Sunday, December 6, 2015

The Shifter and the Changeling

The Shifter:




Shifters are descended from humans and lycanthropes. Although they cannot fully change to animal form, they can take on animalistic features by a process they call shifting.
As a shifter, you have the following racial traits. 
Ability Score Increase: Your Dexterity score increases by 1. 
Size: Shifters are about the same size as humans. Your size is Medium. 
Speed: Your base walking speed is 30 feet.  
Darkvision: Your lycanthropic heritage grants you the ability to see in dark 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. 
Shifting: On your turn, you can shift as a bonus action. Shifting lasts for 1 minute or until you end it on your turn as a bonus action.  While shifting, you gain temporary hit points equal to your level + your Constitution bonus (minimum of 1). You also gain a feature that depends on your shifter subrace, described below.  You must finish a short or long rest before you can shift again. 
Languages: You can speak, read, and write Common and Sylvan. 
Subrace: Several subraces of shifter exist, each with its own animalistic features. Choose one of the options below.

Beasthide: As a beasthide shifter, you are especially tough and persistent in battle.  Ability Score Increase. Your Constitution score increases by 1.  Shifting Feature. While shifting, you gain a +1 bonus to AC.
Cliffwalk: Your cliffwalk heritage grants you the agility of a mountain goat.  Ability Score Increase. Your Dexterity score increases by 1.  Shifting Feature. While shifting, you gain a climb speed of 30 feet.
Longstride: Longstride shifters are fleet and elusive.  Ability Score Increase. Your Dexterity score increases by 1.  Shifting Feature. While shifting, you can use the Dash action as a bonus action.
Longtooth: As a longtooth shifter, you are a ferocious combatant.  Ability Score Increase. Your Strength score increases by 1.  Shifting Feature. While shifting, you can make a bite attack as an action. This is a melee weapon attack that uses Strength for its attack roll and damage bonus and deals 1d6 piercing damage. If this attack hits a target that is your size or smaller, the target is also grappled.
Razorclaw: As a razorclaw shifter, you make swift, slashing strikes in battle.  Ability Score Increase. Your Dexterity score increases by 1.  Shifting Feature. While shifting, you can make an unarmed strike as a bonus action. You can use your Dexterity for its attack roll and damage bonus, and this attack deals slashing damage.
Wildhunt: Your wildhunt heritage makes you a consummate tracker and survivor.  Ability Score Increase. Your Wisdom score increases by 1.  Shifting Feature. While shifting, you gain advantage on all Wisdom-based checks and saving throws.

The Changeling: 

Changelings are subtle shapeshifters capable of disguising their appearance. Their ability to adopt other creatures’ guises makes them consummate spies and criminals.  As a changeling, you have the
following racial traits.
Ability Score Increase: Your Dexterity and Charisma scores increase by 1.
Size: Changelings are built much like humans, but a little leaner. Your size is Medium.
Speed: Your base walking speed is 30 feet.
Duplicity: You gain proficiency in the Deception skill.
Shapechanger: As an action, you can polymorph into any humanoid of your size that you have seen, or back into your true form. However, your equipment does not change with you. If you die, you revert to your natural appearance.  
Languages: You can speak, read, and write Common and two other languages of your choice




Reprinted here without permission. http://dnd.wizards.com/articles/features/unearthed-arcana-eberron

Genasi



Ability Score Increase: Your Constitution score increases by 2. 
Age: Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years. 
Alignment: Independent and self-reliant, genasi tend toward a neutral alignment. 
Size: Genasi are as varied as their mortal parents but are generally built like humans, standing anywhere from 5 feet to over 6 feet tall. Your size is Medium. 
Speed: Your base walking speed is 30 feet. Languages. You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants. 
Subraces: 
Air Genasi 
As an air genasi, you are descended from the djinn. As changeable as the weather, your moods shift from calm to wild and violent with little warning, but these storms rarely last long. Air genasi
typically have light blue skin, hair, and eyes. A faint but constant breeze accompanies them, tousling the hair and stirring the clothing. Some air genasi speak with breathy voices, marked by a faint echo. A few display odd patterns in their flesh or grow crystals from their scalps.
Ability Score Increase: Your Dexterity score increases by 1. 
Unending Breath. You can hold your breath indefinitely while you’re not incapacitated. 
Mingle with the Wind. You can cast the levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.  

