Difference between revisions of "Exotic Races (5A)"

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* '''Ability Score Increase.''' Your Wisdom score increases by 1.
 
* '''Ability Score Increase.''' Your Wisdom score increases by 1.
* '''Acid Resistance.''' You have resistance to acid damage.
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* '''Cold Resistance.''' You have resistance to acid damage.
 
* '''Amphibious.''' You can breathe air and water.
 
* '''Amphibious.''' You can breathe air and water.
 
* '''Swim.''' You have a swimming speed of 30 feet.
 
* '''Swim.''' You have a swimming speed of 30 feet.

Revision as of 16:13, 12 November 2021

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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.

Aasimar

Genasi

Rare elves, to the point that even other elves consider them legends, are the elemental elves. Native to elemental regions of fairy and to extreme parts of Oerth and rarely moving outside these regions, they are seldom 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. The points below replace the points given in the genasi description.

  • Ability Score Increase. Your Dexterity score increases by 2.
  • 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 claims adulthood and an adult name around the age of 100 and can live to be 750 years old.
  • Alignment. Independent and focused on their own element and affairs, genasi tend toward a neutral alignment. Sylphs tend towards good, ifrit tend towards law, oreads against evil, and undines towards chaos, but this is not nearly as strong as with the genie counterparts.
  • Size. Genasi like other elves are slim, appearing much like adolescent humans. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Languages. You can speak, read, and write Common and Elvish, each element of genasi having their own dialect.
  • Darkvision. Accustomed to twilit forests and the night sky, 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.
  • Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
  • Trance. Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance." While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.
  • Keen Senses. You have proficiency in the Perception skill.


Air Genasi (Sylph)

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 Charisma score increases by 1.
  • Electric Resistance. You have resistance to electricity damage.
  • 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. Dexterity is your spellcasting ability for this spell.

Earth Genasi (Oread)

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. Dexterity is your spellcasting ability for this spell.

Fire Genasi (Ifrit)

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, coal- black, 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.
  • 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. Dexterity is your spellcasting ability for these spells.

Water Genasi (Undine)

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.
  • Cold 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. Dexterity is your spellcasting ability for these spells.

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

External Links