Playable Species

Dwarf

Stount hardy folk of the mountains known for their adventurous personalities and creativity. Dwarves are a tough people who often live together in large clans isolated from the rest of the world. They live deep under mountains and are very skilled miners, smiths, and engineers.

Biology

Dwarves are short and stount people with large facial hair and can live long lives up to a hundred years old. They're cousins to Humans and can interbreed with them if they so desire. Despite being only half as tall as humans, they're said to be just as strong if not stronger and they weigh only a little bit less than humans as they're stoute bodies are highly muscle dense.

Sociology

Dwarves are highly social creatures, if not more than their human counterparts. They often believe in working together in large clans, families, and have strong national pride. Because of how tight dwarven families and units are, they tend to be mistrustful of anyone they would deem an outsider.

Abilities

  • Attribute Scores.Dwarves gain a +1 to either Strength or Charisma.
  • Size. Medium
  • Dwarven Craftsmanship. Dwarves gain Proficiency with a single Toolset of their choice.
  • Fearless Dwarves add an additional 1d6 on Resolve Resistance Checks against the Frightened Condition.
  • Dwarven Resiliance Whenever you would make an Endurance Resistance Check and fail, you may reroll that ability check and take the new roll. You cannot use this ability again until after a short or long rest.

Gnoll

Gnolls are hairy

Abilities

  • Attribute Scores.Gnolls gain a +1 to Strength or Reflex.
  • Size. Large
  • Gnoll Senses. Whenever you would attempt a Perception Check that relies on Smell, you add an additional 1d6 to the roll. In addition, you gain a Skill Point in Perception.
  • Fearless Gnolls add an additional 1d6 on Resolve Resistance Checks against the Frightened Condition.
  • Blood Frenzy After a successful Melee Attack, A gnoll may make an Unarmed Strike Attack, biting their opponent, as a free action. They may only use this ability once per turn.

Grelk

Grelks are amphibian humanoids, primarily living in hot and humid climates with plenty of water.

Abilities

  • Attribute Scores. Grelks have a +1 towards Reflex or Mind.
  • Size. Grelks are Small sized.
  • Strong Climber. Grelks add an additional D6 on all Athletics Checks related to climbing and jumping.
  • Amphibious. Grelk movement speed isn't effected by being in water. In addition, Grelks can hold their breath up to an hour before needing to breath again.
  • Poisonous. As an Action, a Grelk can produce poison from their glands. They produce enough poison for a single usage. If this poison is ingested through someones blood or stomach the target must make an Endurance Resistance Check DC 12. On a failed check, the target is poisoned for the next minute. They may repeat the saving throw at the start of their turn. Grelks can use this ability a number of times equal to their Prowess Score. They regain all uses after a Long Rest.

Human

Humans are bland boring creatures.

Abilities

  • Attribute Scores. Humans can increase any single Attribute by +1.
  • Size.Humans are Medium Size
  • Skilled.Humans gain a skill point in two different Skills of their Choice.
  • Bonus Feature Humans gain a single additional Feature of their choice.

Orc

Abilities

  • Attribute Scores. Orcs gain a +1 Increase to Strength.
  • Size. Orcs are Medium
  • Orc Senses. Whenever you would attempt a Perception Check that relies on Smell, you add an additional 1d6 to the roll. In addition, you gain a Skill Point in Perception.
  • Brutal Might.Whenever you would deal a Critical Hit on an attack roll, you reroll all 1s on Damage Dice.
  • Orc Blood.While you have the bleed Condition, you roll twice and take the lower roll.

Kieflig

They are the people of the trees and forests. Living one with the earth and nature. The Kiefligs are reclusive creatures living in isolation from the rest of the world. Many are known for their abilities in their powers over the natural world and sharp eyes able to percieve illusions. Much of their societies remain hidden due to their natural invisibility and vast knowledge of illusions.

Biology

The Kiefligs, while humanoid in nature, are far from it. Kiefligs are hybrids of part plants and animal. This is most present in their life cycle.
Kiefligs are asexual creatures that do not require a partner to reproduce. They are born from trees known as Glimmerwodes. Where they're raised by the previous generation of Keifligs. When a Keiflig dies, they must be buried in deep, rich soil where from their body a Glimmerwode sapling will spawn and over twenty or so years will blossom into a new tree, starting the cycle once again.despite being part plant, Kieflings can and do still practice eating meat, as well as they are able to drink sunlight like trees.

Sociology

Many would say Kiefligs are antisocial creatures, and while there is truth to that, the Kiefligs simply are neither social or antisocial as the concept of being social in the first place is very alien.
Being isolating creatures, Kieflings are immune to many symptoms they consider diseases of the other species, such as jealously, companionship, and the need for love. Kieflings may care for others around them, but they do not feel love in the way other animals fall in love with each other.

Abilities

  • Attribute Scores. Kiefligs have +1 to Either Mind or Reflex
  • Size. Kiefligs are Medium
  • Awareness You have +2 on all Initiative Checks.
  • Swift Foot of Still Wind.As apart of taking a Movement Action, the Kieflig can choose to become Invisible until the Start of their next turn. While invisible, taking any actions other than moving, ends their invisibility early. They may use this ability a number of times Equal to their Prowess Score. They regain all uses after a Long Rest.
  • Glittering Eyes. You have a Level of Advantage on Focus and Resolve Resistance checks against perceiving physical illusions.

Ogren

Distant Cousins to orcs.

Abilities

  • Attribute Scores. Ogren gain a +2 Increase to Strength, but have a -1 to Reflex.
  • Size. Ogren are Large.
  • Orc Senses. Whenever you would attempt a Perception Check that relies on Smell, you add an additional 1d6 to the roll. In addition, you gain a Skill Point in Perception.
  • Great Stature.Whenever an Ogren would gain a Wound, roll 1d6. On a 5-6, they ignore it instead. After successfully Ignoring a wound this way, this ability cannot be used again until after a Short or Long Rest.
  • Ogren's Brawn.Your carrying capacity is doubled.

Reekling

Little Rat guys

Abilities

  • Attribute Scores. Reeklings gain a +1 Increase to Reflex, and another Attribute of their choice, but have a -1 to Strength.
  • Size. Reeklings are Small.
  • Rodent Senses Whenever you would attempt a Perception Check that relies on Smell, you add an additional 1d6 to the roll. In addition, you gain a Skill Point in Perception.
  • Scurry Away Whenever you would succeed on an Evasion Check, Parry, or Block against an Attack roll, you may move up to 10ft away from the attacking target without provoking an attack of opportunity.
  • Dark Vision Reeklings can see in the dark up to 60ft away, However, their vision is not perfectly reliable as they cannot distinguish fine print, small symbols, or color.

Skalren

They come from another world, beyond the stars, beyond the gods. The Skalren are an alien people

Biology

...

Sociology

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Abilities

  • Attribute Scores. Skalrens gain a +1 to Mind or Strength.
  • Size. Skalren are Medium.
  • Heat Sense. Skalrens have a level of Advantage on all Perception checks using sight that rely on heat detection.
  • Resistance. Skalrens gain a Skill Point in Endurance Resistance checks.
  • Tolerance. Skalrens penality from Wounds is reduced by half, round down.
  • Methane Breathing. Skalrens cannot breathe oxygen, instead they breathe Methane gas and will sufficate if they do not have a source of methane to breathe.
  • Regeneration. Skalrens recover from twice as many Wounds after healing during a Short or Long Rest.

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