Homo Metrean: 5eD&D Traits: Difference between revisions

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** '''Adaptation, Toxic.''' You have resistance to poison damage, and advantage on Constitution saving throws pertaining to poison or radiation.
** '''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.
** '''Arboreal.''' You have a climbing speed equal to your movement speed.
**'''Camouflage Coat.''' You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
** '''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.
** '''Goat-like.''' You are adapted to difficult terrain, and you ignore difficult terrain when you take a dash action.

Revision as of 20:42, 13 March 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 fire 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.
    • Camouflage Coat. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
    • 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 speed increases by 5.
    • 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.