Tuesday, September 13, 2016

New Races

The Changeling: 

Changelings are subtle shapeshifters capable of disguising their appearance. Their ability to adopt other creatures’ guises makes them consummate spies and criminals.  As a changeling, you have the 
following racial traits. 
Ability Score Increase: Your Dexterity and Charisma scores increase by 1. 
Size: Changelings are built much like humans, but a little leaner. Your size is Medium. 
Speed: Your base walking speed is 30 feet. 
Duplicity: You gain proficiency in the Deception skill. 
Shapechanger: As an action, you can polymorph into any humanoid of your size that you have seen, or back into your true form. However, your equipment does not change with you. If you die, you revert to your natural appearance.  
Languages: You can speak, read, and write Common and two other languages of your choice






Born of the elemental turmoil of the godswar, Genasi come in five distinct subraces. Air, Earth, Fire, Water, and Void.   
Ability Score Increase: Your Constitution score increases by 2. 
Age: Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years. 
Alignment: Independent and self-reliant, genasi tend toward a neutral alignment. 
Size: Genasi are as varied as their mortal parents but are generally built like humans, standing anywhere from 5 feet to over 6 feet tall. Your size is Medium. 
Speed: Your base walking speed is 30 feet. Languages. You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants. 

Subraces: 

Air Genasi 
As an air genasi, you are descended from the djinn. As changeable as the weather, your moods shift from calm to wild and violent with little warning, but these storms rarely last long. Air genasi
typically have light blue skin, hair, and eyes. A faint but constant breeze accompanies them, tousling the hair and stirring the clothing. Some air genasi speak with breathy voices, marked by a faint echo. A few display odd patterns in their flesh or grow crystals from their scalps.
Ability Score Increase: Your Dexterity score increases by 1. 
Unending Breath. You can hold your breath indefinitely while you’re not incapacitated. 
Mingle with the Wind. You can cast the levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.  

Earth Genasi 
 As an earth genasi, you are descended from the cruel and greedy dao, though you aren’t necessarily evil. You have inherited some measure of control over earth, reveling in superior strength and solid power. You tend to avoid rash decisions, pausing long enough to consider your options before taking action. Elemental earth manifests differently from one individual to the next. Some earth genasi always have bits of dust falling from their bodies and mud clinging to their clothes, never getting
clean no matter how often they bathe. Others are as shiny and polished as gemstones, with skin tones of deep brown or black, eyes sparkling like agates. Earth genasi can also have smooth metallic flesh, dull iron skin spotted with rust, a pebbled and rough hide, or even a coating of tiny embedded crystals. The most arresting have fissures in their flesh, from which faint light shines.
Ability Score Increase. Your Strength score increases by 1. 
Earth Walk. You can move across difficult terrain made of earth or stone without expending extra movement. 
Merge with Stone. You can cast the pass without trace spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.

Fire Genasi 
As a fire genasi, you have inherited the volatile mood and keen mind of the efreet. You tend toward impatience and making snap judgments. Rather than hide your distinctive appearance, you exult in it. Nearly all fire genasi are feverishly hot as if burning inside, an impression reinforced by flaming red, coalblack, or ash-gray skin tones. The more human-looking have fiery red hair that writhes under extreme emotion, while more exotic specimens sport actual flames dancing on their heads. Fire genasi voices might sound like crackling flames, and their eyes flare when angered. Some are accompanied by the faint scent of brimstone. 
Ability Score Increase. Your Intelligence score increases by 1. 
Darkvision. 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. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red. 
Fire Resistance. You have resistance to fire damage. 
Reach to the Blaze. You know the produce flame cantrip. Once you reach 3rd level, you can cast the burning hands spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.

Water Genasi 
The lapping of waves, the spray of sea foam on the wind, the ocean depths—all of these things call to your heart. You wander freely and take pride in your independence, though others might consider you selfish. Most water genasi look as if they just finished bathing, with beads of moisture collecting on their skin and hair. They smell of fresh rain and clean water. Blue or green skin is common, and most have somewhat overlarge eyes, blue-black in color. A water genasi’s hair might float freely, swaying and waving as if underwater. Some have voices with undertones reminiscent of whale song or
trickling streams.
Ability Score Increase. Your Wisdom score increases by 1. 
Acid Resistance. You have resistance to acid damage. 
Amphibious. You can breathe air and water. Swim. You have a swimming speed of 30 feet. 
Call to the Wave. You know the shape water cantrip  When you reach 3rd level, you can cast the create or destroy water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.


