Editing
DnD5 DragonStar
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
=== SPECIES OF THE DRAGONSTAR EMPIRE === There are a multitude of intelligence species that make their home within the DragonStar Empire and beyond. These are only a few of those. Many of the following have been updated from the PHB, MTF, VGM, XGE and WGE. Additional notes in the PDF '''''Volo’s Complete Subrace Handbook''''' (VCSH). Note that because not using Tools and Vehicle proficiencies any race or class that normally gets a tool proficiency should instead gain a Skill that is most appropriate (GM’s call) '''HUMAN'''[https://www.pinterest.com/pin/10907224084701035/]</br> '''Ability Score Increase''': Add +1 to all ability scores.</br> '''Human Versatility''': You gain proficiency with any one Skill of choice. You can speak, read and write in Common and one extra language of your choice.</br> '''Human Domination''': add +1 to your base Resolve total and the number you gain each new level.</br> '''AASIMAR'''[https://www.pinterest.com/pin/4362930879934717/]</br> '''Ability Score Increase, Darkvision, Celestial Resistance''' and '''Light Barer''' per VGM pg. 104-5.</br> '''Magical Understanding''': gain proficiency with the Arcana skill for free.</br> ''Subraces'': '''Protector, Scourge''' and '''Fallen''' per VGM pg. 105</br> '''CHANGELING'''[https://www.pinterest.com/pin/36310340735640124/]</br> '''Ability Score Increase''' and '''Shapechanger''' per WGE pg. 60 and ERA pg. 18</br> '''Changeling Instinces''' (updated) gain two of the following proficiencies – Capital Ship Pilot, Computer Use, Culture, Drive, Gambling, Mechanic, Medicine, Nature, Performance, Physical Science, Pilot, Technology or Thievery. </br> '''Polyglot''': You pick up new languages in 30 days (instead of 90).</br> '''Slippery Mind''': You have advantage saving throws against the charmed condition.</br> '''Unnerving Vingate''': You can flash a quick vistage of horror over your face. As a bonus action you gain advantage with Intimidation.</br> '''DRAGONBORN'''[https://www.pinterest.com/pin/11962755249797123/]</br> '''Ability Score Increase, Dragon Ancestry''' and '''Damage Resistance''' per PHB</br> '''Scales''': Dragonborn have a natural AC of 13 + their dexterity modifier if they are not wearing armor.</br> '''Scary''': Dragonborn tend to be intimidating and start with proficiency in the Intimidate skill.</br> '''DWARF'''[https://www.pinterest.com/pin/134615476347363960/]</br> '''Ability Score Increase, Darkvision, Dwarf Resilience''' and '''Stonecunning''' per PHB</br> '''G-Adaption''': don’t suffer disadvantage to actions in high-g, gain advantage on saves verse high-g maneuver (see the Environment) and advantage on any check to recognize gravity fluctuations.</br> '''Tool User''': gain proficiency in either Mechanics or Technology skill for free.</br> ''Subraces'': '''Hill''' and '''Mountain Dwarf''' per PHB and</br> '''''Wild Dwarf'''''</br> :'''Ability Score Increase''': Your Strength and Wisdom score increase by +1 :'''Druidic''': You know the druidcraft cantrip. Wisdom is your spellcasting ability. :'''Wildborn''': You do not start with the Tool User dwarf racial trait. Instead you gain proficiency in the Nature and Survival skills and gain Weapon Proficiency with Blowguns. Finally you have advantage when attempting to make a poison. :'''Resilience''': You have advantage on saving throws verses diseases. :'''Primitive''': This works exactly like the Primitive limitation for Barbarians (see updated classes) including the limits on Backgrounds. '''ELF'''[https://images-cdn.fantasyflightgames.com/ffg_content/Dragonstar/dragonstar4.png]</br> '''Ability Score Increase, Darkvision, Keen Senses, Fey Ancestry''' and '''Trace''' per PHB</br> '''Nature’s Way''': start with proficiency in either Nature or Physical Science skill for free.</br> '''Zero G Adaptive''': Zero-g is not difficult terrain for them nor does it cause disadvantage on ability checks or attack rolls. They also recover from tumbling with a normal ability check instead of at disadvantage (see the Environments).