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===Species Traits=== NOTE new Senses, in addition to those found on PHB pg. 183. * '''Low-Light Vision''': species with low-light vision can see perfectly fine in Dim light. Species with Low-Light Vision can ignore Dim Light obscured. * '''Scent''': some species have extremely refined sense of smell. Within a specified range (generally 30 feet), a creature with scent has the equivalent of Blindsight within their range (pg. 183). But note that the species must be able to use its sense of smell (can’t use if wearing a filter mask or in a vacuum suit). Also strong winds or overpowering smells can also lower or eliminate this ability. '''HUMAN SPECIES TRAITS''' [https://www.pinterest.com/pin/292171094590436485/]</br> '''Ability Score Modifier''': Three different ability scores of your choice increase by +1 each (cant’ stack).</br> '''Medium Sized and Speed''': base 30 feet.</br> '''Bonus Proficient Skill''': You gain proficiency in one skill of your choice.</br> '''Bonus Feat''': You gain one feat of your choice. You must meet all the prerequisites.</br> '''Outgoing''': You gain +2 Destiny Point over the standard Destiny Points each level.</br> ''Languages'': you can speak, read and write in Basic plus one additional language of choice.</br> '''ARDENNIAN SPECIES TRAITS'''[https://www.pinterest.com/pin/822540319417884728/]</br> '''Ability Score Modifier''': +2 to Dexterity, +1 to Wisdom</br> '''Small Sized and Speed''': base 25 feet. As a small sized creature, Ardennian gain a +3 size bonus to Stealth. However, their lifting and carrying limits is Strength x5lbs for basic encumbrance.</br> '''Darkvision''': Ardennian has darkvision out to 60 feet.</br> '''Expert Climbers''': Due to using all four of their flexible arms and their manipulative feet, the Ardennian have advantage on Strength (Athletic) checks when climbing. Furthermore, if any of these skill checks is a 9 or less, the Ardennian treats these rolls at if they rolled if was a 10. Climbing does not count as double movement for their Speed nor does it provide others with advantage against them. </br> '''Four Armed and Hand-like Feet''': Ardennian have an additional set of arms and they can use their feet can act as additional hands when not moving. They may interact with an additional object or feature of the environment for free during your turn. They 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. They gain +2 with grapple tests due to their extra arms. Their hands can be used for other tasks, such as opening doors, carrying lamps or comlinks, using tools, etc. without difficulty when they are not holding weapons. If not moving (Speed 0) and when not carrying any additional items the Ardennian gains +2 bonus to any skill that the GM deems would benefit from multi-limbs. Example could include Computer Use, Drive, Mechanic, Pilot, etc.</br> ''Languages'': you can speak, read and write in Basic and Ardennesse</br> '''ARKANIAN SPECIES TRAITS'''[https://swrpggm.com/arkanian/]</br> '''Ability Score Modifiers''': +2 to Intelligence, -2 to Charima and +1 to Two other Attributes of the player's choice, due to extensive genetic manipulations. Seeing themselves and the pinical of evolution and treating all other species as lesser beings makes them rather unpersonable. Alternatively those that reject this manipulation they gain +2 to Intelligence only.</br> '''Medium Sized and Speed''': base 30 feet</br> '''Cold Resistance''': hailing from the frozen planet of Arkania the Arkanians have natural resistance from extreme colds. They have Resistance (PHB pg. 194) verses any cold damage and attack rolls with the cold descriptor are at disadvantage. Their skin counts as Winter Clothing for cold environmental conditions.