STEELDRAGONS' ULTIMATE FANTASY GAME

steeldragons

Steeliest of the dragons
We're giving you everything!! All of it! Throw it at the wall and it's all going to start sticking eventually.

This is kinda spawned from such fevered threads as discussions of "missing races/subraces, missing classes/subclasses, class/subclasses/races/subraces we'd like to see -or now we have them what do you think?" all those kinds of threads.

SO, I'm setting off on a quest...to get it all down. Make a system -or at least start off with a character creation side of the game that is going to offer SOMEthing for everyone if not, actually, everything. Let's make a 2018 version of Cinnibar! Talislanta on steroids! Keeping it D&D, of course, and/or classic open content legend/myth. But trying to get everything to FIT in some way...that doesn't make one's eyes bleed or get tooooo complicated for player buy in.

But option paralysis? Oh yeah, almost definitely. Here's what we've got so far...

Obv's starting at the beginning: Ability Scores: Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma.
  1. Use 4d6, drop the lowest, arrange to taste.
  2. Use 3d6, arrange to taste.
  3. Use 3d6, in order, no swapping.
  4. Use "Ability Array": 16-14-13-11-10-8, arrange to taste, "point buy" -2 points from one ability to +1 another score.

Score Bonuses: 3 = -6, 4 = -5, 5 = -4, 6 = -3,7 = -2, 8 = -1, 9-12 = 0, 13-14 = +1, 15 = +2, 16 = +3, 17 = +4, 18 = +5 (19 = +6, 20 = +7 )

Alignments: Yup. They're a thing. We're bringin' 'em back. Lawful/Chaotic-Neutral-Good/Evil, all 9 combinations, with definitions and RP guidelines/examples of their differing perspectives and world views.

RACES!
Human
Occupational Aptitude: Add +1 to your Prime Ability.
Human Resilience: You can reroll any failed save once per day. You must use the second roll.
Diverse Interests: Add 2 skills of your choice.
Size: Adult humans are assumed to be Medium (avg. 5-6') creatures. Your base speed is 30'.
Proficiencies: As the baseline to which other species are compared, humans gain no particular innate proficiency bonuses.
Languages: Common + Int.mod. additional languages.
--Urbane: +1 to one mental ability, +1 to another ability of your choice.
Cosmopolitan: Add one extra language or Int-based skill of your choice. If a non-language skill, you add +1 to the roll.
--Tribal: +1 to one physical ability, +1 to another ability of your choice.
Of Your People: Add one additional skill or to attack with a traditional cultural weapon of your choice. You add +1 to the roll.

*Optional: Cultural Diversity: assign ability bonuses (max +2 to a single ability) to specific abilities based on region and/or culture of a particular people.

The Stout Races
Stoutfolk Aptitude: +1 to Constitution.
Stoutfolk Resilience: You reroll failed saves dependent on Constitution. Once per day, you can reroll a failed save against Arcane Magic. You must use the second roll.
Stout Size: While Dwarves are technically considered Medium, Gnomes and Halflings are Small creatures. All Stoutfolk add +2 to their AC for each size category larger than human of an enemy you can see that is attacking you. Your base speed is 25'.

Dwarf:
Aptitude: +1 to Con., + 1 to another ability dictated by subrace.Senses: Darkvision 60'
--Default, Hill: +1 to Con. or Str.
Stonecraft: You are +2 to any skill roll involving the examination of natural rock or stone construction. You automatically notice when a corridor is declining or inclining, however slight, when underground. Also, while underground, you always know which direction is north.
Ancestral Foes: You are +2 to attacks against giantkin and goblinoids.
Proficiencies: +1 with axes and crossbows.
Languages: Common, Dwarven, Goborc, Trollog

--Mountain/"Northern":
+1 to Str. or Wis.
Stonecraft: You are +2 to any skill roll involving the examination of natural rock or stone construction. You automatically notice when a corridor is declining or inclining, however slight, when underground. Also, while underground, you always know which direction is north.
Ancestral Foes: You are +2 to attacks against giants and goblinoids.
Proficiencies: +1 with axes and hammers.
Languages: Dwarven, Common, Goborc, Giant

