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Commander_Xillian

Peoples of Thurmgard

Dec 20th, 2021 (edited)
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  1. Human:
  2. Size: Humans are between 5 and 6 feet tall and weigh between 170 and 240 pounds. Your size is Medium.
  3. Speed: Your base walking speed is 30 feet.
  4. Common Clay: Humans get along well with most everyone, part of the reason they are present in most of the world. You have proficiency in either persuasion, deception, or intimidation.
  5. Mankind's Tenacity: You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.
  6. Stubborn Vigor: As a bonus action, you may suppress the effects of exhaustion for 8 hours. You may do this once per long rest.
  7. Hold the Line: Humans refuse to back down, their bond with their allies overcoming mortal peril. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest.
  8. Languages: You can speak, read, and write Teudanian and any one of your choice.
  9.  
  10. Zkoric:
  11. Size: Zkoric average over 7 feet in height, and they have stocky builds. Your size is Medium.
  12. Speed: Your base walking speed is 30 feet.
  13. Horns: Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to ld4+2 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
  14. Goring Rush: Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action.
  15. Hammering Horns: Immediately after you hit a creature with a melee attack using your horns as a part of the Attack action on your turn, you can attempt to shove that target with your horns once per turn. The target must be within 5 feet of you and no more than one size larger than you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you.
  16. Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
  17. Ancestral Weapon Familiarity: Zkoric have proficiency with all weapons that have the Axe keyword, and count as being proficient with martial weapons for the purposes of wielding a simple axe weapon.
  18.  
  19. Languages: You can speak, read, and write Teudanian and Zkorr.
  20.  
  21. Rouse:
  22. Size: Rouse are between 2 and 3 feet tall and weigh between 25 and 35 pounds. Your size is Small.
  23. Speed: Your base walking speed is 30 feet.
  24. 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.
  25. Skittish: You cannot be surprised and wake up at the slightest sign of danger, and all initiative rolls of 7 or less are counted as 8.
  26. All Together!: You can make the help action as a bonus action.
  27. Nimble: When you take the dodge action, you gain 10 feet of movement.
  28. Languages: You can speak, read, and write Teudanian and Rousling.
  29.  
  30. Gremlin:
  31. Size: Gremlins are between 2 and 3 feet tall and weigh between 25 and 35 pounds. Your size is Small.
  32. Speed: Your base walking speed is 30 feet.
  33. Versatile Appendages: Your feet and tail are prehensile. You may grip and use items held in your other limbs, and your tail may wield a Torch, Lantern, Object, or weapon that is light. If you are dual-wielding, this gives you an additional weapon to attack with as part of your bonus action.
  34. Skill Versatility: You gain proficiency in two skills of your choice.
  35. Trademark Proficiency: Pick a skill or tool. You gain a +1 to all checks made with that skill or tool.
  36. Languages. You can read, speak, and write Teudanian and two other languages of your choice.
  37.  
  38. Trolver:
  39. Size: Trolvers are between 7 and 8 feet tall and weigh between 280 and 350 pounds. Your size is Medium.
  40. Speed. Your base walking speed is 30 feet.
  41. Troll Magic: You can cast Detect Magic and Disguise Self with this trait, using Wisdom as your spellcasting ability for them, at will. When you use this version of disguise self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with mortal folk.
  42. Natural Armor: Due to your size and the shape of your body, you are ill-suited to wearing armor. Your sturdy hide provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.
  43. Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
  44. Languages. You can speak, read, and write Teudanian, Troll, and one language of your choice.
  45. Origin: Trolls come in three varieties: Forest, Hill, and Mountain. Select which you are;
  46. Forest Troll: You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, as you can in return. You have advantage on all Charisma checks you make to influence them and insight checks to understand them.
  47. Hill Troll: You may make the dash action as a bonus action by flying into a rapid tumble. You can only dash this way if you have not attacked, and while dashing this way you may only use the attack action to knock prone or shove creatures.
  48. Mountain Troll: You have a rocky shell-like hide and sturdy forearms. Because of this, you can curl up to protect yourself. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While curled up, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.
  49.  
  50. Gnolls: See Gnolls “Born to be wild” pdf
  51. Raym: All raym are a Metalic Dragonborn as per Fizban's, with the element chosen as both poison and acid.
  52. Elvs: All elves are eladrin. They must pick a season and remain that season for at least one year. Fae ancestry no longer stops magical sleep, and trance is replaced with "You do not need to eat, drink, sleep, or breath, so long as the magic in an area is in balance. you gain a level of exhaustion for every week you spend in a location with unbalanced magic."
  53. Dwarvs: All dwarvs are either Mountain “True” Dwarvs, or Hill “Mortal” Dwarvs.
  54. Half Elv: Half elves, but their fae ancestry is replaced with an Eladrin season misty step that they cannot change out of.
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