Primarch (5e Race)
From D&D Wiki
Note: This race is only intended for a higher level campaign.
Primarchs resemble very large humans, although they tend to be on the more ideal or attractive side because of their semi-divine nature. They have a wider range of hair color and eye color than humans, with exotic coloration like green or blue hair, or gold or silver eyes, much like elves do.
Primarchs are a fusion of science and the divine, created as a result of an attempt to use genetic engineering on the descendants of demigods. They are very loyal to the gods of goodness and light, and they are sworn to be their champions when evil is afoot.
Primarchs don't have enough numbers to live in their own societies, so they instead live in the societies of other lawful races.
Generally, Primarchs have the same name patterns as humans.
The noble genetically engineered offspring of demigods who bred with humans.
Ability Score Increase. Your ability scores each increase by 2.
Age. Primarchs cease aging at the physical age of 25 and cannot die of natural causes.
Alignment. Primarchs are always lawful in alignment and usually good. However, there are some rogues who are neutral or evil.
Size. Primarchs stand 12 to 15 feet in height and weight about a ton on average. Your size is Large.
Speed. Your base walking speed is 50 feet.
Superior Darkvision. You can see in dim light within 120 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.
Hybrid Nature. You are both a celestial and a humanoid.
Huge Frame. Your large size and powerful muscles allow you to push further beyond what most creatures your size are capable of. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. You also add 5 feet to your reach because of your long limbs. However, you require twice as much food and water per day as a normal creature your size, and you have disadvantage on Dexterity (Stealth) checks.
Indomitable Presence. Your weight isn't the only crushing thing about you. Whenever you make a Charisma (Intimidation) check against a creature of a size category equal to or smaller than your own, you are considered proficient in the Intimidation skill. If you are already proficient you may add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Crushing Blow. You add 1d6 to the damage rolls of your melee attacks that use Strength. The damage die increases to 1d8 at 6th level, 1d10 at 11th level, and 1d12 at 16th level.
Divine Protection. You have a +2 bonus to AC. You also have advantage on saving throws against spells and other magical effects.
Divine Power. Choose two cantrips from acid splash, blastbolt, chill touch, eldritch blast, fire bolt, ice shards, poison spray, sacred flame, sandcast, shocking grasp, and any damaging cantrip approved by your DM. You learn these two cantrips, and when you cast them they use Wisdom as your casting ability.
Languages. You can speak, read, and write Common and Celestial.
Random Height and Weight
|11′ 8''||+4d10||1,000 lb. lb.||× (2d4x10) lb.|
*Height = base height + height modifier