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The Revised Races Pack!

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0% found this document useful (0 votes)
143 views6 pages

The Revised Races Pack!

Uploaded by

lincolnchase700
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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ABOUT THIS PACK:

The AID Series consists of monthly materials released by Blaine OVA PATRONS!
Simple for 5E and beyond! You’re free to share this pack privately
with friends and family, but please refrain from uploading the Aaron Saddler JadeWarlock
materials publicly online. Amadeus TD kithawk
Andrew Graybill Kyle_Sunrider
BALANCE PATCHES AND HOTFIXES Andrew Bracht Litholemule
This pack will stay updated for 3 months after its initial release! anu Mark 'Specter' Shadow
Patrons can join our public discord server and check out the Armarillo-kun Matthew Wrightington
#anime-pack-updates channel for frequent balance changes and Barnzinator Neil Wagner
format edits. Feel free to download the newest updated packs as Brambotheninja 9 Nicolas Smith
soon as you see an announcement there! Cooper Henderson Pockieh
Also, if you’re a patron and haven’t received your special Patreon Crimson Eclipse Professor Greenbeans
tag on discord, please make a request in the #claim-your-tags Cynthia Slime Pyro Prima
channel. Darkstar02 Ran 707
Doctor Rogue Reverse Jon
SPECIES dragoncamper Richard
In light of 5E changing the word ‘race’ to ‘species’, the AID Series DragonJoker Robert Pursey
will also begin to refer to them as such moving forward. Species Drakow Hellcloud Roma Valens
works as a better descriptor for the more monstrous and outland- Dranzer Shadow1317
ish character options out there, which these packs wholehearted- Dylan Simon Bengtsson
ly support! Echo Sonictate
Famaskingdom ;-; Star
SILVER’S MONSTER GIRL MANUAL! Flare Eth Straw
The fairy species detailed in this issue of The AID Series is a 5E Gerish51 Syalis
conversion of a monster included within Silver’s Monster Girl Gmanteko59 Thestralpony
Manual. It’s a system-neutral book filled with ideas for fleshing Hanzo Dakun ZaxiD_Lune
out and dating monstrous characters! Direct 5E conversions of harrison miller Zero1503
the monsters present within the book may continue to get dedi- Icedemon565
cated conversions through the AID series! Identity Crisis

TESTERS FOR THIS PACK!


CamunonZ PrinceDraconis12
Kitsu the King Durrigan
DarkErebus13 Kemi
TheBlackF0X Ice God
Dazer ThePokeman52
Gogoko Kirageous

Product Identity:
The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not
Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, charac-
ters, illustrations, and trade dress. (Elements that have previously been designated as Open Game Content or are in the public domain are not
included in this declaration.)
Open Content
Except for material designated as Product Identity (see above), the game mechanics of this game product are Open Game Content, as defined
in the Open Game License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may
be reproduced in any form without written permission.
Content Held Within
Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without prior permission by Blaine Simple.
Reference to other copyrighted material in no way constitutes a challenge to the respective copyright holders of that material.
SPECIES