</br> '''Darkvision''': Arkanian can see in total darkness out to 60 feet</br> '''Upgraded Enhancements''': as it is not unusual for an Arkanian to enhance themselves with internal and/or external cybernetics, they can start with up to 2 points of Strain in Cybernetics at no cost in credits. Those that reject this aspect of their species instead gain a bonus Feat of their choice so long as they qualify for it.</br> ''Languages'': you can speak, read and write in Basic and Arkanesse</br> '''ARKANIAN OFFSHOOT SPECIES TRAITS'''[https://www.pinterest.com/pin/844002786409078385/]</br> '''Ability Score Modifers''': +2 to any one Attribute of choice and +1 to one additional Attribute of player's choice.</br> '''Medium Sized and Speed''': base 30 feet</br> '''Cold Resistance''': also from the frozen planet of Arkania the Offshoots have natural resistance from extreme colds. As Arkanian, their offshoots have Resistance (PHB pg. 194) verses any cold damage and attack rolls with the cold descriptor are at disadvantage. Their skin counts as Winter Clothing for cold environmental conditions.</br> '''Darkvision and Low-Light Vision''': Arkanian Offshoots can see in total darkness out to 60 feet and ignore Dim light penalties.</br> '''Genetic Manipulation''': As the Arkanian Offshoots have been specifically created to serve various roles within Arkanian society (as slaves of course) they gain a bonus Feat of their choice for free to somewhat reflect this roll. </br> ''Languages'': you can speak, read and write in Basic and Arkanesse</br> '''BOTHAN SPECIES TRAITS''' [https://www.pinterest.com/pin/4362930874725893/]</br> '''Ability Score Modifier''': +2 to Dexterity, +2 to Intelligence or Charisma (player’s choice)</br> '''Medium Sized and Speed''': base 30 feet.</br> '''Educated''': Bothans value knowledge and start with one additional Intelligence or Wisdom based skill for free.</br> '''Iron Will''': Bothans gain a +2 species bonus to their Wisdom saves.</br> '''Noisy''': Bothans have advantage with Charisma (Gather Information) skill checks.</br> ''Languages'': you can speak, read and write in Basic and Bothese.</br> '''CATHAR SPECIES TRAITS''' [https://www.pinterest.com/pin/740349626213674463/]</br> '''Ability Score Modifier''': +2 to Strength, +1 to Dexterity.</br> '''Medium Sized and Speed''': base 40 feet.</br> '''Natural Weapons''': a Cathar has natural sharp claws that deal 1d4 slashing damage. Cathar are always proficient with these attacks and can use your Strength or Dexterity modifier. Whenever you take an Attack action you can make a claw attack as a bonus action still add your full modifier bonus to damage (see Two-Weapon fighting).</br> '''Instincts''': Cathar has Advantage with all Strength (Athletics) skill checks.</br> ''Languages'': you can speak, read and write Basic and Catharese.</br> '''CEREAN SPECIES TRAITS''' [https://www.pinterest.com/pin/729372102168256705/]</br> '''Ability Modifiers''': +2 to Intelligence, +2 to Wisdom, -1 to Dexterity</br> '''Medium Sized and Speed''': base 30 feet.</br> '''Educated''': Cerean society strongly promotes education. Cerean gain proficiency with any one Intelligence or Wisdom based skill for free.</br> '''Intuitive Initiative''': Cereans start with proficiency in the Dexterity (Initiative) skill automatically and then have Advantage with Dexterity (Initiative) skill checks.</br> ''Languages'': you can speak, read and write in Basic and Cerean.</br> '''CHISS SPECIES TRAITS''' [https://www.pinterest.com/pin/603412050089009757/]</br> '''Ability Modifiers''': +1 to Dexterity, +2 to Intelligence</br> '''Medium Sized and Speed''': base 30 feet.</br> '''Bonus Skill Proficiency''': Chiss begin with proficiency in any one Skill for free.</br> '''Low-Light Vision''': Chiss see perfectly fine in Dim light obscure.