN, and CE.
Gods and Devils are pretty much the same "race" more or less. Mortals have named them as they see each side of the divinity war.



http://www.giantitp.com/forums/showthread.php?473099-Recreation-of-Races

Base Races

Size: Medium
Speed: 30'

Primary Racial Save: Any
Secondary Racial Save: Any

Lesser Racial Ability
Skillfull: Gain two skills from your class list. Additionally you gain proficiency in one tool of your choice.

Greater Racial Ability
Feat: Gain a bonus feat at first level


Size: Small
Speed: 25'

Secondary Racial Save: Charisma

Lesser Racial Ability
Nimble: You may move through the spaces of creatures larger than you.

Greater Racial Ability
Lucky: Whenever you roll a 1 on an attack roll or saving throw you may reroll but must take the new result.



Size: Medium
Speed: 25

Primary Racial Save: Constitution
Secondary Racial Save: Strength

Lesser Racial Ability
You are resitant to poison damage and you have advantage in saving throws versus poison.

Greater Racial Ability
Dwarven Resilience: You are not encumbered by weight and your speed can not be reduced due to your carrying capacity. Additionally you are proficient with medium armor and all axe and hammer weapons.


Dream Dwarves are a result of Dwarven souls migrating to the feywild.

Size: Medium
Speed: 25

Secondary Racial Save: Charisma

Lesser Racial Ability
Fey Ancestry: You have advantage on saving throws versus being charmed and you are immune to magical sleep. Additionally you need only meditate for 4 hours to gain the same benefits as a human sleeping for 8.

Greater Racial Ability
Natural Spellcasting: The dream dwarf may cast Sleep once per short rest. The level of the spell is equal to your character level divided by 2 (round down, maximum 5th level). At level 10 you only need to reach 75% of the creature's HP to put the creature to sleep.






Size: Medium
Speed: 35

Primary Racial Save: Dexterity
Secondary Racial Save: Intelligence

Lesser Racial Ability
Fey Ancestry: You have advantage on saving throws versus being charmed and you are immune to magical sleep. Additionally you need only meditate for 4 hours to gain the same benefits as a human sleeping for 8.

Greater Racial Ability
Natural Spellcasting: You learn one level 1 evocation or conjuration spell from the wizard spell list. You may cast this spell once per short rest. The level of this spell is your character level divided by 2 (round down, maximum 5th level).



Size: Medium
Speed: 35

Secondary Racial Save: Charisma

Greater Racial Ability
Natural Spellcasting: You learn one level 1 illusion or transmutation spell from the wizard spell list. You may cast this spell once per short rest. The level of this spell is your character level divided by 2 (round down, maximum 5th level).




Gnome

Alternative Races






Greater Racial Feature
Bonus Feat: Gain a bonus feat at level 1.


Lesser Racial Feature


Greater Racial Feature









When you pick a race you gain a primary and secondary feature. When you pick a subrace yoh must swap out one or both racial abilities. If you take an alternative race you get a feature to replace either your primary or secondary feature. Whenever you choose a subrace your secondary racial save choice changes to that of the subrace. A Human (Halfling) would have A primary racial save of "any" and a secondary racial save of charisma.


Alternative Races help you make entirely new races or hybrid races depending on your choice and DM approval. When you take an alternative race you may choose to be a half creature or a full blood.

All sentient races in the multiverse is some combination of above. Each will get an updated lore.

Fiends aren't just their own thing, each was a member of a core race who went to hell, was tortured, and then changed (due to evil energies) into what they are now. Succubi could have been any core race (with or without a template) that underwent the process to become a succubi ... This would add a succubi template (and take off any they had).

Eventually I'll add more templates. I don't want to deal with certain types just yet. Vampirism would be a disease for now and not a PC option.

An example is as follows.


Size: Medium
Speed: 30'

Primary Racial Save: Any

Skillfull: Gain two skills from your class list. Additionally you gain proficiency in one tool of your choice.

Feat: Gain a bonus feat at first level


Size: Small (using weapons with reach impose disadvantage)
Speed: 25'

Secondary Racial Save: Cha

Nimble: You may move through the spaces of creatures larger than you. This replaces the skilled feature.

Lucky: Whenever you roll a 1 on an attack roll or saving throw you may reroll but must take the new result. This replaces the bonus feat from the Human base race.









Racial saving throw proficiency: You may switch out a class saving throw for your racial saving throw proficiency. Primary saves are Con, Dex, and Wis. Secondary saves are Str, Int, and Cha. When you switch a Saving Throw proficiency you can only switch them with Saving throws from the same group.

Elf
Primary:Dexterity
Secondary: Intelligence or as subrace/alternative race

Dwarf
Primary: Constitution
Secondary: Strength or as subrace/alternative race

Human
Primary: Any
Secondary: Any or As subrace/alternative race

Gnome
Primary: Constitution
Secondary: Intelligence or As subrace/alternative race

A Gnome, Human, or Dwarf wizard could switch out their Wisdom saving throw proficiency for Constitution saving throw proficiency making them more resilient than Elven wizards.

Note: Concentration works mainly the same except whenever concentration is broken you must succeed on a spell casting ability saving throw versus your own spell DC to keep the spell under control. A Cleric who casts spirit guardians and can lose concentrations attempts a Wisdom Saving Throw versus their spell casting DC. On a success they keep the spell, on a save they lose the spell.



Each class is proficient with two saving throws. Each race has a primary saving throw that you may substitute one of your class saving throws with your racial saving throw.

Fortitude: When proficient with Fortitude saves you take the better of the Strength or Constitution modifier and add it to your proficiency bonus. This applies to all effects that ask for a strength or Constitution save.

Reflex: When proficient with Reflex saves you take the better of the Dexterity or Intelligence modifier and add it to your proficiency bonus. This applies to all effects that ask for a dexterity or intelligence save that rely on physically moving.

Will: When proficient with Will saves you take the better of the Wisdom or Charisma modifier and add it to your proficiency bonus. This applies to all effects that ask for a wisdom or charisma save. Some intelligence saves belong here now.

Elf
Proficiency: Reflex

Dwarf
Proficiency: Fortitude

Human
Proficiency: Any

Gnome
Proficiency: Reflex