Difference between revisions of "Races (5A)"
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== Halflings == | == Halflings == | ||
− | Halflings of the Flanaess are related to gnomes and live in similar locations, but have | + | Halflings of the Flanaess are related to gnomes and live in similar locations. |
+ | The variants of halflings are more families or bloodlines in halfling communities and not separate tribes. Halflings living near dwarfs and gnomes tend to be of stouts, tallfellows live around elves, but an outsider couldn't tell them apart. | ||
+ | Lightfeet have good relations to humans and often live intermingled, usually in their own quarter of a larger settlement. | ||
+ | The halfling part of town naturally welcomes other small creatures, but remarkably often also provides a home for half-breeds; half-orcs, half-elves, and even half-ogres tend to get along better with halflings than humans. | ||
=== Lightfoot === | === Lightfoot === | ||
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=== Tallfellow === | === Tallfellow === | ||
− | The rarest | + | The rarest halflings, tallfellows are slightly taller than other halflings but slender and in the same weight range. |
They are fascinated by and get along with elves. | They are fascinated by and get along with elves. | ||
* '''Ability Score Increase'''. Your Intelligence score increases by 1. | * '''Ability Score Increase'''. Your Intelligence score increases by 1. | ||
− | * '''Learned'''. Gain proficiency in one of the following skills: History, Nature, Performance, Persuasion, or Religion. | + | * '''Learned'''. Gain proficiency in one of the following skills: Arcana, History, Nature, Performance, Persuasion, or Religion. |
== Humans == | == Humans == |
Revision as of 21:57, 30 July 2021
Starfox's 5th Edition Fan Page |
Taces in italics are generally not suitable as PCs.
Rules
When using the optional racial modifiers from Tasha's, an attribute stat starts out with a +2 bonus must have at least a +1 bonus at the end, and a Small creature cannot have a racial bonus to Strength.
Dwarf
The difference between hill and mountain dwarves is mainly a degree of integration. Hill dwarfs are integrated into the culture of the Flanaess, while mountain dwarfs live more isolated in dwarven mountain fastness'.
Elf
Elves were originally one people, but have descended into tribalism. Because elves magically adapt to their surroundings, the elven tribes are quite different. High elves and wood elves are described in the PHB. Genasi are elves in Greyhawk, which affects their appearance but not much else. New kinds of elves are introduced here.
Grey Elves
Sometimes called Sentry Elves, the Grey Elves are the original elves who lived in mountain fastnesses in what is today the Hellfurnaces. They preserve the curiosity and intellect that originally let them decipher the secrets of magic, but have not undergone the adaptations that other elves have. This may be why they are called grey, as opposed to the green (wood), light (high), brown (wild), or blue (sea) elves. They live in great citadel-cities in fairy, located in strategic locations to guard a planar boundary or to defend against some primordial evil. They come out of their cities to trade, explore, and mingle with high elves and occasionally other people. When seen in the mortal world, they live among and are often mistaken for High Elves. They share the High Elves human skin tones, with hair and eyes of metallic colors; silver, gold, dark iron, or even metallic blues and greens.
- Ability Score Increase. Your Intelligence score increases by 2.
Fey Elves
Eladrin The unruly cousins of sentry elves, fey are the rustic nobility of faerie. Unlike Grey Elves, they are fully adopted to fairy and adapt to its incessant changes. Fey elves see themselves as the nobility and law-keepers of fairy. To outsiders the laws they keep to seem very much their own whims. Fey elves are stately. From a distance of Mind meters they look regal, but up close they are similar to other elves. Some have human colors, others have saturated hues from the wild places they live.
High Elves
High Elves are the elite of elves in Greyhawk as far as most people know. Those who know of grey elves may think of them as elven royalty, while the high elves are elven nobility. Neither is really true. High elves often live as a kind of nobility among wood elves, but the gruach disdain them. Still, high elves are the most cosmopolitan of elves, and generally represent all elves in relations with other races.
