Showing posts with label homeruled. Show all posts
Showing posts with label homeruled. Show all posts

Tuesday, July 18, 2017

Race: Satyr

This race is home-ruled and not acceptable for Adventurer's League play.
ABILITY SCORE CHANGES:
+2 Charisma
+1 Dexterity

SIZE:
Medium

SPEED:
  30 ft.

LANGUAGES:
Common
Sylvan

PROFICIENCIES:
Persuasion

FEATURES:
Fey Ancestry:
You have advantage on saving throws against being charmed. Magic cannot put you to sleep.

Pipes:
You can use panpipes as an arcane focus to cast spells and you know the vicious mockery cantrip. At 3rd level, you can cast entangle once with this feature. At 5th level, you can also cast suggestion. Once you cast a spell with this trait, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.

Exotic Body:
Normal articles of clothing do not fit you and your people do not clothe or armor themselves. Any garments you wish to wear must be custom-made with a material cost that is equal to the base cost plus an additional 50%. This does not include any service fee a craftsman may charge you.

Drunken Foolery:
You have advantage on saving throws against something you've consumed and on perception checks to locate social gatherings. You can dance, sing, or play music endlessly without experiencing exhaustion.

Race: Hamadryad

This race is home-ruled and not acceptable for Adventurer's League play.

ABILITY SCORE CHANGES:
+2 Charisma

SIZE:
Medium

SPEED:
  30 ft.

LANGUAGES:
Common
Elven
Sylvan

SENSES:
Darkvision (60 ft.)

FEATURES:
Fey:
You were cursed to become a dryad. You were unbound and changed into a hamadryad. You count as Fey for the purpose of determining spells and effects.

Speak with Beasts and Plants:
You can communicate with beasts and plants, as if you shared their language.

Tree Form:
You do not sleep as mortal's do. Instead, you root yourself and shift into a tree with a semblance of your form for 4 hours each day to gain the benefits of a long rest.

SUBRACE - SPRING:
Ability Score Changes: +1 Dexterity

Woodland Magic:
You know the druidcraft cantrip. When you reach 3rd level, you can cast entangle once per day. Charisma is your spellcasting ability for these spells. At 5th level, you can cast pass without trace once per day.

SUBRACE - SUMMER:
Ability Score Changes: +1 Constitution

Woodland Magic:
You know the druidcraft cantrip. When you reach 3rd level, you can cast entangle once per day. Charisma is your spellcasting ability for these spells. At 5th level, you can cast barkskin once per day.


SUBRACE - AUTUMN:
Ability Score Changes: +1Wisdom

Woodland Magic:
You know the druidcraft cantrip. When you reach 3rd level, you can cast entangle once per day. Charisma is your spellcasting ability for these spells. At 5th level, you can cast hold person once per day.

SUBRACE - WINTER:
Ability Score Changes: +1 Intelligence

Woodland Magic:
You know the druidcraft cantrip. When you reach 3rd level, you can cast entangle once per day. Charisma is your spellcasting ability for these spells. At 5th level, you can cast spike growth once per day.

Race: Kender

This race is home-ruled and not acceptable for Adventurer's League play.
ABILITY SCORE CHANGES:
+2 Charisma
+1 Dexterity

SIZE:
Small
SPEED:
  30 ft.

LANGUAGES:
Common
Halfling 

PROFICIENCIES:
Hoopak (simple weapon)

FEATURES:
Bravery:
Your childlike innocence prevents you from fully grasping the consequences of your actions, making you immune to the Frightened condition.

Taunt:
You know the vicious mockery cantrip. Your spellcasting ability for this cantrip is your Charisma.

Curiousity:
Your innocence knows no bounds. As such, Kender often "acquire" objects that are no their own. Willful thievery is considered morally wrong by most Kender, and to be called a thief is a great insult, Kender simply have no problem handling other people's property that interest them. You begin the game with 3 trinkets(see PHB table).

As an action, you can search your bag for any single item you may have picked up during your travels. It must be less than 2lbs and worth no more than 2 gp. You must finish a long rest to regain use of this feature.

Distracted:
You have disadvantage on all Constitution checks to maintain concentration for spells and abilities. In addition, you are required to make a Constitution check to maintain concentration every turn, not only when you take damage(DC 10). 

Reputation:
Your natural innocence and questionable reputation makes you a terrible liar and your childlike rage invokes more laughter than fear. You have disadvantage on Deception and Intimidation checks.

Race: Thri-Kreen

This race is home-ruled and not acceptable for Adventurer's League play.

ABILITY SCORE CHANGES:
+2 Dexterity
+1 Wisdom

SIZE:
Medium

SPEED:
  30 ft.
Climb: 30 ft.

LANGUAGES:
Common
Thri-Kreen
SENSES:

Darkvision (60 ft.)

