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Races of Lore, A d&d 5th Edition Supplement By Colin Votier

Races of Lore, · Races of Lore, A D&D 5th Edition Supplement By Colin Votier ... Elves love nature and magic, art and artistry, music and poetry, and the wild things of the world

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  • Races of Lore,A d&d 5th Edition Supplement

    By Colin Votier

  • Races of Lore,A D&D 5th Edition SupplementBy Colin Votier

    I am of the belief that any humanoid race that exists in a campaign setting should be playable. Toward that end this article includes player options native to the feywild, as well as a variant on the dragon born race. They are prominently featured in my own campaign setting and I hope soon in yours as well.

    These races are largely inspired by the 4th Edition “Heroes of The Feywild” book. The descriptive text has been reworked to be a little more generic so as to fit whatever setting you playin. Likewise, the racial features are modified to work in 5th Edition. As the racial utility powers of 4th ' no longer exist the most thematic ones are rolled into the initial features as much as balance allows for.

    As to the Dragonborn variant, there I'll have to tip my hat to Matt Mercer, though a flight-ed version of the Dragonborn seem long overdue in general.

    aces

    ElfElves are a magical people of otherworldly grace. They sometimes venture into the physical plane, but mostly keep to the Feywild and Shadowfell. They live in places of ethereal beauty, in the midst of ancient forests or in silvery spires glittering with faerie light, where soft music drifts through the air and gentle fragrances waft on the breeze. Elves love nature and magic, art and artistry, music and poetry, and the wild things of the world.

    Elf TraitsLanguages. You can speak, read, and write Common and Celestial.Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically c1aims adulthood and an adult name around the age of 100 and can live to be 750 years old.Alignment. Being tied to nature, elves are as fluid and changing as the land. Elves tend to be chaotic or neutral. A Sun elf will tend towards good, whilea moon elf will tend toward evil.Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.Speed. Your base walking speed is 30 feet. Darkvision. Accustomed to twilight forests and the night sky, you have superior vision in dark anddim conditions. You can see in dim light within 60feet 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.Keen Senses. You have proficiency in the Perception skill.Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't putyou to sleep.

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  • Trance. Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way,you gain the same benefit that a human does from 8 hours of sleep.Languages. You can speak, read, and write Common, Sylvan, and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn the language so they can add Elvish ballads to their repertoires.Subrace. Long ago the elves lived in the physical plane, but left for the Feywild and Shadowfell. There, their natures changed to best suit their new home. Two subraces of elf exist: sun elf and moon elf. Choose one of them for your character.

    Sun ElfAbility Score Increase. Your Intelligence score increases by 4. Your Constitution score decreases by 1.Cantrip. You know one Cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.Elven Study. You gain expertise in an intelligence based skill you are proficient in, and a tool proficiency or one additional wizard cantrip.Extra Language. You can speak, read, and write one extra language of your choice.

    Moon ElfAbility Score Increase. Your Charisma score increases by 4. Your Strength score decreases by 1.Superior Darkvision. Your darkvision has a radiusof 120 feet.Politico. Chose either Insight or Deception. You have advantage on checks with this skill. Then, chose either Persuasion or Intimidate. You have Expertise with this skill. You gain a +1 to the two skills you did not select.

    DragonkinThe Dragonkin are a type of dragonborn. They arethe product of many generations of half-dragons interbreeding through magical means until no longer sterile. They do not have all of the traits of their draconic ancestors, nor of their cousins the dragonborn and kobolds. They lack the bright colored skin of the dragons and accompanying elemental affinity. Rather, they have dull scales of varying hues, but all are closer to grey than any other color. They do have other gifts from the dragons however, such as wings and innate magics.

    Dragonkin TraitsAbility Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1.Age. Young dragonkin grow quickly. They walk hours after hatching, attaining the size and development of a 10-year-old human child by the age of 3, and reaching adulthood by 15. They are longer lived than their non-draconic brethren, but not so long as a true dragon. You live to be around 300.Alignment. Dragonkin are more moderate than their wingless brothers. They tend to be of varyingneutral alignments, their actions shifting with the winds of fate however best suits them.Size. Dragonkin are taller than humans but are built for speed. They stand around six to seven feet tall, with long limbs and a sturdy torso.Speed. Your base walking speed is 30 feet.Draconic Inheritance. You have large, leathery wings. You have a fly speed of 40 feet. You can remain aloft when it is not your turn, but if you arewearing heavy armor your flight is clumsy. When you are flying while wearing heavy armor and take damage, make a DC 10 Constitution saving throw. On a failure you fall 120 feet or until grounded. You take fall damage as usual.Magical Lineage. The innate magic of the dragonscourses through you. You may cast Detect Magic once per short rest.Languages. You can speak, read, and write Common and Draconic. Draconic is thought to be

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  • one of the oldest languages and is often used in thestudy of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.

