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==CHARACTER RACES== All races and subraces from the Player's Handbook are acceptable for this game. Additionally, players may elect to play one of the '''Min''' (Horned Ones) or the '''Firbolg''' (Planar Half Giants), both of which are described below. '''Players opting to play a Human character''' should also read the description below as it includes features not found in the PHB. '''All PCs are considered Planars''' (though at the outset they may not know it) and gain the following additional racial traits: *'''See Planar Gate:''' Because of the planar energies in their blood, planar characters are able to see the interplanar forces that surround portals and make them possible. If a planar character supposes that an opening might secretly be a planar gate they can inspect it for one minute and make an Investigation check (DC 15). Success means that they can tell whether or not a portal is present, though they canโt tell what the key is, whether itโs one- or two-way, or even where it goes. If a portal might somehow be hidden, the DM can increase this DC to 20. *'''Magic Vulnerability:''' A planar character is affected by any spell which might target a planar creature. ---- ===<U>Firbolg</u>=== Firbolg are their own race, but are typically referred to by those who know no better as half giants. Despite their towering and often menacing appearance, Firbolg are clever and prone to frivolous or startling use of magics and other shenanigans. [[File:Firbolg.png|400px]] Other than Ability Scores and Languages (above), Firbolg characters gain the following additional traits: *'''Size:''' Firbolg stand 8'-9' tall and weigh 350-400 lbs. Your size is Medium. *'''Speed:''' Your base walking speed is 35. *'''Powerful Build:''' You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. *'''Detect Magic:''' Firbolg have the innate ability to detect magic (as the spell). Once you use this trait, you can't use it again until you finish a short or long rest. *'''Trickster's Guise:''' As an action you can use this trait to cast disguise self. When you use this version of the spell, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves. Once you use this trait, you can't use it again until you finish a short or long rest. Choose Intelligence, Wisdom or Charisma as your spellcasting ability for this feature. This choice cannot be changed. *'''Hidden Step:''' As a bonus action, you can become invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest. *'''Speech of Beast and Leaf:''' You have the ability to communicate in a limited manner with animals and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all charisma checks to influence them. ---- ===<U>Human</U>=== Humans in this setting do not conform to any specific meatworld cultural or ethnic type (though certain types are more prevalent in specific locations than others). Please describe those aspects of your character as you like to bring them to life in a way that appeals to you. [[File:PlanetouchedHuman001.png|350px]] Other than Ability Scores and Languages (above), Human characters gain the following additional traits (for Size and Speed see PHB): * '''Mundane:''' As a reaction, you can ignore completely the effects of one spell or spell-like effect of a level equal to or lower than your Proficiency bonus. Once you have used this feature you cannot use it again until you have finished a short or long rest. * '''Adaptable:''' When it would make a difference to do so, you may choose to add the modifier from your highest ability score to your die roll rather than the one called for for the task at hand. You may wait until after you roll the dice (but before the results of the roll have been revealed) to decide. Once you have used this feature, you cannot use it again until after you have finished a short or long rest. ---- ===<U>Min</u> (Horned Ones)=== They call themselves the Min, while folk of the land commonly refer to them as the Horned Ones. Horned ones come in many types and vary greatly in appearance. They may have hooves or more human feet. They may have goring horns or backswept horns or antlers. They may have fully human, fully animal, or hybrid human/animal faces. They may have fur all over. They may not. [[File:Min001.png|400px]] Other than Ability Scores and Languages (above), Min characters gain the following additional traits: *'''Size:''' Min range greatly in size from under 4' tall to well over 6' tall. Your size is Medium. *'''Speed:''' Your base walking speed is 30' *'''Min Weapon Training:''' Min are proficient with all axes, including pole weapons that might fall into the "Axe" category, such as Halberds. *'''Horns:''' The Min can use their horns to gore or headbutt opponents in place of a regular action. On a successful hit, target takes either piercing or bludgeoning damage equal to 1d6 + your Strength modifier. *'''Goring Rush:''' Immediately after you use the Dash action on your turn and move at least as far as your speed, you can make one melee attack with your horns as a bonus action. *'''Hammering Horns:''' Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can attempt to shove that creature with your horns using your reaction. The creature must be no more than one size larger than you and within 5 feet of you. It must make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier. If it fails, you push it up to 5 feet away from you. * '''Expertise:''' Choose either Intimidation or Persuasion. You have expertise in that skill. *'''Hybrid Nature:''' You have two creature types: Humanoid and Monstrosity. You can be affected by a game Effect if it works on either of your creature types.
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