--Fire Elemental, Vulcan:
+1 to Con. or Wis.
Metallurgy: You are +2 to any skill roll involving the examination of natural ore or worked metals. You can identify normal and magical metals. Also, you can "see" or otherwise sense the presence, type and general amount, even through stone, within 50'. On successful rolls, you know when metal or metal items are enchanted.
Elemental Ancestry: You are immune to damage from heat and fire. You take double damage from cold- and water-based attacks.
Proficiencies: You know and can use the Bolt(Fire only) cantrip at will. Once per day you may use Heat Metal as a caster of your experience level.
Languages: Primordial, Dwarven, Giant, Common

Gnome:
Aptitude: +1 to Con., + 1 to another ability dictated by subrace.
Senses: Darkvisioin 60'; Low-light Vision 60'
--Default, Forest: +1 to Dex. or Wis.
Treasure Sense: You are +2 to any skill roll involving the appraisal of precious metals and gemstones. You are able to "smell" or sense the presence, type, and general amount of precious metals and gemstones, within 50', even through/behind solid stone, as long as you have an unhindered sense of smell. On successful rolls, you know when gems or metals (or items made with them) are enchanted.
Natural Stealth: You are +2 to any skill roll to hide or move unnoticed in any surrounding. Your small size also allows you to use a medium or larger creature to hide behind. In natural surroundings (woods, fields, caves), your bonus increases to +4.
Proficiencies: You know and can use the Simple Illusion cantrip at will. Once per day you may use Faerie Fire as a caster of your experience level.
Languages: Sylvan, Common, Goborc, small forest animals

--Miner:
+1 to Dex. or Int.
Treasure Sense: You are +2 to any skill roll involving the appraisal of precious metals and gemstones. You are able to "smell" or sense the presence, type, and general amount of precious metals and gemstones, within 50', even through/behind solid stone, as long as you have an unhindered sense of smell. On successful rolls, you know when gems or metals (or items made with them) are enchanted.
Ancestral Foes: You are +2 to attacks against goblinoids and kobolds.
Proficiencies: You are +1 to rolls in 2 skills of your choice.
Languages: Common, Dwarven, Sylvan, Goborc

--Earth Elemental, Pech:
+1 to Con. or Str.
Tremor Sense: You are +2 to any skill roll involving Perception or Investigation as long as you are in direct contact with earth or stone. You are aware of all movement within 50', even through/behind solid stone, as long as you have an unhindered sense of touch. On successful rolls, you know numbers of creatures and general size of the source.
Elemental Ancestry: You take half damage from piercing and slashing damage, save for 1 quarter. You suffer no slowing or damage from naturally difficult earth or stone terrain.
Proficiencies: You know and can use the Affect Element: Mold Earth cantrip at will. Once per day you may use Stoneshape as a caster of your experience level.
Languages: Primordial, Common, Dwarven, Giant

Halfling:
Aptitude:
+1 to Dex., + 1 to another ability dictated by subrace.Senses: Low-light Vision 30'
--Default, Hairfoot/Hillfolk/Pict: +1 to Dex. or Con.
Natural Stealth: You are +2 to any skill roll to hide or move unnoticed in any surrounding. Your small size also allows you to use a medium or larger creature to hide behind. In natural surroundings (woods, fields, caves), your bonus increases to +4.
Affable Charm: You are +2 in any interactions or using the Persuasion skill as long as the recipient understands the language you are speaking.
Proficiencies: You are +1 to rolls in 2 skills of your choice.
Languages: Common, + 1 language of choice.

--Tallfellow: +1 to Dex. or Int.
Natural Stealth: You are +2 to any skill roll to hide or move unnoticed in any surrounding. Your small size also allows you to use a medium or larger creature to hide behind. In natural surroundings (woods, fields, caves), your bonus increases to +4.
Nimble Speed: You add 5' to your base movement rate (making it 30' without additional/magical enhancment) for one round. You may use this feature as many times per day as you have levels.
Proficiencies: +1 with short swords and short bows.
Languages: Common, Elfin

--Faerfolk, Brownie: +1 to Dex. or Int.
Natural Stealth: You are +2 to any skill roll to hide or move unnoticed in any surrounding. Your small size also allows you to use a medium or larger creature to hide behind. In natural surroundings (woods, fields, caves), your bonus increases to +4.
Faerfolk Origin: You are immune to enchantment magic and see through illusions of 3rd level or lesser magic.
Proficiencies: You know and can use the Mending cantrip at will. Once per day you may use Invisibility as a caster of your experience level.
Languages: Sylvan, Common, Elfin.
 