    Sid-heLong ago a band of human travelers found their way into the Feywild and made themselves a home there, in one of the many wilds unused by the creatures of the fey. These travelers called themselves the Sid-he and were not the sort to settle in a place for long, and so did not mar the land with the cities and towns others of their kind favored.

    Over the years they mingled with the elves and other humanoid fey, but in the end they kept tothemselves rather than be ensnared in the dangers of the Feyan Court. Never the less, the magics of fey blood flows through the veins of these humans, setting them apart from their counterpartsin the mortal plain.

    Sid-he TraitsAbility Score Increase. Your Charisma score increases by 2 and your Intelligence or Wisdom score increases by 2.Age. The blood of the fey gives a Sid-he longer life than humans of the mortal plain. After the age of 30, a Sid-he aging slows dramatically. You live to be around 200.Alignment. Sid-he are non-destructive, kind hearted, and flexible as a rule. Most Sid-he are chaotic good, ranging out as far as true neutral from there.Size. Sid-he have mostly human blood with a bit of dryad, elf, satyr, or minotaur mixed in. As such their height and weight average out to about that of a human, 5 to 6 feet tall. Your size is medium.Speed. Your base walking speed is 30 feet.Languages. You can speak, read, and write Common and Sylvan.Continue the Story. The tale of a Sid-he does not end arbitrarily. In the mortal world, death and hardship occur at random, but the magic of the Feywild suffuses a Sid-he, protecting them in the face of death.

    You have advantage on death saving throws the first time your HP is reduced to 0 each day.Faerie Fortune. The magic of the Feywild flows from within you, causing the chaos of natural life to reorder its self to your benefit.

    Once per short rest, at the start of an encounter, roll a d20. Once before the end of the encounter, instead of rolling a d20, you can use this d20 roll as your result. You regain use of this ability when you complete a short or long rest.

    PixieAn enchanted race born of raw fey magic, pixies are the diminutive fairy folk of the Feywild. Underthe direction of the Court of Stars, they etch the patterns of frost on the winter ponds and rouse the buds in springtime. They cause flowers to grow and sparkle with summer dew and color the leaveswith the blazing hues of autumn. Some believe that the pixies stole the secret of honey from the mead goblet of the Summer Queen, then sold it to the bees. It is said that they taught the birds to fly and to sing. These child-like sprites have a penchant for mischievous fun, and there is no game a pixie will not play, no sport it will not attempt, and no revelry it will avoid or decline.

    Pixi TraitsAbility Score Increase. Your Charisma score increases by 2, your Dexterity score increases by 1, and your Intelligence score increases by 1. Age. Pixies live as long as high elves. In the Feywild, the race measures time in centuries, and pixies are effectively immortal unless they are slain.Alignment. A Pixie's alignment is nearly always chaotic but unlike other races, can change rapidly. It is said that a Pixie is so small that they can only hold one emotion at a time and it fills them entirely. A Pixie's alignment will swing from Goodto Evil as a situation requires. At the start and end of every encounter you can move your alignment along the Good-Evil axis 1 step as you choose.

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  • Size. Pixies can be between 4 and 10 inches tall. Your size is Tiny.

    Speed. Your base walking speed is 20 feet. You have a fly speed of 30 feet with an altitude limit of5 feet. If you end your turn more than 5 feet abovea surface, you fall. You cannot use this fly speed ifyou are carrying more than a normal load.Languages. You can speak, read, and write Common and Sylvan. Also, you can understand and speak Squeak-speak, which allows you to communicate with tiny (fey and natural) beasts.Darkvision. Accustomed to twilight forests and the night sky, you have superior vision in dark anddim conditions. You can see in dim light within 60feet 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. Wee Warrior. You have a reach of 5 feet, rather than the reach of 0 feet that is typical for a Tiny creature. You also have disadvantage on Strength checks to break or force open objects. When wielding a weapon of your size, you follow the same rules that Small creatures do.Pixie Magic. You can cast both the Enlarge/Reduce and Fly spells once per short or

    long rest, on a willing creature other than your self.

    SatyrA race branded by folklore as tricksters, hedonists,and charlatans, satyrs only partially deserve the dark aspect of their reputation. Possessed of mischievous and investigative souls, satyrs ventured cautiously through the fey crossings. Though adventuresome, satyrs are also skittish. They are drawn to explore the wilderness, but do so with the caution of those living in the Feywild with its wild magic and hidden dangers.