</br> ''Subraces'': '''High, Wood''' and '''Drow''' elves as PHB and</br> '''''Avariel''''' (Winged Elves) :'''Ability Score Increase''': Your Wisdom score increases by 1. :'''Flight''': You have a flying Speed of 30 feet. You can only be wearing light armor to use this trait. Also in order to benefit from a vacuum suit or similar environmental protects your wings must be bond within the sealed system. Having them unborn provides no environmental protection. :'''Languages''': you also speak, read and write in Auran. '''''Eladrin''''' (Fey Travelers)[https://www.pinterest.com/pin/55169164177642161/] :'''Ability Score Increase''': Your Intelligence and Charisma scores increase by +1 each. :'''Fey Step''': as a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you have used this trait, you can’t do so again until you finish a short or long rest. :'''Shifting Seasons''': At the end of each short or long rest, you can align yourself with the magic of one season, regardless of the season that is dominating your personality. Doing so allows you to cast a certain cantrip, as shown in the Shifting Seasons Cantrips table. When you align yourself with a season’s magic, you lose the cantrip associated with the previous season and gain the cantrip associated with the new season. Your spellcasting ability for these cantrips is Intelligence or Charisma, whichever is higher. :Season Cantrip and Outlook. : * ''Autumn'' – Friends. This is the season of peace and goodwill, when summer’s harvest is shared with all. : * ''Winter'' – Chill Touch. Is the season of dolor, when the vibrant energy of the world is slumber. It is a time of sadness and regret. : * ''Spring'' – Minor Illusion. Is the season of cheerful and unfettered celebration, marked by merriment as winter’s sorrow has passed. : * ''Summer'' – Firebolt. Is the season of boldness and aggression, time of unfettered energy. '''''Grugach''''' (Wild Elf) :'''Ability Score Increase''': Your Strength and Wisdom scores increase by 1. :'''Druidic''': You know the druidcraft cantrip. Once you reach 3rd level, you can cast the entangle spell once per long rest as a 1st level spell using this trait. Wisdom is your spellcasting ability. :'''Weapon Training''': You are proficient with spears, javelins and nets. :'''Primitive''': as Wild Dwarfs and the updated Barbarian class (see there) :'''Languages''': you also speak, read and write in Sylvan. '''''Sea Elf''''' :'''Ability Score Increase''': Your Strength and Constitution scores increase by 1. :'''Child of the Sea''': You have a swimming speed of 30 feet and you can breathe in air and water. :'''Friend of the Sea''': Using gestures and sounds you can communicate simple ideas with Small sized and smaller beasts that have an inborn swim speed. :'''Wepon Proficiency''': Instead of Bow (short and long) Sea Elves gain proficiency in Crossbows (light and heavy). :'''Languages''': you also speak, read and write in Aquan. '''GITHZERAI''' (only subrace of Gith allowed)[https://www.artstation.com/artwork/kDQDnK]</br> '''Ability Score Increase, Monastic Training''' and '''Githzerai Psionics''' per MTF pg. 96</br> '''Limited Telepathy''': the Gith can mentally communicate with any creatures within 30 feet with whom they share a language. Conversing telepathically with multiple creatures simultaneously is just as difficult as listening to multiple people speaking. This costs no action or concentration. The mental link must be established while the target creature is within sight of the Gith but afterwards they can maintain it without sighting the target creature (so long as they are within the 30ft area). '''GNOME'''[https://www.pinterest.com/pin/362821313737873140/]</br> '''Ability Score Increase, Darkvision''' and '''Gnome Cunning''' per PHB</br> '''Social''': gain proficiency in either the Deception or Persuasion skill for free.</br> ''Subraces'': '''Deep, Forest''' and '''Rock''' Gnomes from the SC and PHB plus…</br> '''''Deep Gnomes''''': '''Mask of the Deep'''. You can cast the disguise self-spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a short or long rest. If you are in direct sunlight, enemies have advantage on rolls made to see through your disguise. Intelligence is your spell casting ability with this spell.</br> '''''Forest Gnomes''''': '''Wilderness Tracker'''. You gain proficiency in the Survival skill. You have advantage on Wisdom (Survival) checks made to track a creature in the forest, grassland, hill or jungle terrain.</br> '''''Rock Gnome''''': '''Whatever’s at Hand'''. You have proficiency with improvised weapons, and your damage die when striking with improvised weapons becomes a d6 instead of a d4. You also gain proficiency with the Technology skill.