Regon (4e Race)

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Design Note: You can only use Medium humanoid type races as a base for a regon.

Regons[edit]

Humanoids touched by the power of the gods. Humanoids with the ability to destroy, protect, trick, or heal.

Racial Traits
Average Height: Taller than base race
Average Weight: The same or less weighty than base race
Ability Scores: +2 to any one ability
Size: Medium
Speed: Same as base race's squares
Vision: Normal
Languages: Common, 1 of base race's languages (example: Elf Regon can speak Elven)
Skill Bonuses: +2 to any one skill
Pure Body and Mind: You gain a minor racial bonus to Fortitude saves against poison. Additionally, you gain a minor racial bonus to Will saves against being dominated.
Demi-God: You can choose a power from the list below. This power stays with you throughout your life and you can't change it. You are descended from gods or angels, so you are considered an immortal creature for the purpose of effects that relate to creature origin.
Avatar of Kord: You gain the Avatar of Kord power. People who have this power have the symbol of strength on their arm or cheek. The symbol of strength is a hand grasping a warhammer and a lightning bolt.
Quick Prankster: You gain the Quick Prankster power. People who have this power have a symbol that is a mask that is half black, half white, with a grin on the black side, and a frown on the white side. The symbol is on either a cheek, arm, or hand.
Avrandra's Grace: You gain the Avrandra's Grace power. People who have this power have a symbol that looks like green wheat all in a bundle. This symbol is on a cheek, an arm, or a hand.
Protector: You gain the Ward racial power. People who have this power gain a symbol that looks like a shield with a sword over it. This symbol is on a cheek or a hand.


Avatar of Kord Regon Racial Power
Summoning the power within you, you inflict a more grievious wound than what would have been done.
Encounter
Free Action Melee or Spell range
Trigger:
Requirement: You must be wielding a melee weapon or casting a spell.
Effect: You deal an extra 1[W] more damage than normal (Melee), you deal ongoing 2 damage (Melee or Spell), or you deal an extra 1d8 damage (Spell) until the end of your next turn.
Special: Level 11: You deal an extra 1[W] damage and inflict ongoing 2 damage (Melee), you deal ongoing 5 damage (Melee or Spell), or you deal an extra 2d6 damage (Spell).
Level 21: You deal an extra 1[W] damage and inflict ongoing 5 damage (Melee), you deal ongoing 10 damage (Melee or Spell), or you deal an extra 2d8 damage (Spell).



Ward Regon Racial Power
You swear an oath to protect one of your allies, even bearing some of the damage that is dealt with each blow.
At-Will
Minor Action Close Burst 3
Effect: Choose one ally within sight. You are that ally's protector. If you are within the range of this power (Close burst 3), when that ally is attacked and takes damage, you take half of that damage and the ally takes the other half. This includes ongoing damage as well.
Special: Level 11: Effect: Choose one ally within sight. You are that ally's protector. If you are within the range of this power (Close burst 3), when that ally is attacked and takes damage, you take half of that damage and the ally takes the other half. This includes ongoing damage as well. You can end this power as a Free Action and designate another ally for you to protect. You also grant that ally a +2 to his AC.
Level 21: Range: Close Burst 5; Effect: Choose one ally within sight. You are that ally's protector. If you are within the range of this power (Close burst 5), when that ally is attacked and takes damage, you take half of that damage and the ally takes the other half. This includes ongoing damage as well. You can end this power as a Free Action and designate another ally for you to protect. You also grant that ally a +2 to his AC (does not stack with the level 11 AC bonus).



Quick Prankster Regon Racial Power
You dart in and out of the fight, striking when you opponent misses you.
Daily
Immediate Reaction Melee 1
Trigger: An enemy misses you with a melee attack.
Effect: You can make a basic melee attack against that creature. In addition, whenever that opponent misses you, you can make a basic melee attack against it until the end of the encounter.
Special: Level 11: You can use this power twice a day.