</br> '''Bonus Feat''': Chiss gain either the 'Do Science on It' ''or'' 'I Freaking Love Science' feat for free.</br>' ''Languages'': you can speak, read and write in both Basic and Cheunh.</br> '''DEVARONIAN SPECIES TRAITS''' [https://www.pinterest.com/pin/777082110723265233/]</br> '''Ability Score Bonus''': males +2 Dexterity, females +2 Intelligence, both also gain +2 to Charisma</br> '''Medium Sized and Speed''': base 30 feet.</br> '''Manipulators''': Devaronians have advantage with Charisma (Deception) skill checks.</br> '''Naturally Curiosity''': Devaronians are very attentive to small details that can reveal weakness. As a reaction they gain a +2 insight bonus on all attack rolls and skill checks used against this single target. These bonus lasts until the end of the Devaronian’s next turn. They can use this ability again after a short or long rest.</br> ''Languages'': you can speak, read and write in Basic and Devaronese.</br> '''DUG SPECIES TRAITS''' [https://www.pinterest.com/pin/351562314674597337/]</br> '''Ability Score Modifier''': +2 to Dexterity, +1 to Constitution</br> '''Small Sized and Speed''': base speed 30 feet. As a small sized creature, Dug gain a +3 size bonus to Stealth. However, their lifting and carrying limits is Strength x5lbs for basic encumbrance.</br> '''Arboreal''': Evolving in the great trees of Malastare, the Dug have advantage on Strength (Athletic) checks when climbing or jumping. Furthermore, if any of these skill checks is a 9 or less, the Dug treats these rolls at if they rolled a 10.</br> '''Lightning Reflexes''': Dug gain a +2 bonus to their Dexterity Saves.</br> '''Bonus Feat''': Its well know that Dug are fearless even against foes larger than themselves. Dug start with the 'Brave' feat for free.</br> ''Languages'': speak, read and write Dug.</br> '''DUROS SPECIES TRAITS''' [https://www.pinterest.com/pin/57632070223910308/]</br> '''Ability Modifiers''': +2 to Dexterity, +2 to Intelligence, -1 to Constitution</br> '''Medium Sized and Speed''': base 30 feet.</br> '''Spacers''': as most of the species have been born and live most of their lives in space, Duros start with proficiency in Intelligence (Mechanic) and Dexterity (Pilot) skills for free.</br> '''Bonus Feat''': growing up in space the Duros starts with the 'Z-G Training' feat for free.</br> ''Languages'': you can speak, read and write in Basic and Durese. You also gain one additional language of your choice to start with for free.</br> '''EWOK SPECIES TRAITS''' [https://www.pinterest.com/pin/887138826567337667/]</br> '''Ability Modifiers''': +2 to Dexterity, +2 to Wisdom, -1 to Strength</br> '''Small Size and Speed''': base 25 feet. As a Small sized creatures, Ewoks gain a +3 size bonus to Stealth. However, their lifting and carrying limits is Strength x5lbs for basic encumbrance.</br> '''Primitive''': Ewoks do not gain Proficiency (advanced melee weapons, pistol, rifle or heavy weapons) as starting proficiency at 1st level, even if their class normally grants them.</br> '''Scent''': at close range (within 30 feet) can use scent to detect hidden targets.</br> '''Stalker''': Ewoks have Advantage on Dexterity (Stealth) and Wisdom (Survival) skill checks.</br> ''Languages'': you can speak Ewokese. Note that Ewoks cannot speak other languages, they can learn to understand them though.</br> '''GAMORREAN SPECIES TRAITS''' [https://www.pinterest.com/pin/63754150965624717/]</br> '''Ability Modifiers''': +2 to Strength, +2 to Constitution, -1 to Dexterity</br> '''Medium Sized and Speed''': base 30 feet.</br> '''Great Fortitude''': gain a +2 species bonus to their Constitution saves.</br> '''Primitive''': Gamorreans do not gain Proficiency (advanced melee weapons, pistol, rifle or heavy weapons) as starting proficiency at 1st level, even if their class normally grants them. However, due to their culture, all Gamorrean gains Proficiency (Martial Weapons) with martial melee weapons only (i.e. longsword but not longbows, etc.)