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    Bugbear in the Playground
     
    BardGuy

    Join Date
    Aug 2012
    Location
    Saint Louis
    Gender
    Male

    Default Races (Gnolls, Bangaas, and Killoren. Oh my!)(WIP)

    Spoiler: Gnoll
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    Ability Score Increase: +2 Strength
    Age:
    Alignment: Typically LE or LN
    Size: Medium
    Speed: 30
    Senses: Darkvision

    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.

    Grassy Gnolls
    Ability Score Increase: +1 Dex

    Quick Hunter: A grassy Gnolls base speed is 35'.

    Skill Training: Grassy Gnolls are proficient with Dextery (Stealth) checks.

    Desert
    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.

    Outcast
    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.


    Spoiler: Bangaa
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    Ability Score Increase: +2 Constitution
    Alignment:
    Speed: 25
    Size: Medium
    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: Killoren
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    Ability Score Increase: +2 Dexterity
    Alignment: Typically Chaotic Good
    Speed: 25
    Size: Medium
    Languages: Common and Sylvan
    Senses: Darkvision

    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.

    Ancient
    +1 Int
    You have advantage on Intelligence checks that use Arcana, History, and Nature.

    Destroyer
    +1 Str
    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.

    Hunter
    +1 Wis
    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: Elan
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    Ability Score Increase: +2 Int, +1 Con
    Alignment: Society Based
    Speed: 30
    Size: Medium
    Languages: Common
    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.



    Spoiler: Half-Giant
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    Ability Score Improvement: +2 Str, +1 Con
    Speed: 30'
    Size: Medium
    Languages: Common, Giant
    Senses: Darkvision

    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.

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