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- Join Date
- Aug 2012
- Saint Louis
Races (Gnolls, Bangaas, and Killoren. Oh my!)(WIP)Spoiler: GnollAbility Score Increase: +2 Strength
Alignment: Typically LE or LN
Weapon Familiarity: Due to their scavenger ways Gnolls are proficient with one of the following weapon groups: simple, martial, or improvised weapons.
Sweet Scent: Gnolls can survive on carrion and actually prefer it to a freshly killed creatures. Gnolls can pinpoint carrion and creatures below 1/4 HP within 45'. The Gnoll knows The difference between the two and can determine is magic is helping a creature reign death (con save versus spellcaster DC). Note: The Gnoll would still take disadvantage on attacks versus a invisible target but wouldn't need to guess their location.
Talk With Canine: Gnolls have advantage on wisdom and charisma ability checks versus canine and may use "Speak With Animals" (but only with canines) once per long rest.
Languages: Common and Gnoll
Subraces: Grassy Gnolls, Desert Gnolls, and Outcast.
Ability Score Increase: +1 Dex
Quick Hunter: A grassy Gnolls base speed is 35'.
Skill Training: Grassy Gnolls are proficient with Dextery (Stealth) checks.
Ability Score Increase: +1 Con
Gritty Life: The Desert Gnoll treats all hit dice as one size larger (if d12 then just add 1 to hit points each level and when spending hit dice).
Skill Training: Desert Gnolls are proficient with Wisdom (Survival) checks.
Ability Score Increase: +1 Cha
Forced to Flee: The Outcast Gnoll may use the disengage action as a bonus action once per short rest.
Skill Training: Outcast Gnolls are proficient with Charisma (Persuasion) checks.
Ability Score Increase: +2 Constitution
Senses: Scent (see below)
Scent: As long as the Bangaa can use their nose they do not have disadvantage on attack rolls against creatures they can't see. Invisible creatures also don't gain advantage on attack rolls against the Bangaa.
Subraces: Ruga, Faas, Bista, and Sanga.
Ruga (yellow-brown): +1 Dex or +1 Wisdom
Faas (bronze): +1 Strength or Wisdom
Bista (copper): +1 Int or +1 Cha
Sanga (ash): +1 Int or +1 Cha
Spoiler: KillorenAbility Score Increase: +2 Dexterity
Alignment: Typically Chaotic Good
Languages: Common and Sylvan
Pure Fey: You have advantage on saving throws versus enchantment spells and are immune to magical sleep.
Trance: As the Elf racial trait
Aspect: At the end of each long rest a Killoren may choose an aspect of nature to flow through them. The choices presented are the Ancient, the Destroyer, and the Hunter.
You have advantage on Intelligence checks that use Arcana, History, and Nature.
Once per short or long rest, when you hit a creature with a weapon attack, you may count the damage from the attack as magical.
Once per short or long rest you may use an action or bonus action to sense nearby enemies. When you use this ability as an action you learn the number of creatures within a mile of you of a certain type. If you use this feature as a bonus action the range is limited to 30'. This feature doesn't tell where they are at, just that they are present and what general direction they are from your location.
Spoiler: ElanAbility Score Increase: +2 Int, +1 Con
Alignment: Society Based
Senses: Normal Vision
Naturally Psionic: The Elan is a psionics race and has a natural power point pool of 1. Of the Elan has 0 PP at the end of a short or long rest then they gain 1 PP unless they spent their last PP during the short or long rest.
Psionically Gifted: Choose two of the following psionics powers. Using these abilities does not interfere with your ability to take a short or long rest. You may only use one of the gifts per short or long rest.
Repletion: During a short or long rest the Elan meditates and may expend 1 PP in order to not eat or drink for the next 24 hours.
Resilience: During a short or long rest the Elan meditates and may expend 1 PP in order to remove one level of exhaustion.
Resistance: During a short or long rest the Elan meditates a and may expend 1 PP in order to gain advantage +1d4 to a saving throw before their next short or long rest (at which time this ability expires). This does not stack with spells or other class features that boost saving throws. The Elan may choose to use this feature after rolling but before the outcome is determined.
Note: I'm just making this and not bothering with the Mystic. There is no way of telling how psionics will come out so using that class too much is a waste.
Ability Score Improvement: +2 Str, +1 Con
Languages: Common, Giant
Powerful Build: As Goliath.
Stomp: As an action the Half-Giant may deliver a powerful kick to the ground. All creatures within 5' take 1d6 points of bludgeoning damage. A creature who passes a Dexterity save (DC 8 + Prof + Str Modifier) negates the damage. At levels 5, 11, and 17 this damage increases by 1d6 to a maximum of 4d6 damage.
Mighty Stomp: Once per long rest the Half-Giant may increase the range of their Stomp to 10' and cause creatures to fall prone if they fail the dexterity saving throw.
Last edited by TopCheese; 2015-10-06 at 06:19 PM.