</br> '''Bonus Feat''': Gamorreans start with the 'Might Swing' feat for free.</br> ''Languages'': You can speak Gamorrean and understand Basic. Note that Gamorreans cannot speak other languages, they can learn to understand them though.</br> '''GAND SPECIES TRAITS''' [https://www.pinterest.com/pin/677228862737899531/]</br> '''Ability Modifiers''': +2 to Dexterity, +1 to Wisdom</br> '''Small Sized and Speed''': base 25 feet. As a small sized creature, Gand gain a +3 size bonus to Stealth. However, their lifting and carrying limits is Strength x5lbs for basic encumbrance. '''Darkvision''': Grans have darkvision out to 60 feet.</br> '''Minor Force User''': Gand start with the minor Force Power; either Senses Surroundings or Trance, for free even if they don’t have the Force Sensitive feat.</br> '''Perceptive''': Gand start with proficiency in Wisdom (Perception) skill for free.</br> '''Special Equipment''': Gand suffer limitations outside their native atmosphere. Without their protective goggles a Gand is considered Blind (Condition PHB pg. 290). Without an antitoxin breathing mask, a Gand begins suffocating (PHB pg. 183). The breathing mask also grant advantage on any save vs. atmospheric conditions and inhaled toxins. A replacement mask costs 500 credits and a year’s supply of filters costs 50 credits. Gand characters begin play with both items at no cost.</br> ''Languages'': You can speak Gand and Basic.</br> '''GRAN SPECIES TRAITS''' [https://www.pinterest.com/pin/605945324861051561/]</br> '''Ability Score Modifier''': +1 to Wisdom, +2 to Charisma</br> '''Medium Sized and Speed''': base 30 feet.</br> '''Darkvision''': Grans have darkvision out to 60 feet.</br> '''Natural Shooters''': Gran start with either the 'Point Blank Shot' or 'Precise Shot' feat for free.</br> '''Target Awareness''': Gran adds +50% distance to all ranged weapons (i.e. a Blaster Pistol used by a Gran has a base weapon range of 75/300ft. If they combine this with the Far Shot feat it becomes 225/300ft).</br> '''Triple Vision''': a Gran can move up to ½ their speed and still benefit from “Aiming”.</br> ''Languages'': you can speak, read and write Basic and Gran.</br> '''GUNGAN SPECIES TRAITS''' [https://www.pinterest.com/pin/3659243436915968/]</br> '''Ability Modifiers''': +2 to Dexterity (Skinny) or +2 to Constitution (Fat), -1 to Intelligence</br> '''Medium Sized and Speed''': base 30 feet. They also have a Swim speed of 25 feet.</br> '''Expert Swimmers''': Gungans have Advantage when making Strength (Athletics) with swimming. In addition, if the Gungan rolls a 9 or less on this check, it is assumed to have rolled at least a 10.</br> '''Hold Breath''': a Gungan can hold his breather for a number of rounds equal to 25 times his Constitution score before suffering from any suffocation (PHB pg. 183).</br> '''Low-Light Vision''': Gungans can see perfectly fine in Dim light conditions.</br> '''Weapon Familiarity''': Gungans gain Weapon Proficiency (Atlatl and Cesta) automatically.</br> '''Bonus Feat''': Gungans start with the 'Thrown Expert' feat for free.</br> ''Languages'': you can speak, read and write in Basic and Gunganese.</br> '''ITHORIAN SPECIES TRAITS''' [https://www.pinterest.com/pin/939633909734877413/]</br> '''Ability Modifiers''': +2 to Wisdom, +2 to Charisma, -1 to Dexterity</br> '''Medium Sized and Speed''': base 30 feet.</br> '''Iron Will''': Ithorians gain a +2 species bonus to their Wisdom saves.