Difference between revisions of "Exotic Races (5A)"
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== See Also == | == See Also == | ||
− | * [[ | + | * [[Yutu_(Apath)|Yutu]] @Apath |
== External Links == | == External Links == | ||
* [http://dnd5e.wikidot.com/#toc3 Dungeons & Dragons 5th Edition wiki] races. | * [http://dnd5e.wikidot.com/#toc3 Dungeons & Dragons 5th Edition wiki] races. |
Revision as of 15:46, 12 November 2021
Starfox's 5th Edition Fan Page |
These races are oddities in the Flanaess. You can only play one after negotiation with the GM. They are listed here because they are in some way changed from the Dungeons & Dragons 5th Edition wiki races.
Harengon
Also known as Yutu, tochtli, tokki, usagi, or rabbit-folk.
Harengons originated in the Feywild, where they spoke Sylvan and embodied the spirit of freedom and travel. In time, these rabbitfolk hopped into other worlds, bringing the fey realm's exuberance with them and learning new languages as they went.
A fox told a tanuki, a rabbit, and a monkey that if they showed charity under the full moon, they would get a miraculous reward. When an old woman begged for food, the monkey gathered fruits from the trees, while the tanuki pilfered a cake and a pot of sake. The rabbit, who knew only how to gather grass, offered her own body by throwing herself into the old woman's fire. The rabbit, however, was not burnt. The fire turned out to be the reflection of the moon, where the likeness of the rabbit remains for all to see. The old woman revealed herself as a goddess and raised the first yutu to stand. Since that day, her descendants have walked on two legs and served the moon and gods faithfully.
Harengons are bipedal, with the characteristic long feet of the rabbits they resemble and fur in a variety of colors. They share the keen senses and powerful legs of leporine creatures and are full of energy, like a wound-up spring. Harengons are blessed with a little fey luck, and they often find themselves a few fortunate feet away from dangers during adventures.
Harengon Features
- Ability Score Increase. Increase Wisdom by 2 and Dexterity by 1.
- Languages. You can speak, read, and write Common and Yutu. You can communicate simple messages to other harengon within 500 ft. who also speak Yutu by stomping, creating vibrations picked up by the harengon's sensitive feet..
- Creature Type. You are a Humanoid.
- Life Span. Harengons have a life span of about a century.
- Size. You are Medium or Small. You choose the size when you select this race.
- Speed. Your walking speed is 30 feet.
- Hare-Trigger. You can add your proficiency bonus to your initiative rolls.
- Leporine Senses. You have proficiency in the Perception skill.
- Lucky Footwork. When you fail a Dexterity saving throw, you can use your reaction to roll a d4 and add it to the save, potentially turning the failure into a success. You can't use this reaction if you're prone or your speed is 0.
- Rabbit Hop. As a bonus action, you can jump a number of feet equal to five times your proficiency bonus, without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Tiefling
I am not enthused about the multitude of infernal tieflings.
Tieflings are humans tainted by the lower planes. This can be by parentage, but might also be simply from contact with fiends or the backlash of evil magic, either to the tiefling as a child or to a parent. Scientifically speaking they actually become elves due to the change, but this is not recognized, especially among elves.
Greyhawk tieflings are less uniform in appearance, and their general frame is like that of elves. All have some fiendish, traits. Choose 2-5 of the following features: small horns; fangs or sharp teeth; a forked tongue; catlike eyes; six fingers on each hand; goat-like legs; cloven hoofs; a forked tail; leathery or scaly skin; red or blue skin; cast no shadow or reflection; exude a smell of brimstone; eyes that glow, or birthmarks that look like fiendish sigils. Rarely are these marks are as pronounced as those described in the Player's Handbook.
Theiflings born with more obvious marks of evil are often soon abandoned. This means that many tieflings grow up in as War Orphans in military or religions institutions. Such an upbringing gives a role in society, and acceptance as long as you stick to that role.
Tiefling Features
- Ability Score Increase. Your Charisma score increases by 1 and your Dexterity score by 1. Chose one ability score, including Dexterity or Charisma, that ability score gains a further +1 increase.
- Age. Tieflings mature at the same rate as humans but potentially live longer. Their full possible lifespan is not known.
- Alignment. Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.
- Size. Tieflings are about the same size and build as elves. Around 5 ft. tall and weighing 100 lbs or so. Your size is Medium.
- Speed. Your base walking speed is 30 feet.
- Darkvision. Thanks to your infernal 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.
- Hellish Resistance. You have resistance to cold or fire damage, choose one.
- Languages. You can speak, read, and write Common and either another human language or Abyssal, Daemonic, Infernal, or Primordial.
- Fiendish Cantrip: You can cast a single cantrip from the warlock spell list. Charisma is your spellcasting ability for this spell.
See Also
- Yutu @Apath