Difference between revisions of "D&D 5E: Clanlands of the Hartshorn - Main Page"

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(Wildlings)
(- Subrace :: Forest Elf)
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'''Naturally Stealthy:''' You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
 
'''Naturally Stealthy:''' You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
 
==- Subrace :: Forest Elf==
 
'''Ability Score Increase:''' Wisdom + 1
 
 
'''Elf Weapon Training:''' You have proficiency with the Long Sword, Short Sword, Longbow, and Shortbow
 
 
'''Fleet of Foot:''' Your base speed increases to 35.
 
 
'''Mask of the Wild:''' You can attempt t hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
 
 
'''Fey Step:''' You can cast the Misty Step spell once as a free action. You regain the ability to do so when you finish a short or long rest.
 
  
 
==- Subrace :: Shadow Elf==
 
==- Subrace :: Shadow Elf==

Revision as of 17:42, 30 July 2017

RACES/SUBRACES

Clan [Tribal/Barbaric Humans]

Ability Score Increase: Your ability scores each increase by 1 OR Increase Str or Con by 2 and any one other Ability Score by 1.

Age: Clan reach adulthood in their late teens and live less than a century.

Alignment: Clan tend toward no particular alignment. The best and the worst are found among them.

Size: Clan vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Speed: Your base walking speed is 30 feet.

Lesser Darkvision: Though they don't live as deep in the forest as other races, the Clan are somewhat accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 30 feet of you 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.

Menacing: The clan have a known reputation for hardness. You gain proficiency in the Intimidation skill.

Relentless Endurance: When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

Savage Attacks: When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

Languages: High Clan, Clan, Dwarven Trade Tongue [common]

Note: Not Using Human Variant Option or Feats

Dwarf

These abilities and traits apply to all dwarves regardless of subrace.

Ability Score Increase: Your Constitution score increases by 2.

Age: Dwarves mature at the same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 150 years.

Alignment: Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.

Size: Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.

Speed: Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.

Darkvision: Accustomed to life underground, you have superior vision in dark and dim conditions. 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. You can’t discern color in darkness, only shades of gray.

Dwarven Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage.

Dwarven Combat Training: You have proficiency with the battleaxe and handaxe and light and heavy crossbows.

Tool Proficiency: You gain proficiency with the artisan’s tools of your choice: Woodcarver’s tools, Leather workers tools, Carpenter’s tools, Smith’s tools, Brewer’s supplies, or Mason’s tools.

Stonecunning: Whenever you make an Intelligence (History) check related to the origin of stonework or tunnelwork, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Languages: You speak High Dwarven, Dwarven Trade Tongue [common], and Elemental.

- Subrace :: Cliff Dwarf

Ability Score Increase: +1 Strength

Dwarven Toughness: Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Blood Raven: Cliff Dwarves live in a symbiotic relationship with the vicious and intelligent blood ravens of the Hartshorn and are able summon one to them as a free action. The raven will then either carry a short message to the Dwarf's cliffside home, or it can be used as a distraction against one living creature to give the dwarf advantage on one roll against that creature. Only one raven may be summoned at a time and the dwarf must complete a short rest before using this ability again.

- Subrace :: Forest Dwarf

Ability Score Increase: +1 Wisdom

Wild Warden: Used to fighting in and among trees and boulders and other structures and actively using bits of the surrounding terrain for defense, Forest Dwarves add their Wisdom modifier to Armor Class. This is in addition to any dexterity bonus and the armor's value itself.

Elf

These abilities and traits apply to all elves regardless of subrace.

Ability Score Increase: Your Dexterity score increases by 2.

Age: Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 250 years old.

Alignment: Elves love freedom, variety, and self- expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others’ freedom as well as their own, and they are more often good than not.

Size: Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.

Speed: Your base walking speed is 30 feet.

Darkvision: Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. 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. You can’t discern color in darkness, only shades of gray.

Keen Senses: You have proficiency in the Perception skill.

Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Trance: Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Languages: Elf, High Fey OR Shadow Fey [by subrace], Dwarven Trade Tongue [common]

Wildlings

These abilities and traits apply to all wildlings regardless of subrace.

Ability Score Increase: Your Dexterity score increases by 2.

Age: A wildling reaches adulthood at the age of 10 and generally lives into the middle of his or her eighth decade.

Alignment: Most wildlings are chaotic good. As a rule, they are good-hearted and kind, and have no tolerance for oppression. They are also very close knit, leaning heavily on the support of their community in the manner of a pack or a pride.

Size: Wildlings average about 3 feet tall and weigh about 40 pounds. Your size is Small.

Speed: Your base walking speed is 25 feet.

Darkvision: Accustomed to twilit forests, burrowing in the soft earth, and the clear night sky, you have superior vision in dark and dim conditions. 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. You can’t discern color in darkness, only shades of gray.

Lucky: When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

Brave: You have advantage on saving throws against being frightened.

Wildling Nimbleness: You can move through the space of any creature that is of a size larger than yours.

Quills [reaction]: Once per day, when a wildling takes damage in a melee attack, they can shoot barbed quills from their heads for 2d4 damage at a single creature within melee range.

Languages: Dwarven Trade Tongue [common], Elf, Clan. Note: Wildlings have no language of their own and speak Elf among themselves.

- Subrace :: Whiperer

Ability Score Increase: + 1 Intelligence

Speak with Small Beasts: Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts.

Natural Illusionist:You know the Minor Illusion cantrip and can cast it as a bonus action. Intelligence is your spell casting ability for it.

Wild Cunning:You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

- Subrace :: Scamperer

Ability Score Increase: +1 Constitution

Climb and Burrow: Your speed does not lessen when climbing or burrowing in the earth.

Poison resistance: You have advantage on saving throws against poison, and you have resistance against poison damage.

Naturally Stealthy: You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

- Subrace :: Shadow Elf

Ability Score Increase: + 1 Charisma

Sliding Eye: If a Shadow Elf is even partially touched by shadow, Perception checks to spot them are at a disadvantage. Passive Perception is unable to spot them at all.

Shadow Magic: You know the Dancing Lights Cantrip. At 3rd level you can cast the spell Arms of Hadar once per day and once again per day every third level beyond that [6, 9, 12, etc]. At 5th level you can cast Mirror Image and Darkness each once a day. Charisma is your spellcasting ability for these spells.