Void Genasi
Born from the entropic energy of the Forogtten One, Void Genasi have inherited a corruption from the vacuum. Those touched by the void tend to be impartial towards others, but hedonistic and selfish, taking any advantage and pleasure given to them. Void genasi have dark black, almost jet black, skin, smoky hair that seems to float of its own accord. In some rare cases, runes of black light etch their skin.
Ability Score Increase: Your Dexterity score increases by 1
Empty Mind. You have advantage on saving throws against psychic attacks, and you have resistace against psychic damage. 
One with Nothing: When you are dealt damage, you can use your reaction to enter the void until the beginning of your next turn. While within the Void, you cannot take any actions and cannot be targeted. At the beginning of your next turn, you return to your position before you entered the Void, or as close to it as possible. Once you use this feature, you cannot use t again until you finish a long rest.

Created from the divine fires of the godswar, the Aasimar are paragons of justice and virtue. Born almost exclusively to priests and priestesses of Sereneth and Aray, they are a newer race, and along with the dragonborn, the genasi, and the tieflings, there is much debate if this is the way the world is going. 

Ability Score Increase: Your Wisdom score increases by 1, and your Charisma score increases by 2. 
Age: Aasimar mature at the same rate as humans but live a few years longer. 
Alignment. Due to their celestial heritage, aasimar are often good. However, some aasimar fall into evil, rejecting their heritage. 
Size: Aasimar are built like well-proportioned humans. Your size is Medium. 
Speed. Your base walking speed is 30 feet.
Darkvision. Thanks to your celestial 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.
Celestial Resistance. You have resistance to necrotic damage and radiant damage.
Celestial Legacy. You know the light cantrip. Once you reach 3rd level, you can cast the lesser restoration spell once with this trait, and you regain the ability to do so when you finish a long rest. Once you reach 5th level, you can cast the daylight spell once with this trait as a 3rd-level spell, and you regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Languages. You can speak, read, and write Common and Celestial.


Half-Gnoll.
The vicious gnoll, the hyena headed monster of the desert and plains. Through rape, or demonic ritual they have spread their seed into human hosts, the results being the chaotic half-gnoll. 
half-gnoll traits
Ability score increase: +2 strength
Alignment: a half-gnoll tends toward chaos and evil though some strive to exemplify the opposite traits
Size: half-gnolls are relatively the same size as humans if not a little differently proportioned, your size is medium
Speed: Your base walking speed is 30 feet
Darkvision: your gnoll heritage grants you 60 feet of darkvision, you see in dim light as if it is normal light and darkness as if it is dim light. in darkness you cannot dicern color

Languages: you can speak common and gnoll, gnoll is a guttural language with varied barks and noises, it is written in dwarvish script

Half-gnoll sub-races

Pack Lord Heritage

You are descended from a gnoll chieftain, this gives you increased endurance and more command in battle
Ability Score Increase: +1 constitution
You gain proficiency with martial weapons.

Fang of Yugoth Heritage

You are decended from a Chosen of Yugoth, this gives you better ability to commune with others and grants you some magical prowess
Ability Score Increase: +1 charisma
Yugoth's blessing: Yugoth's blessing on you grants one warlock cantrip of your choice, 
charisma is your spellcasting ability for it.


Warforged:

Warforged Traits


Built for the job.
Ability Score Increase. Your Strength and Constitution scores increase by +1. As a Warforged, you were created for hardiness and the ability to work.
Age. A Warforged is built complete and considered fully developed after construction, therefore are built to last. The maximum age for a Warforged has not yet been determined; it depends mostly on the Warforged's lifestyle and exposure to risk.
Alignment. As constructs, Warforged are usually neutral, however they may tend towards the alignments of their creators.
Size. An average Warforged stands between 5'-6' and weigh between 225-350 lbs. Your size is medium.
Speed. Your base walking speed is 30 feet.
Living Construct. You are a Construct. In addition, you are immune to poison, sleep, fear, and disease effects. You have resistance to piercing damage. You have resistance to slashing unless the roll is a critical, hitting the wood fibers of your muscle, then you take the full critical damage. You are weak to lightning, and fire damage. You do not need to eat, sleep, or breathe, and cannot gain the magical effects from consumables, or recover HP from potions. As a Warforged you receive only 1/2 HP from recovery dice during a short or long rest and the effects of healing spells, unless a spell effect details otherwise.
Artificial Anatomy. As a Warforged you gain advantage on all death saving throws. A warforged can recover hit points through repairs using a 'Warforged repair kit', which is a set of artisans tools that are specifically designed for this purpose. The amount of HP recovered from 8 hours of work is equal to the hit points that would be gained from a long rest. The following tools may be used instead of a full Warforged repair kit at 1/2 efficiency: Jewelers, Masons, Smiths, or Tinkers tools. All Warforged's are proficient in the use of a Warforged repair kit. Work with your DM to determine the cost of Warforged repair kits, number of maximum uses, and where to find / purchase them (and cost).
Power Down. As a Warforged you go into an inert state every day at your choice. Your Warforged gains the benefits, except for restored HP, of a long rest after 4 hours of this. The time taken for repairs does not count toward this rest.
Forged for War. As a Warforged, your body is covered in a composite plating that makes you inherently armored. This plating takes the place of armor and thus cannot be worn with armor. Because of this trait, your Warforged body can be enchanted as armor. You can choose to remove your plating, or to have been constructed without it, which removes the AC bonus but frees the armor slot. The statistics including weight for your natural armor is determined by your subrace.
Languages. You can speak, read and write Common and One language based on your creator's origin

Warforged Sub Races

Warforged Battle Caster
Ability Score Increase. Your intelligence score increases by +1, Constitution score increased by +1.
Cantrip. You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
Spell Safe Armor. A Battle Caster's natural AC is 13 plus your Dexterity modifier. In addition, you have advantage on the first spell saving throw you make during each combat.
Warforged Scout
Ability Score Increase. Your Dexterity score increases by +1, Constitution score increased by +1.
Fleet of Foot. You were built for speed and mobility over raw power; your base speed is 35ft.
Light Frame. A Warforged scout's AC is 13 plus your Dexterity modifier.
Darkvision. 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.
Warforged Juggernaut

Ability Score Increase. Your Strength score increases by +1, Constitution score increased by +1.
Stability of Mountains. A Warforged juggernaut has advantage on saving throws against physical effects to push, pull, or knock it prone.
Heavy Plating. A Warforged Juggernaut's AC is 18. This plating is treated as heavy armor and you become proficient with heavy armor. Because of your heavy armor, you have disadvantage on all Dexterity (Stealth) checks. You do not add your Dexterity modifier to your Armor Class, but you are not penalized if your Dexterity modifier is negative.

The Andur



The andur race was forged in the merciless crucible of war. It is all they know. Battle is what they were bred for, and as such make excellent soldiers for the Republic.
Ability Score Increase.
 +2 Constitution
Age.
 An andur is fully mature by 4 years old and is considered elderly in it's late 70's
Alignment.
 Most andur are lawful due to the complete military hierarchy of the andur. While they can come off as mean or cruel, andur tend toward neutrality on the moral compass. They do not condone needless slaughter or attempted sabotage at peace. However, they can be brutal on the battlefield and very unaccommodating to prisoners.
Size.
 Andur can stand 9'-9'10" tall when not slouching and their musculature is similar to a big cats. Your size is large.
Speed.
 Your base walking speed is 35 feet.
Natural weapons.
 You are proficient with your unarmed strikes which deal 1d4 piercing damage on a hit.
Fur.
 Their fur allows andur to withstand the cold. You automatically pass Survival checks made to withstand extreme cold.
Military culture.
 Their military culture forces all andur to learn how to use weapons. You gain proficiency in 2 weapons of your choice
Full Run.
 If you have no items in your on or off hand you can choose to run on all fours, your speed becomes 60 feet and you are classified as a mount for any creature of small size or less.
Monstrous Build.
 Choose what andur tribe you were born to.

Languages.
 Common, Andurian
Blood Tribe
Ability Score Increase. +1 Strength
Ash Tribe
Ability Score Increase. +1 Dexterity
Flame Tribe

Ability Score Increase. +1 Intelligence


The Pantheon

Aray: The lawful good god of justice.
Domain: War

One of the oldest gods in existence, he ascended at the same time as civilization.
He is the one who gave laws and a sense of justice to the world. He battles the forces of Belo and Arom in the Cosmos, and works to keep another godswar from happening again.

Aray is betrothed to Sereneth, the goddess of healing and life and is allies with Nem, god of knowledge.







Arom: The lawful evil god of war and subjugation.
Domain: War

The brother of Aray, Arom seeks but one thing, power. His goal is to be the undisputed ruler of the pantheon. In pursuit of that goal, he has enlisted the service of Beloquin, the goddess of murder and assassins.
He is powered by strife, and turmoil, and human misery.