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The Sylvan Races
Sylvan Folk Aptitude: +1 to Dexterity.
Sylvan Folk Resilience: You reroll failed saves dependent on Dexterity. Once per day, you can reroll a failed save against an enchantment-based magic effect. You must use the second roll.
Sylvan Folk Size: Varies. Sylvan folk have no collective feature due to size. Unless otherwise noted, your base speed is 30'.

Centaur
Aptitude:
+2 to Str.. due to size and general mass.
Senses: Low-light Vision 60'. Enhanced Awareness: +2 to rolls dependent of sight, hearing or scent.
Equine Form: You have a humanoid torso atop the full body of a horse. Your size is Large (avg. 8' tall at head, 6-8' long body) and base movement is 50'. You can not climb normal devices or surfaces not suited for a horse to climb (ladders, ropes, etc...) and can not pass through spaces (doorways, narrow ledges, etc...) that are not a minimum of 3' wide or can support your substantial weight. You can squeeze through most normal [human-sized] doorways with some commotion. You may be ridden by medium or smaller creatures, though this not something to which most centaurs will assent in normal circumstances. You are -4 to all attemps to hide of move unnoticed in any surroundings except woodlands. Also, as a Large creature, "two-handed" melee weapons for Medium creatures count as "versatile" [can be used one-handed] in your hands. Your form also provides the following benefits:
Jumping: You may jump up to 5' high and with a minimum of 20' run up, can clear 15' long jump easily.
Kicking: You may make one additional attack per round on a target directly (5') in front of or directly (5') behind you with your strong legs and hooves. Either kick deals d6 bludgeoning damage and forces a Str. save against creatures smaller than Large or be knocked prone (if a front kick) or thrown 10' back (if a rear kick).
Charging: You deal double damage (with all applicable modifiers) on melee weapon attacks you make when given a minimum of 30' of lead up/running space.
Muscled Might: You reroll a failed Strength-based ability check or save as many times per day as you have levels.
Proficiencies: +1 with spears/lances and short/long bows.
Languages: Sylvan, Elfin, Common.

Elf:
Aptitude:
+1 to Dex., + 1 to another ability dictated by subrace.Senses: Low-light Vision 60'. Enhanced Awareness: +2 to rolls dependent of sight or hearing.
Size: While sizes may vary, generally in line with human norms (avg. 5-6'), elves are Medium. Your base movement is 30'.
--Default, High: +1 to Dex. or Int.
Starblooded: You are immune to the paralying touch of ghouls. Magic can not put you to sleep. You are unhindered by naturally high or low temperatures. Fire and ice, magical heat and cold effect you normally.
Faerfolk Heritage: You are +4 to saves against enchantment magic.
Proficiencies: +1 with short/long bows and short/long swords.
Languages: Elfin, Common, Sylvan, Goborc.

--Wood/Sylvan: +1 to Dex. or Con.
Treewalker: You are +2 to any skill roll to hide or move unnoticed in natural surroundings. You can climb and move across natural surfaces (tree limbs, rockfaces, etc... large enough to support you) at your full movement rate. You suffer no slowing or damage from naturally dense terrain (thorns & thickets, deep snow, steep inclines, etc...).
Faerfolk Heritage: You are +4 to saves against enchantment magic.
Proficiencies: +1 with short/long bows and spears/javelins.
Languages: Elfin, Sylvan, Goborc, mundane forest animals.

--Faerfolk, Light Elf/Sidhe: +1 to Int. or Wis.
Starblooded: You are immune to the paralying touch of ghouls. Magic can not put you to sleep. You are unhindered by naturally high or low temperatures. Fire and ice, magical heat and cold effect you normally.
Faerfolk Origin: You are immune to enchantment magic and see through illusions of 3rd level or lesser magic.
Proficiencies: You know and can use the Light cantrip at will. Once per day you may use Sidhe-Step as a caster of your experience level.
Languages: Elfin, Sylvan, Common, Goborc, mundane animals of any environs.

