User:Proton/Dark Sun

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Race Ability Score Requirements
Race Str Dex Con Int Wis Cha Rarity
Aarakocra 17− 1.02
Dwarf 7+ 13+ 2.11
Elf 10+ 1.21
Half-elf 1.00
Half-giant 16+ 14− 14+ 14− 16− 16− 41.21
Halfling 10+ 1.21
Human 1.00
Mul 7+ 7+ 1.06
Pterran 17− 16− 1.08
Thri-kreen 14+ 16− 2.82

Aarakocra Traits[edit]

Aarakocra are nimble and airborn, but fragile and claustrophobic.
Ability Score Increase. Your Dexterity score increases by 2.
Age. Aarakocra reach adulthood around age 12, but the oldest known was only 42 years old.
Alignment. Aarakocra can be of any alignment, but often tend toward self-serving, looking to make sure eir own situation is all right before looking at others'.
Size. Aarakocra stand 6 to 7 feet tall with a wingspan of 20 feet. Males average 100 pounds and females average 85 pounds. Your size is Medium.
Speed. 20 feet. You also have a Fly Speed of 90 feet.
Natural Swiftness. Your rapid reaction time gives you a +2 bonus to Armor Class and Dexterity Saving Throws.
Brittle Bones. You have Vulnerability to Bludgeoning damage.
Talon Attack. You can attack with your Talons as a Light Finesse weapon dealing 1d6 Slashing damage.

When you take the Attack action on your turn, you can make one extra attack as a Bonus Action later on the same turn. You don't add your ability modifier to the extra attack's damage unless that modifier is negative.
Dive Bomb. When wielding a Javelin, gain Advantage on Attack Rolls made immediately after moving at least 30 feet into melee range of your target, with hits dealing Critical Hit damage.
Claustrophobic. While fighting in an enclosed area (a cube less than 50 feet on any side), your Proficiency Bonus is +0 until combat ends or you are no longer in an enclosed area.
Advanced Race. The first level you take as a character must be a mandatory Aarakocra racial class level, which only advances your Hit Points (8 + Constitution modifier), Hit Point Dice (d8 Hit Dice), and Proficiency Bonus.
Languages. You can speak, read, and write Common and Aarakocra.

Dwarf Traits[edit]

Dwarves are hardy and non-magical.
Ability Score Increase. Your Constitution score increases by 2, and your Strength score increases by 1.
Age. Dwarves mature at the same rate as humans, but ey're considered young until ey reach the age of 50. On average, ey live about 230 years.
Alignment. Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. Ey tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.
Size. Medium (about 4–5 feet tall)
Type. Humanoid
Speed. 25 feet
Nonmagical. You have Advantage on Saving Throws against all magical effects. You cannot learn or cast spells that are on the Defiler or Preserver spell lists (or Bard, though bards have no spells in Dark Sun), unless the use of the spell comes specifically from another class's spell list.
Dwarven Resilience. You have Advantage on Saving Throws against the Poisoned condition, and you have Resistance against Poison damage.
Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. 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.
Languages. You can speak, read, and write Common and Dwarf.

Elf Traits[edit]

 +2 Dexterity, +1 Intelligence (-1 Wisdom, -2 Constitution)
 [+1 longsword/longbow attack rolls from native tribe]
 [+4 surprise initiative when among other elves]
 [+]Darkvision out to 60 feet.
 [+]Advantage on saving throws to resist the effects of extreme natural heat and cold.
 [+]Base land speed is 30 feet, plus a number of feet equal to five times your Dexterity modifier.
 [+]Elf Run. By concentrating and warming up for 1 minute, the elf can induce an
    elf run for a number of days equal to  2 + his or her Constitution modifier (minimum 1).
    The elf proceeds at a rate of 54 miles per day, running for the entire duration.
    Continuing to run after this period applies one level of fatigue for each continuous day.

