Races (Ezeria Supplement)
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Introduction[edit]
Unless specified bellow, all options from the Player's Handbook, Sword Coast Adventures Guide, and Volo's Guide to Monsters are available to play (gm's Discretion). This section is intended as more of an information section rather than new race section. If there is no information presented here yet, give it time I will get it all up that we have. The other point to think of is it may be blank to give the players more chances to help define the world, remember DND is both the players and the GM's story!
Common Races[edit]
Dwarf[edit]
Elf, High, Wood[edit]
Gnome[edit]
Goblin[edit]
Halfling, Lightfoot, Stout[edit]
Half-Elf[edit]
Half-Orc[edit]
Hobgoblin[edit]
Human[edit]
Orc[edit]
Uncommon Races[edit]
Aasimar[edit]
Dragonborn[edit]
Elf Drow[edit]
Genasi[edit]
Halfling Ghostwise[edit]
Kenku[edit]
Kobold[edit]
Lizardfolk[edit]
Tiefling[edit]
Regian Specific Races[edit]
While these races are found worldwide, they all come from specific regions of the world.
Firbolg[edit]
Goliath[edit]
Triton[edit]
Warforged[edit]
- Found only in the land of Zahur, Warforged are creations of arcane and divine born out of an obsession by casters of this land to create life. Boosting the ego of these casters to near god-like magnitudes.
- Living Constructs
- Artificial Life
- History of Warforged
- The Warforged in Zahur are categorized into two separate types, those built before Pangea and those after. During the current setting, those few warforged crafted by mages and clerics are the attempts to recreate the warforged of the past. They have yet to understand the process fully, leading to some going berserk while others haveing extremely limited intelligence. The number of warforged found from before Pangea are limited with no more than a few hundred found, none of which remember anything from before they were reawakened.
- Warforged Names
- Warforge names are really found in two widely deferent categories, those that have named themselves or those that are named for their talent or special quality. That that name themselves can have names from anything, they pull inspiration from all languages and names alike. For those that are name based on their talent, it is pretty straight forward, Hammer would be a warforge that uses a hammer, Smith would be a blacksmith Caster most likely casts spells so on and so on. In addition to their name they all have model numbers (bring on the TK-421 jokes) go hog wild with this aspect of you wish to play it. I recommend using 1337 to help come up with a clever name if you are stumped on ideas.
- Warforged Traits
- Ability Score Increase. Your Constitution score increases by 2.
- Age. A Warforged is built complete and considered fully developed after construction. The maximum age for a Warforged has not yet been determined though it is believed to be about 150 years; it would clearly depend mostly on the Warforged’s lifestyle and exposure to risk.
- Alignment. Warforged are generally neutral. They were built to fight, not to wonder whether fighting is right. Though they are perfectly capable of independent thought and moral speculation, most choose not to wrestle with ethical ideals.
- Speed. Your base walking speed is 30 feet.
- Size. An average Warforged stands between 5′-7′ tall and weigh between 225-400 lbs. Your size is medium.
- Living Construct. Even though you were constructed, you are a humanoid. You are immune to disease. You do not need to breathe, eat or drink, but you can ingest food or drink if you wish.
- Unsleeping Sentinel. Warforged don’t need to sleep. Instead, they settle into a resting state, remaining semi-conscious for 4 hours each day. While in this rest state, you are fully aware of your surroundings. You gain the benefits of a long rest after this period of being inert.
- Warforged Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.
- Composite Plating. Your construction incorporates wood and metal, granting you a +1 bonus to Armor Class. During a short rest, you can bond a suit of armor you are wearing to your body. When you finish that short rest, the armor you are wearing is bonded to you, and it cannot subsequently be removed from your body until you finish another short rest during which time you remove the bonded armor. You must be proficient with the armor in order to bond it to yourself.
- Self-Stabilizing. You may add your proficiency bonus to your death saving throws.
- Languages. You can speak, read and write Common.
- Warforged Sub-Races. Two main types of warforged were created, with warforged soldiers being the most common.
- Warforged Scout
- A Warforged Scout is a more nimble iteration of the Warforged. You were built for speed and mobility over raw power. A Warforged of this model possess the following traits.
- Ability Score Increase. Your Dexterity score increases by 1.
- Speed. Your base walking speed is 35 feet
- Size. Medium. You will be on the lighter size of warforged weights and heights.
- Darkvision. Built for scouting missions you have been created with 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.
- Warforged Soldier
- A Warforged Soldier is what many first envision when imagining Warforged in general. They possess the following traits
- Ability Score Increase. Your Strength score increases by 1.
- Natural Weapon. You can never be disarmed because you are a weapon. You are proficient with your unarmed strikes, which deal 1d4 bludgeoning damage using your Strength modifier.
Information for the racial aspects of Warforged found here http://www.eberron5e.com/creating-a-character/races/warforged
Yuan-Ti[edit]
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