</br> '''Bellow''': as an Action, an Ithorian can open all four of its throats and emit a terrible subsonic bellow. The Ithorian’s bellow effects everyone within a 30 foot cone with it as the starting point. Targets much make a Constitution save, DC 8 + its proficiency bonus + its Constitution modifier. Failure deals 3d6 sonic damage, target that succeed suffers ½ damage. The Ithorian can use this ability once per long rest. Each additional use before the Ithorian takes a long rest results in it suffering from one level of Exhaustion. This damage increases by +1d6 for every 6 levels the Ithorian reaches (6, 12, etc.)</br> '''Biologists''': Ithorians gain advantage with Intelligence (Nature) skill checks.</br> '''Survival Instinct''': Ithorians have Advantage on Wisdom (Survival) skill.</br> ''Languages'': you can speak, read and write in Basic and Ithorese.</br> '''JAWA SPECIES TRAITS''' [https://www.pinterest.com/pin/343188434115967986/]</br> '''Ability Modifiers''': +2 to Dexterity, +2 to Intelligence, -1 to Strength</br> '''Small Sized and Speed''': base 25 feet. As a Small sized creatures, Jawa gain a +3 size bonus to Stealth. However, their lifting and carrying limits is Strength x5lbs for basic encumbrance.</br> '''Technical''': Jawa gain proficiency in Intelligence (Mechanic) and (Technology) skills for free.</br> '''Tricky''': Jawa can take the Disengage, Dash or Hide actions as a bonus action.</br> ''Languages'': you can speak, read and write Jawanese, and can understand and read and write in Basic but you cannot speak it (or any other languages. You still read and understand them).</br> '''KEL DOR SPECIES TRAITS''' [https://www.pinterest.com/pin/859343172656431263/]</br> '''Ability Modifiers''': +2 to Dexterity, +2 to Wisdom, -1 to Constitution</br> '''Medium Sized and Speed''': base 30 feet.</br> '''Low-Light Vision''': Kel Dor can see perfectly fine in Dim light conditions.</br> '''Minor Force Users''': Kel Dor start with a Minor Force power, either the Search Your Feelings or Telepathy (player’s choice) even if they do not have the Force Sensitive feat.</br> '''Strong Personalities:''' gain +2 species bonus to their Charisma saves.</br> '''Special Equipment''': Kel Dor suffer limitations outside their native atmosphere. Without their protective goggles a Kel Dor is considered Blind (Condition PHB pg. 290). Without an antitoxin breathing mask, a Kel Dor begins suffocating (PHB pg. 183). The breathing mask also grant advantage on any save vs. atmospheric conditions and inhaled toxins. A replacement mask costs 500 credits and a year’s supply of filters costs 50 credits. Kel Dor characters begin play with both items at no cost.</br> ''Languages'': you can speak, read and write in Basic and Kel Dor.</br> '''MIRALUKA SPECIES TRAITS''' [https://www.pinterest.com/pin/857865429026558921/]</br> '''Ability Score Modifier''': +2 to Intelligence, +1 to Wisdom</br> '''Medium Sized and Speed''': base 30 feet.</br> '''Empathy''': Miraluka have advantage with Wisdom (Insight) skill rolls.</br> '''Force Sight''': although blind, Miraluka can “see” through the Force. They also act normally without taking on any of the Blinded conditions. They ignore all light and heavy obscured conditions and they ignore ½ cover and treat ¾ cover as ½ cover. Miraluka can read and write as normal but they do not 'see' in color although their Force sight does see subtle changes in how things 'look'. The Miraluka gains the Blinded condition if the Force is suppressed somehow and creatures that are “invisible” to the Force also have the Invisible condition against the Miraluka.</br> '''Minor Force Users''': Miraluka gain any two minor Force Powers of choice for free. They can use these minor powers as normal even if they don’t have the Force Sensitive feat.</br> ''Languages'': you can speak, read and write Basic and Miralukes.</br> '''MIRIALIN SPECIES TRAITS''' [https://www.pinterest.com/pin/348817933651119093/]</br> '''Ability Modifiers''': +1 to Dexterity, +2 to Charisma</br> '''Medium Sized and Speed''': base 30 feet.