    Satyrs are driven by curiosity and hedonism in equal measure. They have a natural sense of wonder regarding the world around them and the creatures with which they share that world.Though many satyrs are shy, satisfying their curiosity cautiously from the shadows, they all have a burning desire to see, touch, and know more.

    In addition, satyrs seek to satisfy their curiosity through the spread of stories and songs, allowing a satyr to feed the inquisitiveness of others by retelling a tale of his exploits. Most satyrs are proficient with at least one musical instrument, and a satyr revel is always a musical affair.Male Names: Adronus, Barases, Canteon, Dantes,Gilderos, Pan, Puck, Romeus, Silenus, TarteronFemale Names: Aileia, Celindara, Eilonwy, lrinea, Lyrindel, Rhiana

    Satyr TraitsAbility Score Increase. Your Charisma score increases by 2, your Dexterity score increases by 1, and your Constitution score increases by 1.Age. Though not as robust as other fey, satyrs lead long lives compared to most humanoids. They reach adulthood at around the same age as humans, but can live to be 200 years old or more.Alignment. Satyrs capricious nature makes them nearly all chaotic, or approaching chaotic, alignments. Most of their fancies are harmless enough, but a few take a darker turn.

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    Special RulesAs a pixie, keep the following rules in mind. Sharing a Space. Because you are Tiny, you can enter the space of a Small or larger creature and end your turn there (forced movement must still end in an unoccupied space, unless noted other- wise). Two creatures are considered adjacent if they are in the same square.Altitude limit. You fall at the end of your turn if you are using your racial fly speed and are more than 1 square above the ground. Standard fall damage rules apply.Weapons. Because you follow the same weapon rules as a Small creature, you cannot use a two- handed weapon unless it has the small property. When you use a versatile weapon, you must use it two-handed but don't gain the normal +1 bonus to damage for using it in that manner.

  • Size. Young satyrs grow quickly to maturity, standing between 5 foot 2 inches and 5 foot 10 inches tall. Your size is medium.Speed. Your base walking speed is 35 feet. Your powerful goat legs allow you to make a 10 foot jump without a running start.Languages. You can speak, read, and write Common, Sylvan, and one other language of your choice.Darkvision. Accustomed to twilight forests and the night sky, you have superior vision in dark anddim conditions. You can see in dim light within 60feet 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.Light of Heart. You have advantage on saving throws against fear.Pleasant Recovery. You may reroll hit dice when expending them to regain HP during a short rest and take either result.Horned Threat. You may use the Attack action after moving your full speed toward a target to make an unarmed melee attack with your horns. You use your Strength for this attack and are considered proficient with it. The damage die for your horn attack is 1d6.

    Sith Constructed by an elven wizard, Sith were meant to police the fey creatures. For that reason they have none of the vulnerabilities of the fey. They are spells incarnate. As such they can not use any magic other than the spell they were wrought from.

    Sith chose their own names, and often baseit upon their arcane nature. A Sith that uses Polymorph, for example, might go by the name “Polly.” They tend to travel in groups such that their spells can compliment each other. Usually this is a group of 3 or 4, though parties of up to 7 have been known to form. The Sith are genderless but will sometimes form a lasting partnership withanother Sith who's spell is the inverse of their own.

    The fey, a largely self regulating group of individuals and races, did not take kindly to The

    Sith forcing regulation on them. So, no fey acknowledges their authority and they are treated with contempt by all fey. Enforcing order is the Sith's sole purpose however, so they carry out theirduty wherever they can. The Sith are ageless and can not reproduce, so every Sith life is treated as invaluable by other Sith. No matter the contention,no Sith would ever harm another Sith.

    Sith CourtsThe Sith Courts are a group of Sith that adjudicate justice, as they see it, in the fey realm. Often, they have already decided if the defendant is guilty or not and they consider the trial a formality before dispensing punishment. They are more lenient if the defendants plead guilty, but often this merely reduces the punishment from death to possible death which may take on many forms. Sometimes this is a trial by combat against a great beast or against fellow defendants, where only one may live. Other times it is a number of lashes with holly vine so great the defendant is likely to die of their wounds shortly after. The most merciful they have ever been known to be is to brand the defendant upon the brow with “The Mark of Fey Slaughter” which most would consider as good as death. The mark pronounces the defendant guilty but blameless and they are often killed by the first fey who sees the mark.

    A court will be comprised of 3, 5, or 7 Sith.The greater the severity of the crime the defendantis accused of, the more Sith will be present. The accusations are read, and the defendant has a chance to make a plea of guilty or not guilty. Pleasof insanity, non-copobility, or ignorance are treated with contempt and judged as a plea of not guilty. Then character witnesses are called. First, the defendant, then the accusers. The accuser is often another Sith who makes their accusation “onbehalf of the varied peoples of the fey.” Neither party is given a chance at rebuttal, but the accuser is given an advantage in that, if they are clever, they can work a rebuttal into the introductions of their character witnesses.