</br> '''GOBLIN''' (ignoring VGSR pg. 12-14.) [https://www.pinterest.com/pin/22306960644836010/]</br> '''Ability Score Increase''': Increase your Dexterity by 1 and your Intelligence by 2.</br> '''Age''': Goblins reach maturity around 12 years of age and live to around 50 years or so.</br> '''Alignment''': Goblins tend towards a chaotic outlook on life (individual freedom to do whatever they want) but they can be of any.</br> '''Size''': Goblins are short, usually 3 to 4 feet but weigh about 80 pounds. Your size is Small.</br> '''Speed''': Your base walking speed is 30 feet. </br> '''Darkvision''': Goblins can see in dim light within 60ft as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness only shades of gray.</br> '''Foul Mouthed''': Goblins are natural insulters and gain the use Vicious Mockery cantrip naturally. This is a natural ability and not subject to Dispel, etc. Intelligence is your spell casting ability.</br> '''Sneaky''': Goblins start with proficiency in Stealth for free.</br> '''Tool Users''': Goblins start with proficiency in either Mechanic or Technology for free.</br> '''Languages''': You can speak, read, and write Basic and Goblin.</br> '''GOLIATH'''[https://www.pinterest.com/pin/6122149479652836/]</br> '''Ability Score Increase, Natural Athlete, Stone’s Endurance, Power Build''' and '''Mountain Born''': per the VGM pg. 108-9</br> '''Looming Size''': You deal the Versatile damage of a melee weapon when wielding it in only one hand.</br> '''HALF-ELF'''[https://www.pinterest.com/pin/21814379432685714/]</br> '''Ability Score Increase, Darkvision, Fey Ancestry''' and '''Skill Versatility''' per PHB</br> '''Mixed Bloodline''': you have inherited some aspect of your ancient ancestors and start with either the Perception or Persuasion skill for free. </br> '''HALF-ORC'''[https://www.pinterest.com/pin/9359111716733948/]</br> '''Ability Score Increase, Darkvision, Relentless Endurance''' and '''Savage Attack''' per PHB</br> '''Survivors''': gain proficiency with the Survivor skill for free.</br> '''HALFLING'''[https://www.pinterest.com/pin/699465385863034687/]</br> '''Ability Score Increase, Lucky, Brave''' and '''Halfling Nimbleness''' per PHB</br> ''Subraces'': '''Lightfoot''' and '''Stout''' per PHB plus…</br> '''''Lightfoot''''': '''Weightless Step'''. While you are hidden your footsteps make no noise. In addition traps whose trigger are pressure or weight activated do not activate if you cost them at half speed. Lightfoot Halflings also gain proficiency in Stealth for free.</br> '''''Stout: Hearty''''': You have advantage on all Hit Dice rolls to recover hit points from any source (healing magic, short and long rest, second wind, etc.)</br> '''''Tallfellow'''''</br> :'''Ability Score Increase''': You Intelligence increase by 1. :'''Schooled Language''': Tallfellow spend years studying their elven heritage and reading old works. You can speak, read and write in Elvish. :'''Keen Senses''': You have proficiency in the Perception skill. :'''Learned''': gain proficiency in either Nature or Physical Science. '''LIZARDFOLK'''[https://www.pinterest.com/pin/1407443619062897/]</br> '''Ability Score Increase, Bite, Cunning Artisan, Hold Breath, Hunter’s Lore''' and '''Natural Armor''' per VGM pg. 111-113 but updated with two additional subraces from VGSR pg. 32.</br> ''Subraces'': '''Black Scale''' and '''Poison Dusk''' updated with...</br> '''''Blackscale''''' :'''Alerted Base Statistics, Ability Score Increase, Ravenous Maw''' and '''Powerful Built''': VGSR pg. 32 '''''Poison Dusk''''' :'''Replace your Ability Score Increase''' and '''Hungry Jaw traits'''. Poisonous Maw amends but does not replace your Bite trait. :'''Alerted Base Statistics, Ability Score Increase, Poison Maw''' and '''Color Shift''': VGSR pg. 32 '''RATFOLK'''[https://www.pinterest.com/pin/60165345012337226/]</br> '''Ability Score Increase''': Increase your Dexterity, Intelligence and Charisma by 1 each.</br> '''Age''': Ratfolk mature and age about the same as humans do.</br> '''Alignment''': Ratfolk are communal and as such are often lawful in their outlooks.</br> '''Sized''': Ratfolk are short, usually 3 to 4 feet and weigh about 50 pounds. Your size is Small.</br> '''Speed''': Your base walking speed is 25 feet. You also have a natural climb speed of 25 feet.