</br> '''Acrobatic:''' Mirialans have advantage when making Dexterity (Acrobatics) skill checks.</br> '''Social''': Mirialans are a very social species. They start with proficiency in either Charisma (Deception) or Charisma (Persuasion) automatically.</br> '''Spiritual''': Mirialans are a spiritual people and they have advantage when making Intelligence (Religion) skill checks.</br> ''Languages'': you can speak, read and write Basic and Mirialan.</br> '''MON CALAMARI SPECIES TRAITS''' [https://www.pinterest.com/pin/751045675374734691/]</br> '''Ability Modifiers''': +2 to Intelligence, +2 to Wisdom, -1 to Constitution</br> '''Medium Sized and Speed''': base 30 feet. They also have a Swim speed of 30 feet.</br> '''Breathe Underwater''': as amphibious creatures, Mon Calamari cannot drown in water.</br> '''Expert Swimmers''': a Mon Calamari has advantage when using Strength (Athletics) checks when swimming. Furthermore, if this skill check is a 9 or less, the Mon Calamari treats these rolls at if they rolled a 10.</br> '''Educated''': Mon Calamari society strongly promotes education. You gain proficiency with any one Intelligence or Wisdom based skill for free.</br> '''Inquisitive''': Mon Calamari have advantage with Intelligence (Investigation) skill checks.</br> '''Low-Light Vision''': Mon Calamari can see perfectly fine in Dim light conditions</br> ''Language''s: you can speak, read and write in Basic and Mon Calamarian.</br> '''QUARREN SPECIES TRAITS''' [https://www.pinterest.com/pin/13510867622560975/]</br> '''Ability Modifiers''': +2 to Constitution, +1 Charisma</br> '''Medium Sized and Speed''': base 30 feet. Also have a Swim speed of 30 feet.</br> '''Breathe Underwater''': as amphibious creatures, Quarrens cannot drown in water.</br> '''Darkvision''': Quarren can see in dark out to 90 feet.</br> '''Expert Swimmers''': a Quarren has advantage when using Strength (Athletics) skill checks when swimming. Furthermore, if this skill check is a 9 or less, the Quarren treats these rolls at if they rolled a 10.</br> '''Traders''': Quarren society trader almost from birth, Quarren gain proficiency in in Charisma (Persuasion) skills for free.</br> '''Bonus Feat''': Quarren are naturally suspicious of outsiders and they gain the 'Suspicious' feat for free.</br> ''Languages'': you can speak, read and write in Basic and Quarrenese.</br> '''RODIAN SPECIES TRAITS''' [https://www.pinterest.com/pin/347692033741847987/]</br> '''Ability Modifiers''': +2 to Dexterity, +1 to Charisma</br> '''Medium Sized and Speed''': base 30 feet.</br> '''Alpha Hunters''': Rodian gain advantage with both Wisdom (Perception) and (Survival) skill checks.</br> '''Low-Light Vision and Darkvision''': Rodian can see perfectly fine in Dim light conditions. Rodians also have darkvision out to 60 feet.</br> ''Languages'': you can speak, read and write in Basic and Rodese.</br> '''SNIVVIAN SPECIES TRAITS''' [https://www.pinterest.com/pin/87679523986374049/]</br> '''Ability Score Modifier''': +1 to Constitution, +2 to Wisdom</br> '''Small Sized and Speed:''' base 25 feet. As a small sized creature, Snivvian gain a +3 size bonus to Stealth. However, their lifting and carrying limits is Strength x5lbs for basic encumbrance.</br> '''Cold Resistance''': the Snivvians’ thick skin provides protection from extreme colds. They have Resistance (PHB pg. 194) verses any cold damage and attack rolls with the cold descriptor are at disadvantage. Their skin counts as Winter Clothing for cold environmental conditions.</br> '''Perceptive''': Snivvian start with proficiency in Wisdom (Perception) checks for free.