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dnd:gonzo:races_list [2018/11/29 12:01]
paolo_bolzoni Aesthetics changes, replace the small tables with notes
dnd:gonzo:races_list [2018/11/30 12:29] (current)
paolo_bolzoni Make clear that Shamans can transform in their animal since level 1
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 **Ability Score Increase**. An Ability increases by 1. **Ability Score Increase**. An Ability increases by 1.
  
-**Size**. Medium+**Age.** Young Granamyrs grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.
  
-**Speed**. 30 feet+**Alignment.** While exceptions are quite common, Granamyrs alignment tend to be the same of the kind of true dragon they are affine to. 
 + 
 +**Size**. Medium. 
 + 
 +**Speed**. 30 feet.
  
 **Winged or Wrym**. You can either have //wings// and **or** **Winged or Wrym**. You can either have //wings// and **or**
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 **Dragon magic**. You can always cast spells as though you were holding the component pouch. **Dragon magic**. You can always cast spells as though you were holding the component pouch.
  
-**Draconic affinity**. You have affinity with one kind of element ​Select one +**Draconic affinity**. You have affinity with one kind of true dragons, select a line from the table
-from Acid, Cold, Fire, Lightning, or Poison. This is your draconic element.+The affinity decides how is the shape and type of your breath weapon. You decide at character creation.
  
-**Breath Weapon**. Once per short rest, you can use your Action to +^ Dragon ^ Damage Type ^ Breath Weapon ​               ^ 
-exhale destructive energy in a 15 feet cone in front of you.  When you use your +| Black  | Acid        | 5 by 30 feet line (Dex save) | 
-breath weapon, each creature in the area of the exhalation must make a +| Blue  | Lightning ​  | 5 by 30 feet line (Dex save) | 
-Dexterity saving throw. ​ The DC for this saving throw equals 8 + your +| Brass  | Fire        | 5 by 30 feet line (Dex save) | 
-Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on +| Bronze | Lightning ​  | 5 by 30 feet line (Dex save) | 
-a failed ​save and half as much damage on a successful one. The damage increases +| Copper | Acid        | 5 by 30 feet line (Dex save
-by 1d6 when you reach 5th level (3d6), 11th level (4d6), and 17th level (5d6). +| Gold   | Fire        | 15 feet cone (Dex save     | 
-Your draconic element is the type of damage you inflict.+| Green  | Poison ​     | 15 feet cone (Con save     | 
 +| Red    | Fire        | 15 feet cone (Dex save)      | 
 +| Silver | Cold        | 15 feet cone (Con save)      | 
 +| White  | Cold        | 15 feet cone (Con save)      |
  
-**Damage Resistance**. You have damage resistance against ​your +**Breath Weapon**. Once per short rest, you can use your Action to exhale 
-draconic elementIf your draconic element is Poisonthen you gain Immunity +destructive energy in front of you When you use your breath weaponeach 
-instead.+creature in the area of the exhalation must make a saving throw. The area of 
 +effect, the type of saving throw allowes, and the type of damage depends on 
 +your draconic affinity as in the table. ​ The DC for this saving throw equals 8 
 ++ your Constitution modifier + your proficiency bonus. A creature takes 2d6 
 +damage on a failed save and half as much damage on a successful one. The damage 
 +increases by 1d6 when you reach 5th level (3d6), 11th level (4d6), and 17th 
 +level (5d6).
  
-**Hold breath**. You hold our breath for 15 minutes.+**Damage Resistance**. You have damage resistance against the damage type of your 
 +breath weapon. If the damage type is Poison, then you gain Immunity instead. 
 + 
 +**Hold breath**. You can hold our breath for 15 minutes.
  
 <WRAP note>​**BP evaluation** <WRAP note>​**BP evaluation**
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 Nadziranim look like three feet tall Men composed of evanescent water. Nadziranim look like three feet tall Men composed of evanescent water.
-In trasparent water are flows of vividly colored lights and bright lines in constant movement, only the head is somewhat stable and appears as a black blob with yellow bright eyes.+In the trasparent water are flows of vividly colored lights and bright lines in constant movement, only the head is somewhat stable and appears as a black blob with yellow bright eyes.
 Given their bewildering appearance when around the universe they usually cover almost completely using Given their bewildering appearance when around the universe they usually cover almost completely using
 robes, hats, gloves, and scarfs. Doing so they appear as little men floating around. Few non-Nadziranim actually know how they look like under all those clothes. robes, hats, gloves, and scarfs. Doing so they appear as little men floating around. Few non-Nadziranim actually know how they look like under all those clothes.
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 **Size**. Small. **Size**. Small.
  
-**Speed**. 0 feet.+**Speed**. 0 feet. Your legs are simply not strong enough to move you around.
  
