Showing posts with label elemental evil. Show all posts
Showing posts with label elemental evil. Show all posts

Tuesday, July 18, 2017

Race: Goliath

ABILITY SCORE CHANGES:
+2 Strength
+1 Constitution

SIZE:
Medium

SPEED:
  30 ft.

LANGUAGES:
Common
Giant 

PROFICIENCIES:
Athletics 

FEATURES:
Stone's Endurance:
You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll 1d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can't use it again until you finish a short or long rest.

Powerful Build:
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Mountain Born:
You're acclimated to high altitude, including elevations above 20,000 feet. You're also naturally adapted to cold climates: 

Extreme Cold - Whenever the temperature is at or below 0 degrees Fahrenheit, a creature exposed to the cold must succeed on a DC 10 Constitution saving throw at the end of each hour or gain one level of exhaustion. Creatures with resistance or immunity to cold damage automatically succeed on the saving throw, as do creatures wearing cold weather gear(thick coats, cloves, and the like) and creatures naturally adapted to cold environments.

High Altitude -  Traveling at altitudes of 10,000 feet or higher above sea level is taxing for a creature that needs to breath, because of the reduced amount of oxygen in the air. For each hour such a creature spends traveling at high altitude counts as 2 hours for the purpose of determining how long a creature can travel. Breathing creatures can become acclimated to a high altitude by spending 30 days or more at this elevation. Breathing creatures can't become acclimated to elevations above 20,000 feet unless they are native to such environments.

Race: Genasi

ABILITY SCORE CHANGES:
+2 Constitution

SIZE:
Medium

SPEED:
  30 ft.

LANGUAGES:
Common
Primordial 

SUBRACE - AIR GENASI:
Ability Score Changes: +1 Dexterity

Unending Breath:
You can hold your breath indefinitely while you are not incapacitated.

Mingle with the Wind:
You can cast the levitate spell once with this trait, without material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.


SUBRACE - EARTH GENASI:
Ability Score Changes: +1 Strength

Earthwalk:
You can move across difficult terrain made of earth or stone without expending extra movement.

Merge with Stone: 
You can cast the pass without trace spell once with this trait, without material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.

SUBRACE - FIRE GENASI:
Ability Score Changes: +1 Intelligence

Darkvision:
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Your ties to the Elemental Plane of Fire makes your darkvision unusual: everything you see in darkness is in a shade of red.

Fire Resistance:
You have resistance to fire damage.

Reach to the Blaze: 
You know the produce flame cantrip. Once you reach 3rd level, you can cast the burning hands spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.


SUBRACE - WATER GENASI:
Ability Score Changes: +1 Wisdom

Acid Resistance:
You have resistance to acid damage.

Amphibious:
You can breath air and water.

Swim:
You have a swimming speed of 30 feet.

Call to the Wave: 
You know the shape water cantrip. Once you reach 3rd level, you can cast the create or destroy water spell once with this trait as a 2nd-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.