</br> '''Observant''': Snivvians are highly aware of their surroundings, giving them an advantage when dealing with others. Snivvians can use his Wisdom (Perception) check in place of a Charisma (Deception) or Charisma (Persuasion) checks. Snivvian can use this ability up to their Wisdom modifier (min 1), regain all uses after a short or long rest.</br> ''Languages'': you can speak, read and write Basic and Snivvian.</br> '''SULLUSTAN SPECIES TRAITS''' [https://www.pinterest.com/pin/128211920634197677/]</br> '''Ability Modifiers''': +2 to Dexterity, +1 Intelligence</br> '''Small Sized and Speed''': base 25 feet. As a small sized creature, Sullustan gain a +3 size bonus to Stealth. However, their lifting and carrying limits is Strength x5lbs for basic encumbrance.</br> '''Darkvision''': Sullustan have darkvision out to 90 feet.</br> '''Empathy''': Sullustan have advantage with Wisdom (Insight) skill rolls.</br> '''Spelunker''': Sullustan evolved in deep caves. They have advantage with Strength (Athletics) skill rolls when climbing. Furthermore, if this skill roll is less than a 10, treat the roll as a 10.</br> ''Languages'': you can speak, read and write in Basic and Sullustese.</br> '''TRANSDOSHAN SPECIES TRAITS''' [https://www.pinterest.com/pin/787426316112153892/]</br> '''Ability Modifiers''': +2 to Strength, +1 to Constitution</br> '''Medium Sized and Speed''': base 30 feet.</br> '''Darkvision''': Transdoshans have darkvision out to 60 feet.</br> '''Limb Regeneration''': A Transdoshan regrows a lost limb in 1d10 days, at the end of that time, all persistent penalties associated with the loss of a limb are removed.</br> '''Natural Armor and Claws''': Transdoshans thick scaly skin provides a natural that grants them a +1 to their Armor Class. This works when the Transdoshan is wearing armor or not. Transdoshans have naturally sharp claws and teeth such that deal 1d4 + strength modifier slashing damage. They are automatically proficiency and whenever you take an Attack action you can make an attack with your claws or teeth as a bonus action (full bonuses for attack and damage).</br> '''Bonus Feat''': with low level regenerative powers, Transdoshans gain the 'Durable' as a bonus feat for free.</br> ''Languages'': you can speak, read and write in Basic and Dosh.</br> '''TOGRUTA SPECIES TRAITS''' [https://www.pinterest.com/pin/375628425184256317/]</br> '''Ability Score Modifier''': +2 to Dexterity</br> '''Medium Sized and Speed''': base 30 feet.</br> '''Sneaky''': Togruta have Advantage with Dexterity (Stealth) checks.</br> '''Spatial Awareness''': Togruta can sense their surroundings using passive echolocation. Togruta has Blindsight out to 30 feet so long as they are not wearing a helmet or vacuum suit, etc. Something that could cover or block their horns.</br> '''Bonus Feat''': evolved pack hunters, Togruta gain the 'Pack Tactics' feat as a bonus feat</br> ''Languages'': you can speak, read and write Basic and Togruti.</br> '''TWI’LEK SPECIES TRAITS''' [https://www.pinterest.com/pin/4151824649188177/]</br> '''Ability Modifiers''': +1 to Dexterity, +2 to Charisma</br> '''Medium Sized and Speed''': base 30 feet.</br> '''Deceptive''': Twi’leks are gifted manipulators, and have advantage on Charisma (Deception) skill checks.</br> '''Great Fortitude''': Twi’leks gain a +2 species bonus to their Constitution saves.</br> '''Low-Light Vision and Darkvision''': Twi’leks can see perfectly fine in Dim light conditions and have darkvision out to 60 feet.</br> ''Languages'': you can speak, read and write in Basic and Ryl. Can also speak with other Twi’leks secretly with their head ‘lukkus” (tentacles).</br> '''WOOKIE SPECIES TRAITS''' [https://www.pinterest.com/pin/4362930880130874/]</br> '''Ability Modifiers''': +4 to Strength, -1 to Dexterity, -1 to Charisma</br> '''Medium Sized and Speed''': base 30 feet.