Half-Elf Traits[edit]

 +1 Dexterity (-1 Constitution)
 [+]Darkvision out to 60 feet.
 [+]Gain proficiency in Survival.
 [+]You can animal frienship as a 1st-level spell once per day. Wisdom is your spellcasting ability for this spell. Must choose whether to maintain current friendship at dawn of each day.
 [o]Base land speed 30 feet.

Half-Giant Traits[edit]

 +4 Strength, +2 Constitution (-1 Intelligence, -1 Wisdom, -1 Charisma
 [+]Doubles the Hit Dice from all classes, including the maximized 1st-level hp. Other bonuses to hit points are not doubled.
 [o]You are a Large creature, with 5-foot reach.
 [o]You are a giant, instead of a humanoid. (Charm person, hold person don't work, etc.)
 [-]Being 1500 pounds makes life hard.
 [-]All personal items, such as clothing, armor, weapons, and food, cost double.
 [±]At the beginning of each day, you choose someone you have spent time with and
    mimic significant portions of eir morals and values for the entire day.
    You cannot choose the same person more than once in succession if anyone
    else is available.
 [+]Base land speed 40 feet.
 [-]Must take two levels in mandatory racial class.
 

Half-giant mandatory racial class levels: 1st: 20+ConMod hp (already doubled) 2nd: 2d10+ConMod hp (already doubled)

Halfling Traits[edit]

 +2 Dexterity, +2 Wisdom, (-2 Strength, -1 Constitution, -1 Charisma)
 [-]Can't cast spells from the defiler or preserver spell lists.
 [+]Advantage on saving throws against defiler or preserver magical effects.
 [-]Small; base land speed 25 feet, can't use heavy weapons.

Human Traits[edit]

 +1 to all ability scores

Mul Traits[edit]

 +2 Strength, +2 Constitution, +1 to either Dexterity or Wisdom (-1 Intelligence, -2 Charisma)
 [+]Muls can perform normal activity (walking, conversation) for a number of
    days equal to eir Constitution, and labor for a number of hours equal to
    eir Constitution, plus 48 hours for light labor (combat training,
    walking encumbered), or 36 hours for medium labor (light construction,
    mining, jogging), or 24 hours for heavy labor (stone construction, quarry
    work, running). The mul needs only the normal 8 hours of rest to begin
    again.

Pterran Traits[edit]

 +1 Strength, +1 Wisdom (-1 Dexterity, -1 Charisma)
 [+]+2 Armor Class
 [+]Natural attack: Claws, 1d4 slashing damage, finesse, can be used as second
    weapon in two-weapon fighting.
 [o]Base land speed 30 feet.

Thri-Kreen Traits[edit]

 +2 Dexterity, +1 Wisdom (-1 Intelligence, -2 Charisma)
 [+]Base land speed 40 feet.
 [o]You are a Large creature, with 5-foot reach.
 [o]You are a beast, instead of a humanoid. (Charm person, hold person don't work, etc.)
 [+]Base Armor Class = 13 + Dexterity modifier
 [-]Cannot wear any armor.
 [+]Natural weapons: Bite, 1d6 piercing damage, can be used as second weapon in
    two-weapon fighting.
 [+]At 3rd level, your base long jump distance is doubled and your base high jump distance is quadrupled.
 [+]At 5th level, target of bite must succeed on a Constitution saving throw or
    become paralyzed. The DC is equal to 8 + your Constitution modifier + your
    proficiency bonus save or become paralyzed.
 [+]At 7th level, as a reaction you can reduce the damage of a ranged weapon
    attack by 1d10 + your Dexterity modifier. If you reduce the damage to 0,
    you may catch the missile if it is small enough for you to hold in one hand
    and you have at least one hand free.
 [+]You have four arms. You can wield up to four weapons, but still follow the
    normal rules for two-weapon fighting. You get one additional free object
    manipulation during your turn. For example, a human could use eir free
    manipulation to sheathe eir weapon, then an action to pull a lever; a thri-
    kreen could do both of these things without needing to use an action or
    bonus action.

Thri-kreen mandatory racial class levels: 1st: 10+ConMod hp 2nd: 1d10+ConMod hp

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