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Races

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0% found this document useful (0 votes)
27 views7 pages

Races

Uploaded by

Daniel Real
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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Races

Warforged

Found on the new continent, when


the humans explored the ruins of
Stonemire they opened the great
doors and found hundreds of rows of
these metallic constructs. Believed to
be created by some ancient race
resembling modern Dwarves, many
of the Warforged activated not
remembering their past lives they
quickly adapted into human life,
often being used as servants or
bodyguards initially being bought and
sold as tools. Some saw the
Warforged as sentient beings who
deserved rights and freedom and
within a few years they had gained
freedom and were allowed among the
masses.

Ability Score Increase. ​Your


Constitution score increases by 2.
Age. ​Due to the mechanical nature of
the Warforged they mature almost
instantaneously, they could be not
even a year old, or hundreds of years
old.
Alignment. ​ Warforged are not swayed to one side or the other with alignments. Most often
being neutral, doing what they need to do accomplish their goal.
Size. ​
Warforged are between 6’0”­6’6”, and weight around 300 pounds. Your size is medium.
Speed. ​Your base walking speed is 30 feet and is not reduced by wearing heavy armor.
Warforged Resiliance. ​ The warforged body has no flesh or organs and therefore is immune to
poison and disease. You have advantage on death saving throws
Watchful Sentinel​ . You are a living construct. You do not need to eat, drink, breathe or sleep.
You never make Endurance checks to resist the effect of starvation, thirst or suffocation. You do
not sleep and instead enter a state of inactivity for 4 hours to gain the benefits of a long rest.
While in this state, you are fully aware of your surroundings and notice approaching enemies and
other events as normal.
Steel Skin. ​
When not wearing armor the Warforged AC is 12+Dex Mod
Languages. ​ Warforged can speak common and dwarvish.
Subraces. ​There are two main subraces to the Warforged. Sentinel and Arcane Construct.

Sentinel
As a sentinel you are sturdy and strong. Built as protectors and warriors they can stand fast
through the tide of battle.
Ability Score Increase. ​ Your Strength increases by 1.
Toughness. ​ Your hit point maximum increases by 1 and it increases by 1 everytime you gain a
level.

Arcane Construct
Smaller than the rest of the Warforged these machines seem to be imbued with magic when they
were created. Smarter than the average Warforged they more adept with magics.
Ability Score Increase. ​ Your intelligence score increase by 1.
Magic Cogs. ​ Due to the magic woven through the cogs of the Warforged you gain profiency in
arcana and know 1 wiazrd cantrip.
Loxodon

Wandering the dense forests the Loxodon have made alliances with the other races now
inhabiting their lands. Being pushed back into their fortresses the Loxodon most often keep to
themselves but are often seen trading with other races or even being employed by them.
Younger Loxodon have since
forgiven those who hunted
their ancestor’s for their
ivory but there is still a
lingering distrust between
themselves and the Orcs.

Ability Score Increase.


Your Strength score
increases by 2.
Age. ​Loxodon mature
around 25 to 30 years of age,
but can live to be well
beyond 150 years old.
Alignment. ​ Most often
being good or neutral, the
Loxodon prefer to keep to
themselves but will do what they must to protect their families and loved ones.
Size. ​
Loxodon are between 7’0”­8’0”, and weight around 400 pounds. Your size is medium. But
barely.
Speed. ​Your base walking speed is 25 feet and is not reduced by wearing heavy armor.
Ancestral Memories. ​ They say a Loxodon never forgets. Hearing stories of their ancestor’s is
common place among the Loxodon. They have proficiency in the History Skill.
Loxodon Weapon Training. ​ You have proficiency with the maul, morningstar, mace, and
warhammer.
Languages. ​ Loxodon can speak common and Loxodonta.
Stampede. ​ You can use your action to charge an enemy ramming it with your tusks or head.
Choose a creature within range and move to it. The creature must make a Strength Saving
Throw. The DC of this saving throw equal 8+ your Strength modifier + proficiency modifier.
The creature takes 1d8 on a failed save, and half as much on a successful one. Additionally on a
th​ th
failed save the creature is pushed back 5 feet. Increase the damage to 2d8 at 6​ level, 3d8 at 11​
th​
level, and 4d8 at 16​ level.
After you stampeded you must take a short rest before using it again. If the attack is made with
the tusks, it does piercing damage. If it is done with the head, the damage type is bludgeoning.
Subraces. ​ The Loxodon are broken up into two main species, Wooly, and Jungle Loxodon,

Wooly
As a Wooly Loxodon you prefer the cold of the mountains and snow to the jungles and plains.
Living in the bleak winter these Loxodon have grown strong from the cold and are covered in a
thick layer of hair.
Ability Score Increase. ​Your Constitution score increases by 1.
Thick Hide. ​ Your thick hide and hair give you resistance to cold.