ADAPTIVE HUMAN
Humans are a versatile species capable of learning trademark
skills from other species. This trait is usually a response to
external pressures, forcing mundane humans to rapidly evolve
adaptations as a survival mechanism to stressful events.
HUMAN TRAITS
Ability Scores Size Speed
+1 Any three different; Small / Medium 30ft
Age. Adaptive humans reach
adulthood in their late teens and
live less than a century.
Alignment. Adaptive humans are
pressured into learning new skills
or joining efforts as a need to survive.
External pressures against most
adaptive humans have notoriously
been evil in nature, making many
adaptive human lawful good as a result.
Appearance. Adaptive humans are
considered average in terms of remarkable
features even in comparison to other variants
of human. Their builds are typically unimpressive,
with lines of work or family lines promoting
privileged lives free of significant burden.
Languages. You can speak, read, and write Common.
Reactionary Training. An event triggered an
immediate need for your mastery over a simple subject.
Choose a trait from the list below to gain. You cannot
change this later.
Combat Training. You gain proficiency in two
weapons of your choice.
Cowardly Retreat. On your first turn while in initiative
order, you can take the dash or hide action as a
bonus action. Once you do this, you can't do so again until
you finish a short or long rest, or roll initiative.
Arcane Utility. You know one cantrip of your choice from any
spell list. Your spellcasting ability for it must be from any class
that could normally learn the spell. You cannot change the spell-
casting ability later.
Shared Experience. At third level, reflect on the journey your
character has had and the impact other species have had on it.
Choose an additional language to either speak, or read and write.
Additionally, you also gain a trait you feel is appropriate from
below. You cannot change this later.
Species of War. You learn one Fighting Style option of your
choice from the fighter class. If you already have a style, the one
you choose must be different.
Species of Magics. You know one 2nd level spell of your choice
from any spell list. Your spellcasting ability for it can be from any
class that could normally learn the spell. After casting the spell,
you can't do so again until you finish a long rest.
Species of Ability. You increase one ability score of your choice
by 1, and gain proficiency in a skill associated with the chosen
ability score, if applicable.
SPECIES

SEASONAL FAIRY
Born to briefly spread their influence of the seasons, fairies make Species & Languages. You are a Fey. You can speak, read, and
full use of their short lifespans by causing mischief against others. write Common and Sylvan.
When the natural order is threatened, they take to leading the Tiny Rules. As a tiny species, you possess every trait given by
charge against restoring the seasonal balance. the 'Tiny Characters' rules provided in this pack.
FAIRY TRAITS
Feats Size Speed
Cha +1, Wis +2, Tiny 15ft
Age. Through fey magic swept in by the changing seasons, new
fairies burst into life as young adults. As the season shifts away,
fairies cease to exist as they burst into a similar puff of powder.
This gives most fairies a lifespan almost as short as themselves.
Thankfully if a fairy isn't killed, they'll return with their memories
in tact next year.
Disturbances that threaten something of serious importance
to a fairy will disrupt their life cycle. Distraught fairies are driven
to track down this threat and guide others to help in the process.
These fairies no longer despawn and do not age, but also no
longer respawn at the start of their respective season. You're en-
couraged to play as this type of fairy to avoid losing access to your
character by the changing seasons.
Alignment. Fairies are fey of trickery and mischief, causing
trouble for trouble's sake. Because of this, most fairies are chaotic
neutral. Long-lived fairies tend to veer away from their chaotic
behaviors and opt for lives with more structure. These fairies are
usually lawful.
Appearance. A fairy’s wings take a color and pattern based on
the season they originate in. Fairies adore designing outfits with
lightweight reagents like spider silk, flowers, and furs that com-
plement their natural colors.
Fairy Flutter. You possess a fly speed of 25 feet. If attempting
to move or maintain yourself in the air with this speed, you can
only do so up to 15 feet into the air. While benefiting
from your Fairy Dust trait, this height limit is ignored.
Fairy Dust. After benefiting from a long rest, you can
generate a number of tiny fairy dust piles from your wings equal
to your Proficiency Bonus. These piles must be stored individual-
ly in containers to retain their magical properties until you benefit
from another long rest. As a bonus action, a creature can splash
a pile of dust onto themselves to gain a fly speed of 15ft for one
minute. If the target could already fly, their fly speed increases by
an additional 15ft.
Seasonal Magic. The season your fairy spawned in determines
the seasonal magic they possess. Choose a season below to gain
the traits of. You cannot change this later.
Winter. You know the Ray of Frost cantrip. Once you reach third
level, you know the Cirno's Perfect Freeze spell.
Spring. You learn the Druidcraft cantrip. Once you reach third
level, you know the Speak with Animals spell.
Summer. You know the Produce Flame cantrip. Once you reach
third level, you know the Burning Hands spell.
Fall. You know the Chill Touch cantrip. Once you reach third
level, you know the Feather Fall spell.
Choose between Charisma or Wisdom to use as your Spellcast-
ing modifier for these spells. You cannot change this later. You
cast these spells without requiring materials components, and
can cast the leveled spells granted by this trait
up to once whenever you finish a long rest.
RULE RULE