Earth Genasi 
 As an earth genasi, you are descended from the cruel and greedy dao, though you aren’t necessarily evil. You have inherited some measure of control over earth, reveling in superior strength and solid power. You tend to avoid rash decisions, pausing long enough to consider your options before taking action. Elemental earth manifests differently from one individual to the next. Some earth genasi always have bits of dust falling from their bodies and mud clinging to their clothes, never getting
clean no matter how often they bathe. Others are as shiny and polished as gemstones, with skin tones of deep brown or black, eyes sparkling like agates. Earth genasi can also have smooth metallic flesh, dull iron skin spotted with rust, a pebbled and rough hide, or even a coating of tiny embedded crystals. The most arresting have fissures in their flesh, from which faint light shines.
Ability Score Increase. Your Strength score increases by 1. 
Earth Walk. You can move across difficult terrain made of earth or stone without expending extra movement. 
Merge with Stone. You can cast the pass without trace spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.

Fire Genasi 
As a fire genasi, you have inherited the volatile mood and keen mind of the efreet. You tend toward impatience and making snap judgments. Rather than hide your distinctive appearance, you exult in it. Nearly all fire genasi are feverishly hot as if burning inside, an impression reinforced by flaming red, coalblack, or ash-gray skin tones. The more human-looking have fiery red hair that writhes under extreme emotion, while more exotic specimens sport actual flames dancing on their heads. Fire genasi voices might sound like crackling flames, and their eyes flare when angered. Some are accompanied by the faint scent of brimstone. 
Ability Score Increase. Your Intelligence score increases by 1. 
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. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red. 
Fire Resistance. You have resistance to fire damage. 
Reach to the Blaze. You know the produce flame cantrip. Once you reach 3rd level, you can cast the burning hands spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.
Water Genasi 
The lapping of waves, the spray of sea foam on the wind, the ocean depths—all of these things call to your heart. You wander freely and take pride in your independence, though others might consider you selfish. Most water genasi look as if they just finished bathing, with beads of moisture collecting on their skin and hair. They smell of fresh rain and clean water. Blue or green skin is common, and most have somewhat overlarge eyes, blue-black in color. A water genasi’s hair might float freely, swaying and waving as if underwater. Some have voices with undertones reminiscent of whale song or
trickling streams.
Ability Score Increase. Your Wisdom score increases by 1. 
Acid Resistance. You have resistance to acid damage. 
Amphibious. You can breathe air and water. Swim. You have a swimming speed of 30 feet. 
Call to the Wave. You know the shape water cantrip  When you reach 3rd level, you can cast the create or destroy water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.

Void Genasi
Born from the entropic energy of the Forogtten One, Void Genasi have inherited a corruption from the vacuum. Those touched by the void tend to be impartial towards others, but hedonistic and selfish, taking any advantage and pleasure given to them. Void genasi have dark black, almost jet black, skin, smoky hair that seems to float of its own accord. In some rare cases, runes of black light etch their skin.
Ability Score Increase: Your Dexterity score increases by 1
Empty Mind. You have advantage on saving throws against psychic attacks, and you have resistace against psychic damage.
One with Nothing: When you are dealt damage, you can use your reaction to enter the void until the beginning of your next turn. While within the Void, you cannot take any actions and cannot be targeted. At the beginning of your next turn, you return to your position before you entered the Void, or as close to it as possible. Once you use this feature, you cannot use t again until you finish a long rest.

