Homo Metrean: 5eD&D Traits: Difference between revisions
Jump to navigation
Jump to search
No edit summary |
No edit summary |
||
(4 intermediate revisions by the same user not shown) | |||
Line 1: | Line 1: | ||
== Homo Metrean Traits. == | == Homo Metrean Traits. v0.2 == | ||
* '''Ability Score Increase.''' Increase one ability score by 2. | * '''Ability Score Increase.''' Increase one ability score by 2. | ||
Line 11: | Line 11: | ||
** '''Survivor.''' You are proficient in the Survival skill. | ** '''Survivor.''' You are proficient in the Survival skill. | ||
** '''Keen Senses.''' You are proficient in the Perception skill. | ** '''Keen Senses.''' You are proficient in the Perception skill. | ||
* '''Wild Side.''' You may choose two at character creation. At level 5, you gain an additional trait from this list. | *'''Wild Side.''' You may choose two at character creation. At level 5, you gain an additional trait from this list. | ||
** '''Adaptation, Cold.''' You have resistance to cold damage, and advantage on Constitution saving throws pertaining to cold. | |||
** '''Adaptation, Hot.''' You have resistance to fire damage, and advantage on Constitution saving throws pertaining to heat. | |||
** '''Adaptation, Toxic.''' You have resistance to poison damage, and advantage on Constitution saving throws pertaining to poison or radiation. | |||
** '''Arboreal.''' You have a climbing speed equal to your movement speed. | |||
** '''Darkvision.''' 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 discern colors in that darkness as shades of gray. | ** '''Darkvision.''' 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 discern colors in that darkness as shades of gray. | ||
** '''Goat-like.''' You are adapted to difficult terrain, and you ignore difficult terrain when you take a dash action. | |||
** '''Long Stride.''' Your walking and running speed increases by 5. | |||
**'''Mask of the Wild.''' You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. | |||
** '''Powerful Build.''' You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. | |||
** '''Prickly.''' You may use your reaction to make an unarmed attack on any character that enters into 5 feet of you. | |||
** '''Thick Hide.''' You have a +1 bonus to your AC. | ** '''Thick Hide.''' You have a +1 bonus to your AC. | ||
** '''Tooth and Claw.''' Your claws (or fangs, horns, hooves, or another comparable body part) count as natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + either your Strength modifier or Dexterity modifier. This may deal slashing or bludgeoning damage. (Chosen at creation.) At 5th level, the damage increases to 1d6. | ** '''Tooth and Claw.''' Your claws (or fangs, horns, hooves, or another comparable body part) count as natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + either your Strength modifier or Dexterity modifier. This may deal slashing or bludgeoning damage. (Chosen at creation.) At 5th level, the damage increases to 1d6. | ||
Latest revision as of 04:20, 13 November 2022
Homo Metrean Traits. v0.2
- Ability Score Increase. Increase one ability score by 2.
- Age. Homo metreans have comparable lifespans to Homo sapiens.
- Languages. You can speak, read, and write any two languages, but one language chosen must be spoken by humans.
- Size. Homo metreans range from 5 to 7 feet tall. You are a medium creature.
- Speed. 30
- Skills: You may choose one of the following.
- Catlike. You are proficient in the Acrobatics skill.
- Athlete. You are proficient in the Athletics skill.
- Survivor. You are proficient in the Survival skill.
- Keen Senses. You are proficient in the Perception skill.
- Wild Side. You may choose two at character creation. At level 5, you gain an additional trait from this list.
- Adaptation, Cold. You have resistance to cold damage, and advantage on Constitution saving throws pertaining to cold.
- Adaptation, Hot. You have resistance to fire damage, and advantage on Constitution saving throws pertaining to heat.
- Adaptation, Toxic. You have resistance to poison damage, and advantage on Constitution saving throws pertaining to poison or radiation.
- Arboreal. You have a climbing speed equal to your movement speed.
- Darkvision. 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 discern colors in that darkness as shades of gray.
- Goat-like. You are adapted to difficult terrain, and you ignore difficult terrain when you take a dash action.
- Long Stride. Your walking and running speed increases by 5.
- Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
- Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
- Prickly. You may use your reaction to make an unarmed attack on any character that enters into 5 feet of you.
- Thick Hide. You have a +1 bonus to your AC.
- Tooth and Claw. Your claws (or fangs, horns, hooves, or another comparable body part) count as natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + either your Strength modifier or Dexterity modifier. This may deal slashing or bludgeoning damage. (Chosen at creation.) At 5th level, the damage increases to 1d6.