Minecraft Origins (5e Race Variant)

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Implementation[edit]

Based on the Origins mod for Minecraft, the following racial traits allow players to base their character on one of the creatures from the Minecraft game. The following racial traits act as additions to standard human racial traits, meaning that you get both the traits of normal humans and the traits of your listed origin.

Enderian[edit]

Minor Teleport. On your turn, if you haven't moved, you can use your bonus action to teleport 20 feet to an unoccupied space you can see. If you do so, your speed is reduced to 0 until the end of your turn, and you can't benefit from any bonus to your speed until then.
Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
Water Aversion. You take 2d6 acid damage whenever you touch water initially, and then for every turn you start while in water.
Pumpkin Madness. You gain disadvantage on all skill checks and attack rolls while within 30 feet of a pumpkin.
Extra Languages. You know the Enderian Language.

Merling[edit]

Water Breathing. You can breathe water.
Fish Eye. Your vision is not obscured by water.
Natural Swimmer. You gain a swimming speed equal to your walking speed.
Waterbound. You can breathe air and water, but you need to be submerged at least once every 4 hours to avoid suffocating.

Phantom[edit]

Phantomic Form. You can use a Bonus Action to switch in and out of your Phantom state. While in Phantom state: you can walk through non-magical solid materials, you are invisible, and you get hungry twice as fast. You are knocked out of Phantom state if you reach 0 Hit Points.
Phantomic Flesh. You take 2d4 radiant damage whenever you start a turn in sunlight while not in Phantom state.
Phantomic Compensation. When you are determining how much max Hit Points that you have, after rolling all necessary dice and such, your max HP is reduced by 30%. When you increase your Hit Points, you do the calculations based on the 100%.

Elytrian[edit]

Elytrian Nature. You have fae-like wings. You gain a flight speed equal to your walking speed + 10 feet. You descend 5 feet per your flight speed, hence you cannot propel yourself up into the air like other winged-creatures.
Panic of Elytrian Descent. You launch yourself 100 feet up into the air from the ground. If you are already in the air when you use this ability, you can launch yourself into any direction of your choosing. This ability can only be used once per 30 seconds.
Flight Combat. While in flight, your gain disadvantage on your attacks, gaining a 2x multiplier to the amount of damage dice for an in-flight attack.
Lightweight. Wearing anything heavier than light armor would prevent you from being able to fly.
Claustrophobic. While in a location with a low ceiling, your walking and flying speeds are both reduced by 15 feet and you gain disadvantage on all skill checks and attack rolls.

Blazeborn[edit]

Blazing Immunity. You are immune to fire damage and poison.
Burning Boost. You deal double damage on melee attacks while on fire.
Water Aversion. You take 2d4 acid damage whenever you start a turn while in water.

Avian[edit]

Featherful Fall. You do not take bludgeoning damage as a result of falling.
Avian Sprint. Your base walking speed is now 35 feet.
Bird Guts. Consuming meat makes you sick, make a DC 15 Con save. Just toughing through it if you succeed, and immediately vomiting the meat up if you fail

Arachnid[edit]

Spider Climb. You gain a climbing speed equal to your walking speed.
Spiders’ Web. by fifth level you are able to shoot webs out of yourself. When you reach fifth level you can cast Web, Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell when you cast it with this trait (choose when you select this race).
Arachnid Compensation. When you are determining how much max Hit Points that you have, after rolling all necessary dice and such, your max HP is reduced by 30%. When you increase your Hit Points, you do the calculations based on the 100%.
Spider Guts. Consuming anything but meat makes you sick, make a DC 15 Con save, toughing through it on a success, and immediately vomiting it up on a fail

Shulk[edit]

Shulker Carry. Your carrying weight capacity is increased by 25%
Shulker Skin. Your AC is increased by your Constitution modifier + 1. Shields do not affect your AC.
Shulker Strength. Your Strength ability score increases by +3.
Shulker Energy. When a condition makes you exhausted, the effects of your exhaustion are considered at the next higher level for considering what effects you experience. For example, having an exhaustion level 1 gives you the effects of exhaustion level 2, but is written as level 1. Exhaustion level 5 will make you experience death due to this rule.

Feline[edit]

Feline Legs. You do not receive bludgeoning damage as a result of falling.
Feline High Jump. When you make a High Jump, you leap into the air a number of feet equal to 4 + double your Strength Modifier if you move at least 10 feet on foot immediately before the jump. When you make a standing High Jump, you can jump only half that distance.
Darkvision. Your feline eyes give you darkvision of 60 feet
Feline Boost. When you are determining how much max Hit Points that you have, after rolling all necessary dice and such, your max HP is reduced by 10%.

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