Jungle
The more commonly seen Loxodon are the Jungle Loxodon. Living on the plains and jungles,
these Loxodon have a profound respect for nature and dedicate much of their time to preserving
their wilds.
Ability Score Increase. ​
Your Wisdom score increase by 1.
Nature’s Protector. ​
You gain proficiency in nature, and survival.
Rakshasa

Rakshasa are cruel and wicked. They love to pose as nobility, living a life of luxury and ease
while many slaves and servants toil under their command. They shared the land with the
Loxodon for many years staying
closer to the shores to avoid
conflict as the Rakshasa have
disdain physical combat prefer a
battle of wits.
When the humans arrived the
Rakshasa greeted them eagerly
hoping to be able to enslave
them, but the humans were not so
easily manipulated. Eventually
the Rakshsa agreed to help the
new peoples to their lands set up
trade and cities, waiting for their
chance to regain their glory.
Ability Score Increase. ​ Your
Intelligence score increases by 2
and your Wisdom or Charisma
increases by 1.
Age. ​
​ Rakshasa typically live
about as long as humans, but
mature much sooner, reaching
adulthood around 14 years of age.
Alignment. ​ Only concerned with
themselves Rakshasa are most
often Lawful Evil, or Evil aligned.
Size. ​
Rakshasa are between 5’6”­6’0”, and weight around 150 pounds. Your size is medium.
Speed. ​Your base walking speed is 35 feet.
Natural Magicians. ​ Magic runs through the blood of every Raksasha, they have proficiency in
Arcana, and can learn one Sorcerer cantrip at first level.
Teeth and Claws. ​ As an action the Rakshasa can make an attack with either their bite or an
attack with claws. The attack roll for these attacks is Strength mod + proficiency. Each deals
1d4+Strength mod damage. The bite attack deals piercing damage, and the claw attack deals
slashing damage.
Languages. ​ Rakshasa can speak common and two other languages.
Orc

Bestial and savage, orcs band together as trıbes, living on hunting and raiding. Believing that the
only way to survive is by expanding their territories, they have developed enmities wıth many
other races, although mainly
elves and dwarves, as well as
humans, gnomes, halflings,
goblins, hobgoblins, and even
other orc tribes. Even though
they have good relationships
with other evil humanoids in
times of peace, their chaotic
nature stops them from
cooperating unless forced to
do so by a powerful leader.
Orcs live in a patriarchal
society, taking pride on how
many females and male
children they have. Orcs like
scars and take pride in
exposing them, whether they
are of a victory or loss. Their
chief deity Gruumsh claims
that the orc is the top of the
food chain, and that all riches
are the property of orcs stolen
by others.
Ability Score Increase. ​ Your
Constitution and Strength
scores increases by 2. Your
Charisma score decreases by
2.
Age. ​Full Orcs mature faster
than humans, at around 14, but do not live as long. Most dying around 60 or 70. However many
die from wounds or injury so no one is quite sure how long a fully healthy and well taken care of
Orc could live.
Alignment. ​ Orc’s value strength above all, and generally have no preference towards an
alignment.
Size. ​
Orcs are between 6’0”­6’6”, and weight around 200 pounds. Your size is medium.
Speed. ​Your base walking speed is 30 feet.
Intimidating Presence. ​ You have proficiency in the Intimidation skill, and can use your
Strength score in place of Charisma for the roll.
Darkvision​ . You have surperior 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. 50 to be exact.
Relentless. ​When you are reduced to 0 hit points but not outright killed you can instead drop to 1
hit point instead. You can’t use this feature again until you finish a long rest.
Axe Master. ​ You have proficeincy with all axe weapons.
Brutal. ​When you score a critical hit with a melee weapon attack, you can roll one of the
weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
Languages. ​ You know common and Orcish.

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