Satyr
Aptitude:
+1 to Con., +1 to Cha.
Senses: Low-light Vision 30'. Enhanced Awareness: +2 to rolls dependent of sight, hearing or scent.
Size: Your size is Medium (avg. 5') + 6"-1' for horns.
Caprine Form: You have the lower body of a goat's haunches. You may jump up to 5' high and with a minimum of 20' run up, can clear 15' long jump easily. You can not climb normal climbing devices or surfaces (ladders, ropes, etc...) and can not pass through spaces (doorways, narrow ledges, etc...) that are not a minimum of 3' wide. You can squeeze through most normal doorways with some commotion. You may be ridden by medium or smaller creatures, though this not something to which most centaurs will assent in normal circumstances.
Jumping: You have a standing jump of up to 5' high or long. With a minimum of 15' run up, you jump up to 10' high or 15' long.
Kicking: You may make one additional attack per round on a target directly (5') in front of or directly (5') behind you with your legs and cloven hooves. Either kick deals d4 bludgeoning damage and forces a Str. save against creatures smaller than Large or be knocked prone/thrown 10' back.
Headbutt: You deal d4 bludgeoning damage to a target directly (5') in front of you. Given a minimum of 10' of lead up/running space, you can inflict double damage and, on Medium or smaller sized targets, force a Str. save or be knocked back 10'.
Iron Gut: You reroll a failed save against poison or disease as many times per day as you have levels.
Proficiencies: +1 with slings and short swords.
Languages: Sylvan, Common.

Sprite:
Aptitude: +1 to Dex., + 1 to another ability dictated by subrace.
Senses: Low-light Vision 60'. Sense Wickedness: +2 to rolls to notice the presence of Evil-aligned places, creatures, evil/cursed spells or items, undead, etc... - within 50'.
--Default, Courtier: +1 to Dex. or Int.
Winged Faerie: Your size is Tiny (avg. 2' tall) and have insect-like wings sprouting from your back. Your normal ground speed is 25'. Your normal flight speed is 50' per round and you can hover in place. You can "rush" at a 100' fly speed in a (more or less) straight line for as many rounds as you have levels per day, but must thereafter remain grounded for an equal number of rounds before flying again. You are +4 to hide or move unnoticed in any surroundings with objects or creatures any size category larger than you.
Faerfolk Heritage: You are +4 to saves against enchantment magic.
Proficiencies: You know and can use the Simple Illusion cantrip at will. Once per day you may use Sleep as a caster of your experience level.
Languages: Sylvan, Elfin, Common

--Faerfolk, Pixie: +1 to Dex. or Wis.
Winged Faerie: Your size is Tiny (avg. 1' tall) and have insect-like wings sprouting from your back. Your normal ground speed is 15'. Your normal flight speed is 30' per round and you can hover in place. You can "rush" at a 60' fly speed in a (more or less) straight line for as many rounds as you have levels per day, but must thereafter remain grounded for an equal number of rounds before flying again. You are +4 to hide or move unnoticed in any surroundings with objects or creatures any size category larger than you.
Faerfolk Origin: You are immune to enchantment magic and see through illusions of 3rd level or lesser magic.
Proficiencies: You know and can use the Dancing Lights cantrip at will. Once per day you may use Invisibility as a caster of your experience level.
Languages: Sylvan, Elfin, mundane forest animals

--Water Elemental, Nixie:
+1 to Dex. or Cha.
Amphibious Form: You can breathe air or under water. Also, you have webbed hands and fin-like feet giving you a 60' swim speed. Your normal dry-land walking speed is 25'. Your Small size (3' avg.) grants +4 to hide or move unnoticed in a body of water large enough to submerge yourself. You are +2 to hide outside of water, though you can not survive without touching/absorbing a minimum of a waterflask's amount (around 1 liter) of water for more than Con. mod. hours.
Elemental Ancestry: You take half damage from cold or ice damage, save for 1 quarter. You suffer no slowing or damage from naturally difficult water(or snow/ice)-based terrain.
Proficiencies: You know and can use the Affect Element: Shape Water cantrip at will. Once per day you may use Charm Person/Animal (humanoids, as normal, but only fish and aquatic animals) as a caster of your experience level.
Languages: Primordial, Common, Sylvan, fish and aquatic animals.
 