    Adventuring Sith

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  • The Sith are always looking for the Elven Wizard that created them. Though what is to be done with him if he is ever found is a matter of contention among the Sith. Some want to force him to bring back the fallen Sith, others want to punish him for bringing the Sith into the world at all.

    Regardless, some must head out into the world to track him down. After it became apparentthat the creation of the Sith would not be taken well by his peers, he fled the Feywild to parts unknown. While most Sith remain in the fey, compelled to see out their duty to dispense justice in what small ways they can, some have headed out to seek their creator.

    Sith TraitsAge. The Sith were created all at once and full grown some 2000 years ago, though time in the Feywild does not translate linearly to the Physical Plain. They are sterile and ageless. Time will not claim a Sith's life, though mortal or magical malady or mortal wound may still claim them.Alignment. Sith are always Lawful in their alignment, but find ways to manipulate the law to serve their own goals. Because of this they tend towards lawful neutral or evil. Lawful good is less common but not unheard of.Size. In appearance, the Sith stand between 4 to 5 feet tall and are covered in a shaggy but straight midnight blue fur. They have pinched humanoid faces with vertically slitted, narrow, yellow eyes. Their knees, elbows, and shoulders are very slight and they stand with a hunch, giving them a lanky appearance. Your size is Medium.Speed. Your base walking speed is 50 feet.Languages. You can speak, read, and write Common, Sylvan, and Elven.Mutagenic Origin. Your creation by an elven wizard makes you as far from natural as can be. You are considered to be a construct and a fey creature for the purposes of effects.

    Additionally, you are a single spell incarnate. You can not play an arcane class that is it's own power source (Bard, Sorcerer, or Wizard) and at 1st level, you chose one spell as your origin.

    You may cast your origin spell a number oftimes equal to your proficiency bonus. You regain all uses of the spell after a short or long rest.

    Charisma is your spellcasting ability for this spell.

    You may cast this spell at a spell slot level equal to your level. If the spell is of a level greater than your own, you take a penalty of 1 to any spellattack rolls, saves, spell DCs, or other check that ismade as part of it, for every level of difference between you and the spells minimum level.

    For Example: If you pick 'Dispel Magic', a3rd level spell, as your origin spell, at 1st level, you would take a -2 penalty. The level for an automatic success is reduced to 1, and the DC equals 8 +the spell's level instead of 10.

    You use your Charisma modifier when setting the saving throw DC for your origin spell, and when making an attack roll with it.

    Spell save DC = 8 + your proficiency bonus +your Charisma modifier

    Spell attack modifier = your proficiency bonus +your Charisma modifier

    Purposes Built. You are immune to charm and illusion magic.True Vision. You have Darkvision to 60 feet and Blindsight to 30 feet. Blindsight allows you to see the outline of a creatures form in white light even if your eyes are closed, through obstacles, or through magical concealment or darkness. If the creature is a spellcaster their outline has a brilliant purple hue to it.

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  • Credits & LicensingRaces of Lore, A D&D 5th Edition Supplement by Colin Votier is licensed under a Creative Commons

    Attribution-NonCommercial-ShareAlike 4.0 International License.Based on

    Player's Option: Heroes of the Feywild: A 4th edition Dungeons & Dragons Supplement (4th EditionD&D) by Rodney Thompson (Author) with Claudio Pozas (Author) and Steve Townshend (Author).

    Artwork based onAsh by Carolina-Eade on Deviant Art at http://carolina-eade.deviantart.com/art/Ash-444981754.

    Permissions beyond the scope of this license are under the Wizards of The Coast DM's Guild license,available at http://support.dmsguild.com/hc/en-us/articles/217028818-Content-Guidelines.

    DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand,Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other

    Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coastin the USA and other countries. All characters and their distinctive likenesses are property of Wizardsof the Coast. This material is protected under the copyright laws of the United States of America. Anyreproduction or unauthorized use of the material or artwork contained herein is prohibited without the

    express written permission of Wizards of the Coast.

    This work contains material that is copyright ©2016 Wizards of the Coast LLC, PO Box 707, Renton,WA 98057-0707, USA and/or other authors. Such material is used with permission under the

    Community Content Agreement for Dungeon Masters Guild.

    All other original material in this work is copyright 2016 by Chroma Works and published under theCommunity Content Agreement for Dungeon Masters Guild.

    Web Publication March, 2017. Indianapolis, Indiana, USA.By Colin Votier

    At: http://www.colinvotier.wordpress.com/tabletop-rpgs

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