Level 21: This power becomes an encounter power.



Avandra's Grace Regon Racial Power
Bending over your fallen ally, you touch his wound, causing it to seal instantly and get him back in the fight.
Encounter Star.gif Healing
Move Action Melee 1
Effect: You heal your ally 1d6 + your Intelligence modifier hit points.
Special: Level 11: 2d6 + your Intelligence modifier hit points.
Level 21: 3d6 + your Intelligence modifier hit points.


A celestial being, hiding in the midst of mankind. That is a regon. Regons are descended from gods, no matter what their alignment. Regons are born on this earth, and, as such, have no memory of their past life, but their celestial or evil state remains. Regons are few and far inbetween, rarely meeting with another regon with the same alignment. They are strangers to this world. Feared by those who sense their alignment and their power. Often, regons are shunned from this world. Regons play a role, a very important role. They must defeat the evil inside of them and destroy the greatest threat: "The Chained God".

Play a Regon if you want...

  • To be a Demi-God.
  • To have a certain air that defines you as a celestial (or demonic) being.
  • To be a member of a race that favors any class.

Physical Qualities[edit]

Regons look just like the base race, but somehow seem more celestial. Their eyes seem to hold more light, their step seems to be lighter, and their countenance seems to be more friendly. Hair and eye colors are never black. There are few tiefling and drow regons, but some are, somehow. One seems to appear every century, never meeting another regon like themselves. Regons also seem to grow faster, both physically and mentally. Regons are stunningly handsome or beautiful. A fallen regon (or a regon from an evil power) still retains his faster growth, but seems more demonic than angelic. Regons mature at the age of 9 (at that age, they look like they're 18). When regons are a certain age, they look like they're twice as old. When they're 15, their aging slows down, making them look like they're 25. They stay looking like 25 year olds until their actual age becomes 25. Then they age like an elf. Regons die at the same age as elves.

Playing a Regon[edit]

Celestial regons are always naturally polite. Even the Avatar of Kords. Halflings seem to be less polite, but the rest are. Regons believe in a fair fight, always abstaining from using poison. They are honorable and trustworthy, never telling a lie. They are kind, especially to children, often giving them treats. In short, they are all that is good. However, there is a dark side to them. Just as their good has increased, the evil tries harder to corrupt them. A regon that has fallen is cruel, unkind, untrustworthy, and use every advantage they have.

Regon Characteristics: Polite, honorable, trustworthy, kind, inward struggle, cruel, unkind, untrustworthy, unhonorable

Male Names: Same as base race.

Female Names: Same as base race.

Regon Adventurers[edit]

Three sample regon adventurers are described below.

Ghesh, a dragonborn paladin, born, and follower, of Kord. He was driven to becoming a paladin when he found out his celestial nature. Even before he joined, he always was helping out other people in their time of need. Now that he's a paladin, he struggles more against the darkness within him. The darkness, now sensing that it might lose its subject, has been trying harder to corrupt him. He journeys through the land, helping those who will accept it, which has been becoming more common as his fame spreads. He still wants to defeat his adversary, Vecna. Vecna was responsible for Ghesh killing his best friend. His best friend had turned to Vecna to become a lich, forcing him to fight Ghesh.

Therai is a regon tiefling rogue/warlock. He has never realized the nature within him, merely using its power to help him out. His parents had died before he was very old, leaving him to survive the world by himself. He picked up skills from the other thieves in the slum that he lived in, but never found out what the symbol on his cheek was. He can often be found mugging people, often getting out of a tough predicament because of his symbol. His skills are beyond just a normal thief and not just because of his power, but he has made a pact with the fey, granting him additional skills.

Varis, a regon elf ranger, struggles to understand the nature of what he has become. He resides in the wilds of nature, never quite understanding the phenomena which revolves around his being as one sent from the realm of the gods. He gets frightening dreams of a great evil, chained, which beckons to him.


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