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The Hybrid Races
The Hybrid races are a category reserved for beings who are a mixture of Human with some other species. For the most part, the hybrid is presumed to be the result of direct parentage, as is usually the case for Half-elves and Half-orcs; possibly a few or several generations away, as with many Planar subraces; but it is possible for a particular combination to then spawn its own separate race, as is the case for Hobgoblins or so-called "Goliaths." As the genetic and/or magical combinations vary wildly, there are not many collective traits for character Hybrid Races.
Hybrid Folk Aptitude: +1 to any ability.
Hybrid Resilience: as Human Resilience. You can reroll any failed save once per day. You must use the second roll.

Half-Elf
Aptitude:
+1 to Cha., +1 to another ability of your choice.
Senses: Low-light Vision 30'.
Size: Your size is Medium (avg. 5-6'). Base speed is 30'.
Diverse Interests: Add 2 skills of your choice.
Sylvan Sensitivity: You are +2 to saves against enchantment magic.
Proficiencies: +1 to rolls in 2 skills of your choice.
Languages: Common, Elfin.

Half-Dragon/Dragon-man

Aptitude: +1 to Cha., +1 to another ability of your choice.
Senses: Low-light Vision 30'.
Size: Your size is Medium (avg. 5-6'). Base speed is 30'.
Myriad Forms: Your unusual ancestry has granted you some useful mutations. There are a wide variety of draconic offspring with various different traits. Choose two of the following options for your character:
  • Dragon Scales: Add +2 to your AC if in light or no armor, and saves against the element type of your ancestry at all times.
  • Headbutt: You have horns or a bony crest or ridges atop your head. You deal d4 bludgeoning damage to a target directly (5') in front of you. Given a minimum of 10' of lead up/running space, you can inflict double damage and, on Medium or smaller sized targets, force a Str. save or be knocked back 10'.
  • Dragon Senses: Replace lowlight vision with Darkvision to 60' and Enhanced Awareness: +2 to rolls dependent of sight, hearing, or smell.
  • Dragon Claws: Your fingers end with supernaturally-hard talon-/claw-like nails (may or may not be retractable, player's choice). You are +2 to all rolls climbing or gripping to vertical surfaces. You may make unarmed attacks with them (2 per round) for d4 + Str. mod. slashing damage on a successful hit.
  • Treasure Sense: You are +2 to any skill roll involving the appraisal of precious metals and gemstones. You are able to "smell" or sense the presence, type, and general amount of precious metals and gemstones, within 50', even through/behind solid stone, as long as you have an unhindered sense of smell. On successful rolls, you know when gems or metals (or items made with them) are enchanted.
Draconic Ancestry: You take half damage, save for 1 quarter, from one element damage type: fire, cold, lightning, acid, poison (player's choice) dependent on your type of dragon ancestor. Once chosen, this ancestry/element can not be changed.
Proficiencies: You know and can use the Bolt cantrip (your draconic element type damage only) at will. This may, player's choice, be described as a minor "belching" or spitting of a draconic-style breath weapon or as a magical bolt or other missile effect generated by the character (fired from their hands -as usual/most common- or shot from their eyes, etc...). Once per day you may use Detect Invisibility as a caster of your experience level..
Languages: Common, Draconic.

Mongrels
Aptitude:
+1 to Str., +1 to another ability dictated by subrace.
Senses: Darkvision 30'.
Size: Unless otherwise noted, your size is Medium (avg. 5.5-6.5') and base speed is 30'.
--Default, Half-Orc: +1 to Con. or Str.
Anger Management: You add +2 damage to any melee (hand-to-hand) attack as many times per day as you have levels.
Iron Gut: You reroll a failed save against poison or disease as many times per day as you have levels.
Proficiencies: +1 with any 2 melee weapons of your choice.
Languages: Common, Goborc.

--Half-Goblin, Hobgoblin: +1 to Con. or Int.
Martial Culture: You add +2 to a weapon attack roll as many times per day as you have levels.
Ancestral Foes: You are +2 to attacks against dwarves, gnomes, elves, and humans.
Proficiencies: +1 with long swords and polearms.
Languages: Goborc, Common, Trollog.

