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| #1Cyber-DaveJul 04, 2014 11:24:19 | With the release of Basic, I am ready to release the "Races of Athas" part of my 5e Dark Sun. I am not including the thri-kreen in this version of my races, as I want to see what the DMG does with them first. I will aso add my Dark Sun equipment rules.
PC Races1. Dwarf—Only the Athasian Dwarf subrace is available Athasian Dwarf Ability Score Increase: Your Strength score increases by 1. Focused: Once per week, you may choose a task that will require at least one week completing. You gain advantage on any Ability Checks and Saves directly related to completing that task. If you are forced to give up your task for any reason, you suffer disadvantage on all your Ability Checks and Saves for one week. 2. Elf—Only the “Athasian Elf” subrace is available Athasian Elf Ability Score Increase: Your Intelligence score increases by 1. Dune Runner: When you are traveling on foot, alone or in a group composed entirely out of elves also traveling by foot, you may perform actions as if you were traveling at a pace one step slower than you are actually traveling at. For example, while moving at a normal pace you may still use the stealth action. Fleet of Foot: Your base landspeed increases to 35 feet. Mask of the Wild: You can attempt to hide even when lightly obscured by foliage, sandstorms, siltstorms, and other natural phenomena. 3. Half-Elf—No Change 4. Half-Giant—New Race Half-Giant Ability Score Increase: You gain a total increase of 4 between your Strength and Constitution scores. You may divide that increase between those two Abilities as you see fit, though you must increase each Ability score by at least 1. Size: Half-giants vary in size from 10 to 12 feet tall and weigh up to 1,600 pounds. Half-giants are considered to be large in size. You fill a 10 by 10 foot space, can be surrounded by 12 foes, and fill 1 ½ “units” when surrounding an adversary. When holding a versatile weapon with one hand, you gain the benefits of using the weapon two-handed. You may choose to use a weapon that has the two-handed weapon property, but not the oversized weapon property, in one hand. When you do so, its damage dice are reduced by one size. For example, a greataxe used in one hand would deal 1d10 damage. If the weapon normally deals 2d6 damage, its damage die also becomes 1d10. Additionally, you can use weapons with the “oversized” quality without taking disadvantage to attack rolls (see the new equipment rules). You may not, however, wear any armor or clothing not designed for your size. Armor and clothing designed for half-giants costs twice the normal price and weighs twice as much as normal. Speed: Your base land speed is 30 feet. Don’t Know Your Own Strength: If you deal maximum damage with a weapon based attack that benefits from your Strength modifier, and your weapon is not magical or made of metal, it breaks. Giant Among Men: Unlike most characters, half-giants may raise their natural Strength score to 22 instead of 20. Additionally, you have advantage when making Strength checks to break an object. Giant’s Might: When rolling damage for a melee or thrown weapon attack, you may choose to treat any weapon damage die that rolls a 1 as if that die had rolled its maximal damage value. For example, when attacking with a shortsword, if you roll a 1 with your shortsword’s damage die you can treat the result as a roll of a 6. You may not apply this ability to bonus damage dice (such as those gained from class features like sneak attack). When you use this ability, your weapon breaks if it is not magical or made of metal. Half-Giant Toughness: Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. Increased Carrying Capacity: Your carrying capacity is equal to double what a normal character with your Strength score can carry. Large Appetite: You must eat and drink four times as much as medium characters or suffer the appropriate penalties. Mercurial Nature: When choosing an alignment, you choose one fixed point of axis: lawful, chaotic, good, or evil. This element of your alignment never changes. After every long rest, however, you must change the other element of your alignment to one that matches some other member of your adventuring party. If everyone in your adventuring party shares the same element of their alignment, you may keep that element indefinitely or change your alignment to an element within one step of theirs after spending a day using their alignment, your choice. For example, a good half-giant who happens to be neutral good on a particular day must become either lawful good or chaotic good, depending on what alignments the rest of his adventuring party possesses, after their next long rest. If the entire party is either lawful or neutral, the half-giant must change their alignment to lawful good. If everyone in the group is chaotic, the half-giant must change their alignment to chaotic good, and can maintain that alignment indefinitely. The half giant may still, however, choose to become neutral good after any day spent as a chaotic good character. You should emphasize the slightly unhinged nature of a half-giant’s personality when role-playing. Languages: You can speak, read, and write one language of your choice. It is strongly advised that you choose common. 5. Halfling—Only the “Athasian Halfling” subrace is available Athasian Halfling Ability Score Increase: Your Wisdom score increases by +1. Halfling Resilience: You gain the same benefits as the “Stout Resilience” sub-racial feature. Languages: You can speak, read, and write Halfling and one language of your choice. It is strongly advised that you choose common. 6. Human—No Change 7. Mul—New Race Mul Ability Score Increase: Your Strength score increases by 2. Your Constitution score increases by 1. Size: Mul stand between 6 and 6 ½ feet tall and weigh about 270 pounds on average. Your size is medium. Speed: Your base land speed is 30 feet. Your speed is not reduced by wearing heavy armor. Inexhaustible: As an action, you may reduce your exhaustion by one level. You cannot use this feature again until after you have taken a long rest. Relentless Endurance: When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You cannot use this feature again until after a short or long rest. Untiring: Once every 48 hours, when you take a long rest you may regain all expended Hit Dice. Additionally, while you must still use a long rest to recover spent resources, you can choose to go up to 72 hours without taking a long rest, staying awake the entire time, suffering no additional adverse effects. After 72 hours, you are considered to have been awake for 24 hours; you then begin to incur adverse effects as per the normal rules. Languages: You can speak, read, and write Common or Dwarf and one language of your choice. 8. Thri-Kreen—New Race |