Half-Gnoll

Half-Gnoll.
The vicious gnoll, the hyena headed monster of the desert and plains. Through rape, or demonic ritual they have spread their seed into human hosts, the results being the chaotic half-gnoll.
Half-Gnoll traits:
Ability score increase: +2 strength
Alignment: a half-gnoll tends toward chaos and evil though some strive to exemplify the opposite traits
Size: half-gnolls are relatively the same size as humans if not a little differently proportioned, your size is medium
Speed: Your base walking speed is 30 feet
Darkvision: your gnoll heritage grants you 60 feet of darkvision, you see in dim light as if it is normal light and darkness as if it is dim light. in darkness you cannot dicern color

Languages: you can speak common and gnoll, gnoll is a guttural language with varied barks and noises, it is written in dwarvish script

Half-gnoll sub-races

Pack Lord Heritage

You are descended from a gnoll chieftain, this gives you increased endurance and more command in battle
Ability Score Increase: +1 constitution
You gain proficiency with martial weapons.

Fang of Yugoth Heritage

You are decended from a Chosen of Yugoth, this gives you better ability to commune with others and grants you some magical prowess
Ability Score Increase: +1 charisma
Yugoth's blessing: Yugoth's blessing on you grants one warlock cantrip of your choice,
charisma is your spellcasting ability for it.

The Dark Three (Bard Song)

In Gehenna's fire baked wastes
In a fortress of obsidian stone
The three walked a damned path
To the Ruler of the Dead's throne

Weary of tallying the Dead's souls
Jergal did offer a game of chance
The three leapt upon the chance to play
They rolled the bones, all sixes made them dance

Malar the Beastlord did come to watch
To witness these macabre games
Jergal told them to roll some skulls
Malar reported the distances the same

Jergal did sigh a weary breath
And with hesitation he said
"Here ye be, the portfolios
Of death, tyranny, and the dead"

The newfound gods, they did delight
In spreading misery upon the land
Murder, death, and vile hate
Spread from the three's clawed hands

In the time of troubles
All three gods they died
But since the time of troubles
All three gods had survived

Bane through his troublesome brat
Bhaal through his profane seed
Myrkul through his horned crown
To once more make innocents bleed

Bane returned with the death of his son
Bhaal was thwarted til recently
Myrkul lives on through his crown of thorns
Corruption, death, murder, tyranny

Beware beloved Faerûn beware
As no night will promise life
With the rise of the Dark gods three
Our existence promises strife 

Saturday, December 5, 2015

Bhaalspawn

As a child of darkness, you have been hunted and persecuted by those opposed to you… and even by your own dreadful blood!  While you quest for glory, everyday is a constant struggle.  In the darkness, countless spawn plot their power grab to become the Lord of Murder themselves!  Will you denounce your origin and use your power for good or take your rightful seat as a God of Death and Destruction?

Ability Score Increase The powers of death and disaster course through your veins and empower you to fight!  You gain a +2 bonus to your Strength.  You can choose between a +1 bonus to Intelligence or a +1 bonus to Constitution.

Age – While these beings age just as fast as their non-divine parent, they typically live way beyond the limits of said race by a long shot.

Size – The Lord of Murder has created countless children of countless species.  His vile blood infests numerous creatures beyond humanoids alone.

Alignment – Due to the Lord of Murder being an evil being, it’s not uncommon for their spawn to be equally vicious and cruel.  That said, many have championed causes that differ from their vile godly parent’s agendas.

Darkvision – Your heritage has given you a knack for seeing better in the darkness out 60 ft.

Magic Resistance – Add proficiency bonus to any save against spell, even if not proficient with stat save.

Spell-Like Power – Cosmic power is in your blood!  You are able to shape it into magical energy granted as boons.  Intelligence is your casting stat for your spell-like abilities; 8 + Prof + Int indicates your modifier.