Wood Elves
Wood Elves are the most common elves in the Flanaess. Like the name indicates, they live in sylvan areas and this colors their culture. The common image of elves as elusive archers clothed in green come from wood elves, and they excel as archers and in guerilla warfare.
Sea Elves
Sea Elf Sea elves withdrew further than most other elves, entering an entirely separate element. The increase in sea travel, along with the advances of undersea evil has ended this isolation. These days they are somewhat coming back into contact with both elves and other surface races. Devotees or Deep Sahelas, a god of uncertain origins or perhaps an ancient sea-elf leader, sea elves emulate their exemplar in his protective aspect, but also in tribalism.
Sky Elves
Avariel are extremely rare, living in the highest peaks of mountains and among the clouds.
Wild Elves
Gruach Called Gruach in Greyhawk, wild elves are considered barbarians by other elves. They live rustic lives accompanied by the animals that taught them to survive in harsh environments. Wild elves are ruddy or swarthy of complexion with wild hair with colors from the environment or from beats. Many have the eyes, tails, ears, or other features of animals.
Elemental Elves
Elemental elves are native to the elemental regions of fairy and to extreme parts of Oerth. Rarely moving outside these elemental regions, they are rarely encountered by other races. In game terms, elemental elves use the base characteristics of elves and apply the characteristics of the different sub-races of genasi.
Halflings
Halflings of the Flanaess are related to gnomes and live in similar locations. The variants of halflings are more families or bloodlines in halfling communities and not separate tribes. Halflings living near dwarfs and gnomes tend to be of stouts, tallfellows live around elves, but an outsider couldn't tell them apart. Lightfeet have good relations to humans and often live intermingled, usually in their own quarter of a larger settlement. The halfling part of town naturally welcomes other small creatures, but remarkably often also provides a home for half-breeds; half-orcs, half-elves, and even half-ogres tend to get along better with halflings than humans.
Lightfoot
Lightfoot halflings the most common and most gregarious kind. Many humans think this is the only kind, as the other kinds are less common and more reclusive.
Stout
Stout halflings are more powerfully built than most halflings and get along well with dwarves and gnomes.
Tallfellow
The rarest halflings, tallfellows are slightly taller than other halflings but slender and in the same weight range. They are fascinated by and get along with elves.
- Ability Score Increase. Your Intelligence score increases by 1.
- Learned. Gain proficiency in one of the following skills: Arcana, History, Nature, Performance, Persuasion, or Religion.
Humans
In addition to what is noted in the PH, humans using the +1 to all ability scores version (the regular human) gain additional proficencies based on their ethnicity.
Common: Common humans can choose any one weapon, skill, tool, vehicle, or language.
Baklunish gain proficiency with their ethnic language (Baklunish) and with one of History, Religion, Animal Handling, Survival, a gambling set, or navigator's tools.
Flan gain proficiency with their ethnic language (Flan) and with one of Athletics, Stealth, Nature, Religion, Perception, or Survival.
Oerdian gain proficiency with their ethnic language (Oerdian) and with one of the following: any one weapon, Athletics, History, Religion, Animal Handling, or Persuasion.
Olman gain proficiency with their ethnic language (Olman) and with one of Athletics, Acrobatics, Arcana, Religion, Survival, or Intimidate.
Paynim gain proficiency with their ethnic language and with one of the following: composite bow proficiency, Arcana, Nature, Animal Handling, Perception, or Survival.
Rhenne gain proficiency with their ethnic language (Rhopan) and with one of Acrobatics, Sleight of Hand, Arcana, Animal Handling, Performance, or one type of vehicles.
Suel gain proficiency with their ethnic language (usually Amedi or Cold Tounge) and with one of Athletics, Acrobatics, Arcana, History, Intimidation, or water vehicles.
Tuov gain proficiency with their ethnic language (Tuov) and with one of Athletics, Stealth, History, Nature, Perception, Survival, or Persuasion.