</br> '''Communalism''': Ratfolk are used to working with others as part of a team. Whenever a Ratfolk is within 10 feet of an ally and rolls a 1 on the d20 for an attack roll, ability or skill check or saving throw, she may re-roll the die and must use the new roll. Darkvision: Ratfolk can see in dim light within 60ft as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness only shades of gray.</br> '''Scrounger''': Ratfolk gain proficiency in Stealth and Survival skills.</br> '''Languages''': You can speak, read, and write Basic and Undercommon.</br> '''SHIFTERS'''[https://www.pinterest.com/pin/1970393573299721/]</br> '''Darkvision''' and '''Shifting''' per WGE pg. 64-66 and ERA pg. 36</br> '''Keen Senses''': Shifters have heighened senses then most and gain proficiency in the Perception skill.</br> '''Shifting''' (updated): you can now use this trait a number of times before requiring a short or long rest equal to your Constitution modifier (minimum 1 time per rest).</br> ''Subraces'': '''Beasthide, Longtooth, Swiftstride''' and '''Wildhunt''' from WGE pg. 66 or ERA pg. 37</br> '''TABAXI'''[https://www.pinterest.com/pin/3940718413854597/]</br> '''Ability Score Increase, Darkvision, Feline Agility, Cat’s Claws''' and '''Cat’s Talent''': per VGM pg. 113-115, however you can treat your claws as finesse weapons.</br> '''Natural Leapers''': You don’t require any movement to make long jump or high jump. The distance you can leapt without requiring a check for a long jump is your Dexterity or Strength score +10ft and for a high jump is your Dexterity or Strength score (whichever is higher).</br> '''TIEFLING'''[https://www.pinterest.com/pin/55169164177616641/]</br> '''Ability Score Increase, Darkvision, Hellish Resistance''' and '''Infernal Legacy''' per PHB</br> '''Infernal Study''': gain proficiency in the Arcana skill for free.</br> ''Possible other Bloodlines (Subspecies)'' I may allow any of the bloodlines from various books but please ask first. Just want to check</br> '''THRI-KREEN'''[https://www.pinterest.com/pin/18577417203468051/]</br> '''Ability Score Increase''': Increase your Wisdom by 2 and your Constitution by 1.</br> '''Age''': Most thri-kreen only live to thirty years at most, but they are fully mature by the age of five or six and their reduced need for rest ensures they live the years they have to the fullest.</br> '''Alignment''': Thri-kreen have virtually no social structure other than the clutches they form with their families and closest allies. The notion of sophisticated rules for social behavior is foreign to them. They are almost always chaotic in alignment, and often neutral with respect to good and evil. </br> '''Size''': Most Thri-Kreen average around 7’ long and weighing around 300 lbs. Your size is Medium.</br> '''Speed''': Your base walking speed is 30 feet.</br> '''Alien Mind''': Thri-Kreen have a hard time understand others and non-Thri-kreen have the same problem when interacting with them. Thri-Kreen and non-Thri-Kreen are at a disadvantage when using the following skills against each other – Deception, Insight, Intimidate and Persuasion.</br> '''Darkvision''': You can see in dim light as if it were bright light, and in darkness as if it were dim light out to 60ft. You can't discern color in darkness, only shades of gray.</br> '''Desert Stride''': Thri-Kreen ignore difficult terrains when moving in deserts, hills and mountains.</br> '''Exoskeleton''': When you aren't wearing armor, your natural AC equals 13 + your Dexterity modifier. </br> '''Multiple Limbs''': You have an additional set of arms. You may interact with an additional object or feature of the environment for free during your turn. You can carry an additional one-handed weapon using each of these extra arms, but cannot use the Versatile property of weapons carried in these extra arms. You cannot use these extra arms to initiate grapples or wear shields. These hands can be used for other tasks, such as opening doors, carrying torches, using tools, or performing the somatic components of spells, without difficulty when they are not holding weapons. </br> '''Natural Claws''': Thri-Kreen have naturally sharp claws that do 1d4 + Strength damage and are considered light weapons. You are proficiency with this attack.