He is allied with Mykeheth, the god of death.





Beloquin: The chaotic evil goddess of murder and madness.
Domain: Death

The unwanted daughter of Mykeheth and Sahran, Belo is as insane as she is murderous. She covets both of her parents domains and places in the pantheon, and she will do anything to usurp them, even to work with her Uncle Arom. 

She was the most visible during the godswar, teleporting to random locations and villages, killing hundreds with dagger and spell, and corrupting the ones she thought would be the most humorous. A halfling village; an abbey of Serenethi clergy, she sows chaos in her wake.





Eadros: The neutral god of time
Domain: Time

Nobody knows just how ancient Eadros actually is. Depicted as a whirling mass of tentacles, eyes, waves, and clocks, the deity is uncaring, and cares only about the circle of existence turning. Any deviation from the time stream, and it knows.

It is not above enslaving mortals and hurtling them through time to correct a mistake or transgression.

Sages say Eadros always has been, and always will be, a fixed point in time. Whenever anyone communicates with it (on any plane, at any time), it is the same moment for Eadros.



Mykeheth: The neutral evil god of death
Domain: Death

Twin brother of Sereneth, Mykeheth is death incarnate. He enjoys it, and will often hum or sing to himself while he culls souls. He plots to snuff out the living, and will grant prayers to any cleric who shares his goal. He is the god of necromancers, the god of the undead.

He often visits the material plane in the form of a crow, and sits on or near battlefields, soaking in the power of death.









Narahara: The chaotic neutral goddess of decay and renewal.
Domains: Death and Life and Nature
More Archfey than goddess, she nevertheless grants prayers. Not much is known about Narahara, only that she is neither part of the Summer or Winter Courts of the Fey.

She may just be the most powerful deity in the pantheon, but it seems like she just doesn't care about politics, or anything at all. She is often depicted as a hedonist, drinking, smoking, and having relations with multiple partners as beings die and others come to life behind her.

She is goddess of the cycle of life.




Nem: Lawful Neutral god of Knowledge.
Domain: Knowledge.

The god of libraries, of tomes, of learning, and knowledge. He is the one who introduced reading, writing, even language the moral races. Without him, Aray could never have created the laws and ideals of justice.

He is not afraid where knowledge leads, and finds censorship abhorrent.









Ost: The neutral god of magic.
Domain: Knowledge
Ost was the son of Bahumat, patron god of dragons. He is the keeper of the tapestry that keeps all magic flowing. Without him, magic would unravel, the world would crumble, and crystallize.

He is depicted as a humanoid dragon, and the dragonborn look up to him as their creator. He is not, of course, but he is far too apathetic to correct them.

He grants spells to any cleric of any alignment, granted they can cast arcane spells.








Sahran: The chaotic good goddess of trickery.
Domain: Trickery

The mother of Belo, and the goddess of bards, rogues, and tricksters and good natured liars everywhere. She is ashamed of her birthing of Belo, but more importantly the trickery she pulled to bed Mykeheth, just to prove that she could.

She could.

Since then, she has done everything in her power to thwart the plots of Mykeheth, Arom, and Belo. She is the patron goddess of forest elves and gnomes.






Sereneth: The neutral good goddess of life and light
Domans: Life and Light
The twin sister of Mykeheth, she is bethrothed to Aray. She actively works against Mykeheth and Arom.

She is the one who created the Aasimar race, as she saw that tieflings were entering the world through the wombs of the clergy of Mykeheth and Belo.

She is kind, good natured, and slow to anger, though she burns with the fury of a hundred sons when her temper is lost.









Elemental and Nature Deities: 
Tarayn- The Earth Lord
AL: LN
Domain: Nature
Favored Weapon: Warhammer

Sutor- The Fire Lord
AL: CN
Domains: Nature
Favored weapon: falcion

Inori- The Water Lord
AL: N
Domains: Nature, Tempest
Favored Weapon: 
Spear

Golas- The Air Lord
AL: N
Domains: Nature, Tempest
Favored Weapon: Long bow

Sharnd- Lord of the Wild
AL: N
Domains: Nature
Favored Weapon: Quarterstaff

Cananara- Goddess of the Hearth and Home
AL: NG
Domains: Life
Favored Weapon: Scythe

Krell-Lord of Storms
AL: CE
Domains: Tempest
Favored Weapon: Trident