Friday, September 30, 2016

Catamaran - New Races

This is my first pass at making new races. I don't think they're terrible, but they definitely need some fine tuning. I'm using the aasimar stats from the DMG as well. Thus far in the group the only non-humans are an aasimar, a dragonborn, and a scalefolk. I had originally planned on humans being a specific race as detailed at the bottom, but half the players wanted the normal vanilla humans from core 5E, so I went with that.

Demigod

Occasionally the gods of the Kerunan Sea get bored see to their domain or feel constrained by the limits of their island and forsake it for a life of adventure, though at a cost of most of their divine power. While they maintain a shard of their former might, they are now more mortal than god, though it remains to be seen if such a god could take his mantle back up...or if someone else could claim it.
  • Ability Score Increase. Your Constitution score increases by 2, and any other ability score increases by 1.
  • Age. You are effectively immortal to normal aging, but any magical aging effects will age you as if you were a normal human. This means normally you will never stop being a mature adult, but if you are aged fifty years by a magical effect you will then be stuck as an elderly person forever. 
  • Alignment. Demigods come in all alignments. 
  • Size. Demigods run the gamut from small to tall, but they always fall in the normal realm for humans. Your size is Medium.
  • Speed. Your base walking speed is 30 feet. 
  • Darkvision. Thanks to your divine heritage, 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. 
  • Divine Resistance. You have resistance to one form of damage as appropriate to your divine nature. For example, being a former volcano god would mean you are likely resistant to fire. 
  • Divine Legacy. Choose a clerical domain that was part of your portfolio as a god, and a cantrip that goes along with the theme of that portfolio. 
    • You know that cantrip. 
    • You can cast one of the 1st level cleric spells from the domain with this trait. You cast it using a 1st level spell slot and regain this ability when you finish a long rest. 
    • Once you reach 3rd level, you can cast one of the 2nd level cleric spells from the domain with this trait. You cast it using a 2nd level spell slot and regain this ability when you finish a long rest. 
    • Constitution is your spellcasting ability for these spells. 
  • Languages. You can speak, read, and write Common. 


Scalefolk

It is said during the final battle of the War Before, one of the gods who rose up against Keruna was slain by the blow that killed her, and this gods corpse shattered and fell with hers. This created the Vermid Islands, a swampy collection of islands inhabited by the children of this slain god, the scalefolk. While some scalefolk trade and have peaceful relations with the Tribes of Keruna, many are raiders who attack the tribes for loot and glory.
  • Ability Score Increase. Your Wisdom score increases by 1, and your Dexterity score increases by 2.
  • Age. Scalefolk mature faster than humans, but once mature age far slower and tend to grow their entire lives. Ancient scalefolk can be centuries old and the size of an elephant. 
  • Alignment. Scalefolk rarely have concerns such as good or evil, instead seeing to the needs of the tribe and their people. They are mainly neutral. 
  • Size. Scalefolk are a bit smaller than humans but are effectively medium sized. 
  • Speed. Your base walking speed is 30 feet. You have a base swim speed of 30 ft. 
  • Semi-Aquatic: You can hold your breath for a number of minutes equal to your Constitution before you begin suffocating. 
  • Low-light Vision. 
  • Natural Weapons: You have claws and teeth that can be used as weapons, inflicting 1d6 damage. 
  • When not wearing armor you have an AC of 12+ your Dexterity bonus. 
  • Languages. You can speak, read, and write Common and Scalespeak. 

Triton


Tritons are aquatic humans who primarily hail from the Triton Empire far to the south. Most tritons spend their entire lives underwater; because of this their culture lacks many signs of civilization possessed by other cultures, such as cooking, writing, etc. They are considered by most a barbaric, tribal society that would be more of a danger to the Kerunan Sea if it was closer and its people did not fight among themselves so much. The tritons divide themselves up into clans along different bloodlines, each clan favor different parts of the Empire; for example Clan Walrus is only found in the coldest extremes of the Empire.

The Triton Empire is not in fact ruled by tritons, but aboleths who have bent the warlords of the largest tribes to their will. The aboleths lord over their minions and use them like fodder in wars of aggression against aquatic and surface foes; the Triton Empire has destroyed shaguin and merfolk nations in its day. Those tritons in the Kerunan Sea are usually refugees looking for a better life than that found under their tentacled overlords.
  • Ability Score Increase. Your Strength score increases by 1.
  • Age. Tritons age at the same rate as humans. 
  • Alignment. Tritons tend to be neutral. 
  • Size. Your size is Medium.
  • Speed. Your base walking speed is 30 feet. Your base swim speed is 20. 
  • Darkvision. As you live much of your life in the depths of the ocean, 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. 
  • Aquatic: You can breathe water and never suffocate under water 
  • Languages. You can speak, read, and write Common and the Sea Tongue. 
  • Triton Subraces
    • Clan Walrus
      • Ability Score Increase: Your Constitution score increases by 1. 
      • Arctic Adaptation: You are resistant to cold. 
      • Defensive Blubber: You gain one additional hit point per level. 
    • Clan Manta
      • Ability Score Increase: Your Dexterity score increases by 1. 
      • Sea Glide: Your swim speed increases to 30. 
      • Oceanic Camouflage: You gain advantage when trying to conceal yourself using Stealth in oceanic environments. 
    • Clan Shark
      • Ability Score Increase: Your Strength score increases by an additional 1. 
      • Weapon Training: You are proficient with trident, net, pike, and shields. 
      • Bloodfrenzy: When you reduce an opponent to 0 hit points with a melee attack you may immediately make a melee attack against a different opponent as a reaction. 
    • Clan Dolphin
      • Ability Score Increase: Your Charisma score increases by 1. 
      • Oceanic Guide: You are proficient in Animal Handling and Insight. 
    • Boatfolk
      • Ability Score Increase: Your Dexterity Increases by 1. 
      • Sailor’s Ways: You are proficient with Vehicles (Water) and navigator’s tools. 

Tribes of Kerunan

The children of Keruna are the dominant race in the Kerunan Sea. In other areas they would be called humans, but here they are known as the first children of Keruna. Many other races also have some mythological tie to the goddess, but the Children have the strongest.
  • Ability Score Increase. Increase your Wisdom by 2 and your Intelligence by 1. 
  • Age. The tribes of Kerunan are human, so they age like humans. 
  • Alignment. Most of the tribespeople of Kerunan believe that the laws laid down by the gods and their leaders are good, but should be ignored when needed. They are generally Neutral Good. 
  • Size. As humans, the Tribes of Keruna are Medium sized. 
  • Speed. Your base walking speed is 30 feet. 
  • Spirit Armor: You are proficient in Light and Medium Spirit Armor. 
  • Tribal Upbringing: You are proficient in Survival and Athletics. 
  • Keruna’s Blessing: Within the Sea of Keruna, you may add your Wisdom bonus to any hit dice you spend to heal.
  • Languages. You can speak, read, and write Common.

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