 **Flight**. You have a flying speed of 30 feet and you can hover. **Flight**. You have a flying speed of 30 feet and you can hover.
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 Telepathy is very apropos for such a strange being and it cashes with the high Charisma. It costs other 2BP.  The final score is 9. Telepathy is very apropos for such a strange being and it cashes with the high Charisma. It costs other 2BP.  The final score is 9.
 </​WRAP>​ </​WRAP>​
 +
 +
 +
 +===== Shaman =====
 +
 +Free background
 +
 +**Creature Type**. Humanoid.
 +
 +**Size**. Medium.
 +
 +**Speed**. 30ft.
 +
 +**Ability Score Increase**. Wisdom increases by 2.
 +
 +**Skill**. You gain proficiency in the Survival Skill.
 +
 +**Animal Shape**. Once per long rest, you can transform into your Spirit Animal. This transformation last for up 1 hour and you can only assume the form of the spirit animal described in your subrace. This feature, ignoring level requirements,​ is otherwise identical to the Wild Shape class feature of the Druid.
 +
 +**Animal Tribe**. Your tribe is related to a particular animal spirit which grants you some benefits and the corresponding form for the animal shape. Choose one of the following subraces: Bear, Spider, Eagle, Snake, Boar.
 +
 +====Subraces====
 +
 +----
 +
 +===Bear===
 +**Ability Score Increase**. Strength increases by 1.
 +
 +**Animal Spirit**. Brown Bear.
 +
 +**Powerful build**. You count as one size larger when determining your
 +carrying capacity and the weight you can push, drag, or lift.
 +
 +**Siege Monster**. You deal double damage to objects and structures.
 +
 +**Claws**. Your unarmed strikes deal 1d6 damage on a hit.
 +
 +**Keen Smell**. You gain advantage on Wisdom (Perception) checks that rely on smell.
 +
 +----
 +
 +===Spider===
 +
 +**Ability Score Increase**. Dexterity increases by 1.
 +
 +**Animal Spirit**. Giant Spider.
 +
 +**Climb Speed**. 20ft.
 +
 +**Ambusher**. You have advantage on attack rolls against any creature you have surprised.
 +
 +**Shadow Stealth**. While in dim light or darkness, you can take the Hide action as a bonus action.
 +
 +**Web Walker**. You ignore movement restrictions caused by webbing.
 +
 +
 +----
 +
 +===Eagle===
 +
 +**Ability Score Increase**. Charisma increases by 1.
 +
 +**Animal Spirit**. Giant Eagle.
 +
 +**Far Sight**. You can see up to 1 mile with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally,​ dim light does not impose disadvantage on your Wisdom(Perception) checks.
 +
 +**Mountain Born**. You’re acclimated to high altitude, including elevations above 20,000 feet. You’re also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide.
 +
 +----
 +
 +===Snake===
 +
 +**Ability Score Increase**. Intelligence increases by 1.
 +
 +**Animal Spirit**. Poisonous Snake.
 +
 +**Poison Immunity**. You are immune to poison damage, and immune to the poisoned condition.
 +
 +**Excellent Reflexes**. You can take one more reaction each round.
 +
 +----
 +
 +===Boar===
 +**Ability Score Increase**. Constitution increases by 1.
 +
 +**Animal Spirit**. Boar.
 +
 +**Earth Walk**. You can move across difficult terrain made of earth or stone without expending extra movement.
 +
 +**Exhaustion Immunity**. You are immune to exhaustion.
 +
 +**Sure Footed**. You have advantage on Strength and Dexterity saving throws and ability checks made against effects that would knock it prone.
 +
 +**Toughness**. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
 +
 +**Brave**. You have advantage on saving throws against being frightened.
 +
 +**Thick Skin**. Your AC increases by +1.
 +
 +
 +<WRAP note>​**BP evaluation**
 +The ability score increasing, considering also the subrace, costs 3 BP. The proficiency in one skill costs 0.5 BP. The BP cost of the Animal Shape feature depend on the subraces, so we have a basic cost of 3.5 BP.
 +
 +The Bear subrace has the following costs: Brown Bear spirit animal 3 BP, Claws 1.5 BP, Keen Smell 0.5 BP, Powerfull Build 0.25 BP, Siege Monster 0.5 BP. For a total of 9.25 BP.
 +
 +The Spider subrace has the following costs: Giant Spider spirit animal 3 BP, Climb speed 0.5 BP, Ambusher 1 BP, Web Walker 0.5 BP, Shadow Stealth 1 BP. For a total of 9.5 BP.
 +
 +The Eagle subrace has the following costs: Giant Eagle spirit animal 4 BP, Far Sight 0.5 BP, Mountain Born 0.25 BP. For a total of 8.25.
 +
 +The Snake subrace has the following costs: Poisonous Snake spirit animal 0.5 BP, Excelent Reflexes 3 BP, Poison Immunity 2 Bp. For a total of 9 BP.
 +
 +The Boar subrace has the following costs: Boar spirit animal 1 BP, Earth walk 0.5 BP, Exhaustion Immunity 0.5 BP, Sure-footed 0.25 BP, Toughness 0.5 BP, Brave 0.5 BP, Thick Skin 2 BP. For a total of 8.75 BP
 +
 +</​WRAP>​
 +
  
  
dnd/gonzo/races_list.1543492870.txt.gz · Last modified: 2018/11/29 12:01 by paolo_bolzoni