FEATURES:
Exoskeleton:
While you are not wearing armor, your AC equals 13 + your Dexterity modifier.

Multiple Limbs:
Your lower set of arms are weaker and cannot be used to hold shields and can only use light weapons, allowing you to potentially have two sets of weapons equipped preventing the need to switch mid-combat.

In addition, you can use them to perform somatic components of spells, open doors, etc. while you have both of your main arms full. Your multiple sets of limbs also grants you a climb speed of 30 feet and you can remain stationary on vertical surfaces, leaving your two main hands free to attack.

Torpor:
Instead of sleeping, you enter a torpid state for four hours, during which you are fully aware of your surroundings. Magic cannot put you to sleep.

Race: Shardmind

This race is home-ruled and not acceptable for Adventurer's League play.

ABILITY SCORE CHANGES:
+2 Intelligence
+1 Wisdom

SIZE:
Medium

SPEED:
  30 ft.

LANGUAGES:
Common
Any Other Language 

PROFICIENCIES:
Arcana

FEATURES:
Crystalline Mind:
You have resistance to psychic damage. In addition, your thoughts cannot be read by any means.

Telepathy:
You can communicate with any creature within 30 feet of you that you share a language with.

Crystalline Body:
Your body is composed of arcane crystals and gems, which grants you a +1 bonus to your AC.

Living Construct:
You are immune to disease. You do not need to eat or breathe, 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 aware of your surroundings and notice approaching enemies and other events as normal.

Race: Pixie

This race is home-ruled and not acceptable for Adventurer's League play.

ABILITY SCORE CHANGES:
+2 Dexterity
+1 Charisma

SIZE:
Tiny

SPEED:
  15 ft.
Fly: 35 ft.

LANGUAGES:
Common
Elven
Sylven
SENSES:
Darkvision (60 ft.) 

PROFICIENCIES:
Nature

FEATURES:
Fey Ancestry:
You have advantage on saving throws against being charmed. Magic cannot put you to sleep.

Pixie Dust:
You have the power to sprinkle your magical dust from your wings upon a creature of medium or smaller size. The creature gains a fly speed of 15 ft for one hour.  The dust can be washed off with water. If a creature is in the air when the effect ends or the dust is washed off, they fall. You can use this feature on a number of creatures equal to your Charisma modifier(minimum of once) and regain all expended uses after you finish a long rest.

Pixie Magic:
You can shrink objects sized for a medium or small creature to suit your size, while it is worn or carried by you. While shrunk, a weapon can be used normally and still deals the normal amount of damage.


Invisibility:
You can cast invisibility with yourself as the target once without spell slots or material components. You must finish a short or long rest to regain use of this feature.

Wing Regrowth:
If your wings are cut or injured, your magic causes them to regrow by the end of a long rest.

Race: Hengeyokai

This race is home-ruled and not acceptable for Adventurer's League play.

ABILITY SCORE CHANGES:
+2 Dexterity

SIZE:
Medium

SPEED:
  30 ft.

LANGUAGES:
Common

FEATURES:
Change Form:
As an action, you can transform to your human form, hybrid form, or animal form. Your hybrid form is considered your "true" form, in which you have the body of a humanoid but the face and some other traits of your animal form. If you are incapacitated, you revert back to your hybrid form.

You can only transform into the animal form of your subrace using this feature. In addition, you can communicate with other animals of the race you select, regardless of which form you are currently in.


SUBRACE - TANUKI:
Ability Score Changes: +1 Constitution

Clan's Warrior:
You gain proficiency with the pike and shortbow.

Hybrid Instincts:
In your hybrid form, you have advantage on Survival and Nature checks.


SUBRACE - SPARROW:
Ability Score Changes: +1 Wisdom

Hybrid Wings:
In your hybrid form, wings sprout from your back. You have a flying speed of 50 feet, unless you are wearing medium or heavy armor.


SUBRACE - FOX:
Ability Score Changes: +1 Charisma

Fox Magic:
You can use the dancing lights cantrip and do not require material components to cast it. At 3rd level, you can cast charm person once per day without expending any spell slots.

Hybrid Senses:
In your hybrid form, you have advantage on Perception checks.


SUBRACE - CAT:
Ability Score Changes: +1 Intelligence

Alley Cat:
You gain proficiency with the Acrobatics skill.

Hybrid Stealth:
In your hybrid form, you have advantage on Stealth checks.

SUBRACE - BADGER:
Ability Score Changes: +1 Intelligence

Honey Badger:
When you are reduced to 0 hit points, but not killed outright, you can drop to 1 hit point instead. You must finish a long rest to regain use of this feature.

Hybrid Claws:
In your hybrid form, you are proficient with your unarmed strikes, which deal 1d4 slashing damage on a hit.