--Half-Ogre/Goliath: +1 to Str. or Wis.
"Big Guy": Your size is Large (avg. 8'). Base speed is 40'. You can not pass through spaces (doorways, narrow ledges, etc...) that are not a minimum of 3' wide or can support your substantial weight. You can squeeze through most normal [human-sized] doorways with some commotion. You are -4 to all attemps to hide or move unnoticed in any surroundings. Also, as a Large creature, "two-handed" melee weapons for Medium creatures count as "versatile" [can be used one-handed] in your hands.
Muscled Might: You reroll a failed Strength-based ability check or save as many times per day as you have levels.
Proficiencies: +1 with two-handed or heavy weapons.
Languages: Common, Trollog.

Planars
Aptitude:
+1 to Cha., +1 to another ability dictated by subrace.
Senses: Normal.
Size: Unless otherwise noted, your size is Medium (avg. 5.5-6.5') and base speed is 30'.

--Half-Celestial: +1 to Wis. or Con.
Divine Sense: You are able to sense the presence, type, and general power of creatures of the higher or lower planes (celestials and fiends) or undead within 50', as long as you are consious. You can use this feature as many times per day as you have levels.
High Planar Heritage: You are +4 to saves against radiant and necrotic damage, and other non-melee attack effects of any undead (paralysis, fear, energy drain, etc...)
Proficiencies: You know and can use the Light cantrip at will. Once per day you may use Cure Wounds as a caster of your experience level.
Languages: Common, Celestial.

--Half-Elemental: +1 to Dex. or Con.
Primordial Speed: Your affinity with the elements of your origins are used to provide a surge of motion. Add 20' to your movement for one round. You can use this feature as many times per day as you have levels.
Elemental Heritage: You take half damage, save for 1 quarter, from one element damage type: fire, cold/water, lightning/air, bludgeoning/earth (player's choice) dependent on your type of elemental ancestor. Once chosen, this ancestry/element can not be changed.
Proficiencies: You know and can use the Bolt (of your chosen element type) cantrip at will. Once per day you may use your element to simulate the effects of Levitate as a caster of your experience level.
Languages: Common, Primordial.

--Half-Fiend:
+1 to Int. or Con.
Myriad Forms: Your unusual ancestry has granted you some useful mutations. There are a wide variety of demonic offspring with various different traits. Choose two of the following options for your character:
  • Infernal Hide: You have a specially thick hide or scaley skin that adds +2 to your AC if in light or no armor, and saves against a damage type of your choice: heat/fire, cold/ice, lightning, acid, or poison, at all times.
  • Headbutt: You have horns or a bony crest or ridges atop your head. You deal d4 bludgeoning damage to a target directly (5') in front of you. Given a minimum of 10' of lead up/running space, you can inflict double damage and, on Medium or smaller sized targets, force a Str. save or be knocked back 10'.
  • Demon Eyes: Darkvision to 60'.
  • Demon Claws: Your fingers end with supernaturally-hard talon-/claw-like nails (may or may not be retractable, player's choice). You are +2 to all rolls climbing or gripping to vertical surfaces. You may make unarmed attacks with them (2 per round) for d4 + Str. mod. slashing damage on a successful hit.
  • Prehensile Tail: You have and can use a devilish tail to grab and carry easily hand-held objects no more than 5 pounds. If used to wield a small light weapon, such as a small knife or dagger, you may add your Dex. bonus to an attempted attack on a target within 5' behind you.
Low Planar Heritage: You are +4 to saves against radiant and necrotic damage, and any non -melee attack effects of the fae (dryad gaze, satyr music, pixie sleep-poison, etc...).
Proficiencies: You know and can use the Bolt (fire only) cantrip at will. Once per day you may use Disguise Self as a caster of your experience level.
Languages: Common, Abyssal.
 
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Based on the above, I presume folks can work out the rest of these on their own, as needed.

