RAÇAS JOGÁVEIS:
HUMAN
Ability Score Increase. One ability score of your choice increases by 2 and another ability score of your choice increases by 1. OR Two different ability scores of your choice increase by 1 and you gain one feat of your choice.
Creature Type. You are a Humanoid.
Age. Humans reach adulthood in their late teens and live less than a century.
Size. Humans 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.
Skills. You gain proficiency in one skill of your choice.
Speed. Your base walking speed is 30 feet.
Languages. You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.
Classes. You can play as Barbarian, Bloodhunter, Cleric, Fighter, Monk, Paladin, and Rogue.
ELF
Ability Score Increase. One ability score of your choice increases by 2 and another ability score of your choice increases by 1.
Creature Type. You are a Humanoid and a Fey
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 35 feet.
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 in dim light. You discern colors in that darkness as 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.
Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.
Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Languages. You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.
Classes. You can play as Cleric, Druid, Fighter, Ranger, Sorcerer, and Wizard
HALF-ELF
Ability Score Increase. One ability score of your choice increases by 2 and another ability score of your choice increases by 1.
Creature Type. You are a Humanoid.
Age. Due to your hybrid nature, you live about 200 years.
Size. Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
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 in dim light. You discern colors in that darkness as shades of gray.
Ancestral Legacy. Choose between Fleet of Foot, Fey Ancestry, Keen Senses, Trance or Elf Weapon Training:
º Fleet or Foot. Your base walking speed increases to 35 feet.
º Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
º Keen Senses. You have proficiency in the Perception skill.
º 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.
º Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.
Skill Versatility. You gain proficiency in two skills of your choice.
Languages. You can speak, read, and write Common, Elvish, and one extra language of your choice.
Classes. You can play as any class that your ancestors' races allows. (Human + Elf)
DHAMPIR (Half-Human, Half-Vampire)
Ability Score Increase. One ability score of your choice increases by 2 and another ability score of your choice increases by 1.
Creature Type. You are a Humanoid.
Age. Due to your hybrid nature, you are not ageless like your ancestors. Instead, you live to about 120 years.
Size. Your height is between the average of you parents' races. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Skills. You gain proficiency in one skill of your choice.
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 in dim light. You discern colors in that darkness as shades of gray.
Deathless Nature. You don't need to breathe.
Spider Climb. You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
Vampiric Bite. Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strenght modifier, to the attack and damage rolls when you attack with this bite. It deals 1d4 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite.
When you attack with this bite and hit a creature that isn't a Construct or an Undead, you can empower yourself in one of the following ways of your choice:
º You regain hit points equal to the piercing damage dealt by the bite
º You gain a bonus to the next ability check or attack roll you make; the bonus equals the piercing damage dealt by the bite
You can empower yourself with this bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Languages. You can speak, read and write Common and one other language of your choice.
Classes. You can play as Cleric, Fighter, Monk, Paladin, Rogue, Warlock, and Wizard.
HEXBLOOD (Half-Human/Elf, Half-Hag)
Ability Score Increase. One ability score of your choice increases by 2 and another ability score of your choice increases by 1.
Creature Type. You are a Humanoid and a Fey.
Age. Due to your hybrid nature, you live up to 700 years if both of your parents are fey and 300 years if only one or none is.
Size. Your height is between the average of you parents' races. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Skills (Human ancestry only). You gain proficiency in one skill of your choice.
Ancestral Legacy (Elf ancestry only). Choose between Fleet of Foot, Fey Ancestry, Keen Senses, Trance or Elf Weapon Training:
º Fleet or Foot. Your base walking speed increases to 35 feet.
º Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
º Keen Senses. You have proficiency in the Perception skill.
º 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.
º Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.
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 in dim light. You discern colors in that darkness as shades of gray.
Eerie Token. As a bonus action, you can harmlessly remove a lock of your hair, one of your nails, or one of your teeth. This token is imbued with magic until you finish a long rest. While the token is imbued in this way, you can take these actions:
º Telepathic Message. As an action, you can send a telepathic message to the creature holding or carrying the token, as long as you are within 10 miles of it. The message can contain up to twenty-five words.
º Remote Viewing. If you are within 10 miles of the token, you can enter a trance as an action. The trance lasts for 1 minute, but it ends early if you dismiss it (no action required) or are incapacitated. During this trance, you can see and hear from the token as if you were located where it is. While you are using your senses at the token's location, you are blinded and deafened in regard to your own surroundings. When the trance ends, the token is harmlessly destroyed.
Once you create a token using this feature, you can't do so again until you finish a long rest, at which point your missing parts regrows.
Hex Magic. You can cast the disguise self and hex spells with this trait. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these spells using any spell slots you have.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability when you make the character)
Languages. You can speak, read and write Common, Elvish and Sylvan.
Classes. You can play as Bard, Druid, Fighter, Ranger, Sorcerer, Warlock, and Wizard.
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