</br> '''Torpor''': Instead of sleeping, you enter a torpid state, during which you remain fully aware of their surroundings. After four hours of torpor, you gain the same benefit that a human does from 8 hours of sleep. Also, magic can't put you to sleep.</br> '''Languages''': Thri-Kreen can speak, read, and write Basic and Thri-kreen. The Thri-kreen language is relatively simple to understand, but it is difficult for members of other species to speak it.</br> '''VISHKANYA'''[https://www.pinterest.com/pin/708542953859854002/]</br> '''Ability Score Increase''': increase your Charisma score by 2 and your Intelligence by 1.</br> '''Age''': Vishkanya mature and live about as long as humans.</br> '''Alignment''': Vishkanya tend towards a lawful nature.</br> '''Size''': Vishkanya are at tall as humans but often have thinner or light builds.</br> '''Speed''': Your base walking speed is 30 feet</br> '''Allure''': Vishkanya are an alluring and charming people, so you gaining proficiency in either Deception or in the Persuasion skill (pick one).</br> '''Darkvision''': You can see in dim light as if it were bright light, and in darkness as if it were dim light out to 60ft. You can't discern color in darkness, only shades of gray.</br> '''Poison Resistance''': You gain Resistance to poison damage and Advantage with saves agaist the Poisoned condition.</br> '''Poisonous Spit''': You have a poisonous spit that acts like the Poison Spray cantrip. However this is an innate ability and is not detected by magic nor can it be dispelled or affected by anti-magic zones. Charisma is your sell casting ability with this spell.</br> '''Languages''': You can speak, read, and write Basic and Draconic.</br> '''WARFORGE'''[https://www.pinterest.com/pin/8303580548514573/]</br> '''Ability Score Increase, Construction Resilience, Sentry’s Rest, Intergrated Prptectiom''' and '''Specialized Design.''' per WGE pg. 67-70 or ERA pg 36. ''Note'' that your Integrated Protection armor count as advanced armor again advanced weapons.</br> '''Fixed Origin''': You don’t select a background. Instead you gain any three Skill proficiencies at first level</br> '''Full-Body Prosthesis''': As a completely artificial body, you use the better of your Constitution or Charisma for the maximum amount of strain that you can have from Spellware (see Gear).</br> '''Hard to Read''': Warforge’s faces don’t move much and as such others have disadvantage on any Wisdom (Insight) checks made against them.</br> '''WOLFEN'''[https://www.pinterest.com/pin/12596073948710217/]</br> '''Ability Score Increase''': Increase your Constitution by 2 and Dexterity by 1.</br> '''Age''': Wolfen reach maturing around 15 years of age and tend to live about as long as humans.</br> Alignment: Wolfen are a very diverse people socially tending towards choas alignments and indivualism.</br> '''Size''': Most Wolfen are taller than humans, average 6’6” and around 200lbs. You are Medium sized.</br> '''Speed''': Your base walking speed is 35 feet.</br> '''Bite Attack''': You can use your fangs or claws to make an unarmed strike as a bonus action. If you hit with your fangs, you can deal piercing damage equal to ld4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. </br> '''Scent''': Wolfen have the Scent ability. Within 30 feet creatures do not gain advanced against you unless you are incapitabed. You can also 'guess' squares where invisible creatures are hiding within that range. But note that you must be able to use its sense of smell (so if they are wearing a filter mask or in a void suit, etc. they cannot benefit from scent). Strong winds or overpowering smells can also lower or eliminate this ability. This also grants them advantage on Wisdom (survival) checks to follow trails, when hunting, etc.</br> '''Shifting Stance''': If the Wolfen has nothing in its hands it can shift onto a quadrupedal stance and increase its base Speed to 45ft. At the end of its movement it can automatically shift back to bipedal.</br> '''Survivalist''': Wolfen gain proficiency in the Survival skill.</br> '''Languages''': You can speak, read, and write Basic and Sylvan.</br> Other Races: with GM’s permission you might take other races but they are rare (or best as NPC).
Summary:
Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
RPGnet:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
RPGnet
Main Page
Major Projects
Categories
Recent changes
Random page
Help
Tools
What links here
Related changes
Special pages
Page information