Showing posts with label expansion. Show all posts
Showing posts with label expansion. Show all posts

Tuesday, July 18, 2017

Race: Minotaur

ABILITY SCORE CHANGES:
+1 Strength

SIZE:
Medium

SPEED:
  30 ft.

LANGUAGES:
Common

FEATURES:
Conqueror's Virtue:
From a young age, you focused on one of the three virtues of strength, cunning, or intellect. Your choice of your Strength, Intelligence, or Wisdom score increases by 1.


Horns:
You are never unarmed. You are proficient with your horns, which are a melee weapon taht deals 1d10 piercing damage. Your horns grant you advantage on all checks made to shove a creature, but not to avoid being shoved yourself.


Goring Rush:
When you take the Dash action during your turn, you can make a melee attack with your horns as a bonus action.


Hammering Horns:
When you use the Attack action during your turn to make a melee attack, you can attempt to shove the creature with your horns as a bonus action. You cannot use this shove to attempt to knock a creature prone.


Labyrinthine Recall:
You can perfectly recall any path you have traveled.


Sea Reaver:
You gain proficiency with navigator's tools and vehicles (water).

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.

Race: Shifter

 
ABILITY SCORE CHANGES:
+1 Dexterity
SIZE:
Medium
SPEED:
  30 ft.

LANGUAGES:
Common
Sylvan
 
SENSES:
Darkvision (60 ft.) 

FEATURES:
Shifting:
On your turn, you can shift as a bonus action. Shifting lasts for 1 minute or until you end it on your turn as a bonus action. When shifting, you gain temporary hit points equal to your level + your Constitution modifier(minimum of 1). You also gain a feature that depends on your subrace, described below.

SUBRACE - BEASTHIDE:
Ability Score Changes: +1 Constitution
Shifting Feature: While shifting, you gain a +1 bonus to AC.

SUBRACE - CLIFFWALK:
Ability Score Changes: +1Dexterity
Shifting Feature: While shifting, you gain a climb speed of 30 feet.

SUBRACE - LONGSTRIDE:
Ability Score Changes: +1 Dexterity
Shifting Feature: While shifting, you can use the Dash action as a bonus action.

SUBRACE - LONGTOOTH:
Ability Score Changes: +1 Strength
Shifting Feature: While shifting, you can make a bite attack as an action. This is a melee weapon attack that uses Strength for its attack roll and damage bonus and deals 1d6 piercing damage. If this attack hits a target that is your size or smaller, the target is also grappled.

SUBRACE - RAZORCLAW:
Ability Score Changes: +1 Dexterity
Shifting Feature: While shifting, you can make an unarmed strike as a bonus action. You use your Dexterity for its attack roll and damage bonus, and this attack deals slashing damage.

SUBRACE - WILDHUNT:
Ability Score Changes: +1 Wisdom
Shifting Feature: While shifting, you gain advantage on all Wisdom-based checks and saving throws.

Race: Warforged

ABILITY SCORE CHANGES:
+1 Strength
+1 Constitution

SIZE:
Medium

SPEED:
  30 ft.

LANGUAGES:
Common
Any Other Language

FEATURES:
Composite Plating:
Your construction incorporates wood and metal, granting you a +1 bonus to your Armor Class.

Living Construct:
Even though you were constructed, you are a living creature. You are immune to disease. You do not need to eat or breath, but you can ingest food and drink if you wish. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully away of your surroundings and notice approaching enemies and other events as normal.

Race: Changeling

ABILITY SCORE CHANGES:
+1 Charisma
+1 Dexterity

SIZE:
Medium

SPEED:
  30 ft.

LANGUAGES:
Common
Any Two Languages

PROFICIENCIES:
Deception

FEATURES:
Shapechanger: 
As an action, you can polymorph into any humanoid of your size that you have seen or back into your turn form. However, your equipment does not change with you. If you die, you revert back to your natural appearance.

Race: Aarakocra

ABILITY SCORE CHANGES:
+2 Dexterity
+1 Wisdom

SIZE:
Medium

SPEED:
  25 ft.
Fly: 50 ft.

LANGUAGES:
Common
Aarakocra
Auran

FEATURES:
Talons: 
You are proficient with your unarmed strikes, which deal 1d4 slashing damage on a hit.

Flight: 
You have a Fly speed of 50 feet, while not wearing Medium or Heavy Armor.

Monday, July 17, 2017

Upcoming Expansion Races!

I'll be adding the races included in the offical expansion materials for Dungeon & Dragons 5th Edition. Races not acceptable for Adventurer's League will be marked as such on their respective pages.

Expansion Races (Adventurer's League Legal)
  • Aasimar (Protector, Scourge, Fallen)
  • Duergar (Dark Dwarf)
  • Firbolg
  • Genasi
  • Goblin
  • Goliath
  • Ghostwise (Halfling)
  • Hobgoblin
  • Kenku
  • Kobold
  • Lizardfolk
  • Orc
  • Tabaxi
  • Triton
  • Yuan-Ti Pureblood
Expansion Races (Not Legal for Adventurer's League.)
  • Aaakocra
  • Changeling
  • Eladrin (Elf)
  • Merfolk
  • Minotaur
  • Revenant
  • Shifter
  • Warforged

NOTE: All Tiefling variants are legal for Adventurer's League play with the exception of the Winged Tiefling.