</br> '''Expert Climbers''': Evolving in the high trees, Wookies have advantage with Strength (Athletics) skill rolls when climbing. Furthermore, if this skill roll is less than a 10, the Wookie treats the roll as a 10.</br> '''Extraordinary Recuperation''': Wookies add their Strength bonus to Hit Dice rolls to recover hit points (in addition to Constitution modifier; both a short or long rest). Wookies recover one additional Hit Dice back after a long rest (up to the max HD). Finally, each day, a Wookie can recover from up to two levels of Exhaustion, each one after a separate Short rest.</br> '''Rage''': a Wookie can fly into a rage as a Bonus Action. While raging, the Wookie gains Advantage on Strength ability and skill check and gain a rage bonus on melee damage rolls equal to their proficiency bonus, but cannot use skills that require patience and concentration (ranged attacks and most skills except Acrobatics, Initiative, Intimidate, and Perception). This rage last a number of rounds equal to 5 + the Wookie’s Constitution modifier. At the end of the rage, the Wookie gains one level Exhaustion. A Wookie must complete a long rest before he can use this trait again.</br> '''Short Tempered''': Wookies are well known for their short-tempers. Wookie can use its Strength modifier instead of its Charisma modifier when making Intimidate checks (player’s choice).</br> '''Weapon Familiarity''': Wookies with Weapons Proficiency (Pistol and/or Rifle) are proficient with Exotic Weapon Proficiency (Bowcaster Pistol and/or Bowcaster Rifle) for free.</br> ''Languages'': you can understand, read and write in Basic (cannot speak it) and Shuriiwook. Wookies cannot speak other languages, but they can learn to understand them.</br> '''UBESE SPECIES TRAITS''' [https://www.pinterest.com/pin/57561701479410059/]</br> '''Ability Modifiers''': +2 to Dexterity</br> '''Medium Size and Speed''': 30 feet.</br> '''Aggressive''': once a round, gain a +2 bonus on one attack roll when it moves at least 15 feet towards the target of their attack.</br> '''Alpha Hunters''': Ubese gain advantage with both Wisdom (Perception) and (Survival) skill checks.</br> '''Special Equipment''': Ubese are sickened in the atmospheres of other worlds and must rely on breath masks to suffer no ill effects. Without its breathing mask and suit an Ubese has the Poisoned condition for the duration. The breathing mask also grant advantage on any save vs. atmospheric conditions and inhaled toxins. The suit’s mask includes a voice modulator to emulate the voice of a male or female or to mask the Ubese’s gender. These suit costs 500 credits and a year’s supply of filters costs 50 credits. Ubese characters begin play with both at no cost.</br> ''Languages'': you can speak, read, and write both Basic and Ubese. Additionally, they can communicate through Ubeninal, a sign language that serves as the primary medium for communication among Ubese.</br> '''ZABRAK SPECIES TRAITS''' [https://www.pinterest.com/pin/57632070223547954/]</br> '''Ability Modifiers''': Three different ability scores of your choice increase by +1 each (cannot stack)</br> '''Medium Sized and Speed''': base 30 feet.</br> '''Bonus Skill Proficiency''': Zabrak gain proficiency in any one skill of choice.</br> '''Heightened Awareness''': Zabrak have advantage with Wisdom (Perception) skill rolls.</br> '''Instincts''': Zabrak are highly aware and gain +1 species bonus to all their saving throws.</br> ''Languages'': you can speak, read and write in Basic and Zabrak.</br> ''SPECIAL'' – any Species ability that duplicates a feat or talent, counts for any Prerequisites for class talents or feats. For example, Zabraks’ Heightened Awareness has the same effect as a Scouts’ Acute Senses, so it would count as any prerequisite for other Scout talents if you want.
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