Path of Righteousness – Cantrip (Spare the Dying), Lv 3 (Cure Wounds, cast as lv. 2 1/LR), Lv 5 (Protection From Poison 1/LR)

Path of the Murder Lord – Cantrip (Chill Touch), Lv 3 (Inflict Wounds, cast as lv. 2 1/LR; alternatively, Shadow King’s Drain cast as lv. 2), Lv 5 (Cloud of Daggers 1/LR)

Aura of Destruction – Many can sense your divine heritage, making them uneasy around you.  Some can ignore it, but others may be outright hostile toward you in certain situations.  Divine Sense and detecting abilities will identify you as an evil creature and/or an outsider creature.  Furthermore, good-aligned monsters like Celestials are less inclined to like you.

Bloodlust – If you fail to kill at least one enemy within 24 hours, you find all other tasks nearly impossible to accomplish.  You gain disadvantage on skill checks and attack rolls that don’t involve aggression or lethality.  Furthermore, you must make an Intelligence saving throw (12) if a character provokes you in a threatening or insulting manner.  Failure results in challenging them to combat.

Terrifying Presence – You gain proficiency in Intimidate.  Furthermore, you can reroll 1 failed intimidate check once per long rest.  You must take the second result.  However, you typically gain disadvantage in all other Charisma rolls once your nature is revealed to your subject (unless they’re willing to overlook your heritage or have built up a trust.)

Languages – You may speak Common and another language of choice.  This language cannot be a rare language or secret language.

*LR = Taking a long rest.

One of the many spells taught to the Bhaalspawn from Alaundo’s prophecy was crafted by a dread lich of Netheril named Larloch.  While was was greatly thwarted in the Year of 1489 DR, his dark essence continues to linger through Abeir-Toril and countless other realities.

NEW SPELL – Shadow King’s Drain

Necromancy Level 1(Available to the Sorcerer/Warlock/Wizard spell lists)

Casting Time – 1 Action

Range – 1 Creature within 60 feet

Components – V, S, M (A pinch of soot from a fireplace and a pinch of dirt from a cemetery)

Duration – Instantanious

You conjure a ray of power, given to you by the teachings of the original Shadow King, Larloch.  The ray drains health from the victim and imbues you with some of their power.  Make an attack roll against the target.  If you hit, the target takes 1d4+Spell Modifier modifier necrotic damage and you gain HP equal to the damage dealt.

Casting at Higher Level: By upgrading this spell, Shadow King’s Drain does another 1d4 damage for every spell slot higher than 1.

Aasimar

Ability Score Increase: Your Wisdom score increases by 1, and your Charisma score increases by 2.

Age: Aasimar mature at the same rate as humans but live a few years longer.

Alignment. Due to their celestial heritage, aasimar are often good. However, some aasimar fall into evil, rejecting their heritage.

Size: Aasimar are built like well-proportioned humans. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Thanks to your celestial heritage, 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.

Celestial Resistance. You have resistance to necrotic damage and radiant damage.
Celestial Legacy. You know the light cantrip. Once you reach 3rd level, you can cast the lesser restoration spell once with this trait, and you regain the ability to do so when you finish a long rest. Once you reach 5th level, you can cast the daylight spell once with this trait as a 3rd-level spell, and you regain the ability to do so when you finish a long rest.

Charisma is your spellcasting ability for these spells.

Languages. You can speak, read, and write Common and Celestial.

Prophecies of the Bhaalspawn

The Lord of Murder shall perish
But in his death he shall spawn a score of mortal progeny
Chaos will be sown from their passing
So sayeth the wise Alaundo

The wheels of prophecy e'er turn
The chosen ones hath come
Crossroads of past, present, and future
The ones foreseen, the ones foretold

That which hath past is ne'er truly gone
History repeats, though mortals choose not to see
War and bloodshed be not new to the world
A god that once hath been may be once again.

When armies march and cities burn
The rivers wroth with tainted blood
The corpses of those born not innocent
Feed the inferno of boiling hate

Bhaal's servants deceived, five led down a false path
A hidden traitor lurks in their midst
The servant of Bhaal knows death and destruction
The face of an ally, the mask of a foe

The children of Bhaal bring death to the land
They slaughter each other to feed their father
Death and betrayal walk together
A river of tainted blood doth not cleanse.

The storm approaches, we speak no more.