TINY CHARACTERS TINY ITEMS


Tiny characters master unique methods of survival that keep A character proficient in using an appropriate tool kit can choose
them on-par with their larger opponents. While Tiny, and playing a nonmagical weapon or armor they've seen before to craft a
as a species that begins play as Tiny, you gain the following addi- Tiny version. They must spend 1/10th the item's normal cost in
tional species traits: collecting the appropriate materials for it, and a minimum of one
Tiny Assault. Physical attacks you make deal the same dam- hour of work for every 10gp the materials cost to craft it. During
age as those from larger sized characters. You can narratively character creation, a Tiny character can also begin play with any
showcase this through precise strikes on weak points, a barrage of their starting items as Tiny size.
of individual strikes within the same attack, or a single supernatu-
rally powerful blow.
Tiny Evasiveness: Your size and reaction times make you hard-
er to hit. You have a +1 bonus to AC and Dexterity saving throws.
Tiny Gear. You can only attack with weapons, gain the benefits
of armors, or use complicated items if they're appropriately sized
for you.
Tiny Survival. Your hit points can narratively take varying forms
to make surviving the hits of massive attacks believable. These
forms could be in the exertion that comes from narrowly avoid-
ing blows, to a barrier connected to your life force that softens
strikes. Talk with your GM about the ways you'd like to
represent this in-game.

SPELL

CIRNO'S PERFECT
FREEZE
1st-level transmutation

Casting Time: 1 action
Range: 5 feet
Components: V, S, M (a chunk of ice)
Duration: Concentration, up to 1 minute
Your hands turn a light icy blue, emitting a potent frost
that imprisons nearby targets. Choose any number of
creatures within range. Targets are restrained by ice for
the duration if they have 9 hit points or fewer. Dealing 9
or more bludgeoning or fire damage to the ice surrounding
a creature will free them.
At Higher Levels. When you cast this spell using a spell slot
of 2nd level or higher, the hit point threshold to restrain increases
by 2d6 for each slot level above 2nd.
Classes: Druid, Ranger, Sorcerer, Warlock, Wizard
OPEN GAME LICENSE Version 1.0a The following text is the 6. Notice of License Copyright: You must update the COPY-
property of Wizards of the Coast, Inc. and is Copyright 2000 RIGHT NOTICE portion of this License to include the exact
Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. text of the COPYRIGHT NOTICE of any Open Game Content
1. Definitions: (a)”Contributors” means the copyright and/ You are copying, modifying or distributing, and You must add
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the prior art and any additional content clearly identified as Open Game Content does not constitute a challenge to the
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or “Using” means to use, Distribute, copy, edit, format, modify, or governmental regulation then You may not Use any Open
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Game Content. (h) “You” or “Your” means the licensee in terms 13. Termination: This License will terminate automatically if
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2. The License: This License applies to any Open Game breach within 30 days of becoming aware of the breach. All
Content that contains a notice indicating that the Open Game sublicenses shall survive the termination of this License.
Content may only be Used under and in terms of this License. 14. Reformation: If any provision of this License is held to be
You must affix such a notice to any Open Game Content that unenforceable, such provision shall be reformed only to the
you Use. No terms may be added to or subtracted from this extent necessary to make it enforceable.
License except as described by the License itself. No other 15. COPYRIGHT NOTICE Open Game License v 1.0a
terms or conditions may be applied to any Open Game Content Copyright 2000, Wizards of the Coast, LLC. System Reference
distributed using this License. Document 5.1 Copyright 2016, Wizards of the Coast, Inc.;
3. Offer and Acceptance: By Using the Open Game Content Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney
You indicate Your acceptance of the terms of this License. Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce
4. Grant and Consideration: In consideration for agreeing to R. Cordell, Chris Sims, and Steve Townshend, based on origi-
use this License, the Contributors grant You a perpetual, world- nal material by E. Gary Gygax and Dave Arneson.
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