The Monstrous Races

Goblin
--Green
--Grey
--Bugbear
--Faerfolk, Redcap

Kobold

Orc
--Green
--Black

Minotaur

The Beast Races
Avian/Winged Folk
--Anthro-Bird
--Winged Humanoid
--Shapeshifter, Bird

Catfolk
--Anthro-Feline
--Feline Humanoid
--Shapeshifter, Feline

Canids
--Anthro-Canine
--Canine Humanoid
--Shapeshifter, Canine

Bear-folk
--Athro-Bear
--Shapeshifter, Ursine

Reptilean
--Frog-folk
--Lizardmen
--Serpent People

Insectoids & Arachneids
--Spider-men/Ettercaps
--Insec-taurs (scorpionmen, driders, formians)
--Mantis-men/Thri-keen
 
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A Note on Languages listed (since I don't think 5e technically uses all of these and was kinda making them up as I went)

Common, Elfin, Dwarven are all fairly standard/the same. Halflings and Gnomes just use some version Common or combination of these.
Abyssal: for simplicity's sake, this was what I called "Fiendish", the language of any/all lower planar stuff. Fiendish is more generic, I realize. Easy enough to change.
Celestial: language of all higher planar entities
Draconic: language of dragons and draconic creatures.
Giant: language of giants
Goborc: a generic "monstrous humanoids common" tongue. The language used, not surprisingly, by Goblins and Orcs (and kobolds and minotaurs, gnolls if you use them, etc etc...Easy "evil minion/fodder" tongue)
Primordial: language of elementals
Sylvan: language of the fae, woodland, and fae-related creatures.
Trollog: Another easy combo for non-giant giant-kin, the language of Trolls & Ogres (ettins, etc...).
 
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The Mystics
Adventurers who rely on their wisdom, enlightenment and power of faith to face the challenges of fantasy adventure.

HD: d8; Armor/Weapons: limited/specific; Defining features: Channel Power, Influence Self & Others, Capacity for Combat Prowess & Magic Use.

The Cleric: Default Mystic. The mace-swinging, undead turning advocate and soldier of their deity or religion.
Light & Medium Armors & Shields. Specifc weapons. Divine Magic channeling & spells.
--Ecclesiast: the cloistered clergy and secluded religious, friars/occidental monks/nuns, ordained priests who forego martial training, devoted hermits. No Medium armor, less weapons, more Magic features, rituals, & spell use.
--Templar: the guardians of the temple, church militant, meters of divine justice, combatants avowed to a deity/religious order. Add heavy amors, dispensations for weapons "sacred" to the deity/order, channeling combat useful auras and smites, less spell use than the ecclesiast or cleric.

Druid: the sickle-swinging, elemental spell-slinging, shapeshifting advocate and defender of the natural world. Non-metal armor, shields, and weapons. Specific weapons. Nature Magic channeling & spells.
Bard: the harp-strumming, rapier-swinging, lyrically persuasive chronicler and loremaster of histories and heroes. Light and medium armor. No shields. Simple, ranged, and light martial weapons. Invoke inspiration. Diversity of skills & lore. Bardic Magic (nature & illusion magic) channeling & spells.
Shaman: the cudgel-swinging, bone-throwing, spirits-summoning advocate of and emissary to the Spirit world. Limit to light armor & shields. Specific weapons. Invoke and communicate with helpful (or at least useful) spirits. Shamanic Magic (combo of divine and nature) channeling and spells.
Ascetic: the staff-swinging, nerve-punching, mind-body-spirit aligning advocate and seeker of enlightening the inner divinity/soul. Limited to light armors, no shields. Specific weapons. Unarmed combat, acrobatic, and seemingly supernatural features. Divine Magic effects channeling one's personal spiritual energy, often referred to as "chi" or "ki."

The Rogues
Adventurers who rely on their dexterity, mobility and cunning to face the challenges of fantasy adventure.

HD: d10; Armor/Weapons: light or limited/all simple, all ranged, some martial; Defining features: Skills Expertise, Stealth, & Movement.

The Thief: Default Rogue. The shadow-slinking, back-stabbing, treasure-hunting burglar and shyster.
Light Armors. No shields. All simple, all ranged, + single-handed martial weapons. Situational Sneak Attack bonus damage. Skill Expertise, Stealth, Sleight of Hand, Trap-finding/disarming + more as you level.
--Acrobat: the staff-swinging, flipping and tumbling, effortless entertainer and escape artist. Light Armors. No shields. All simple, all ranged, + single-handed martial weapons. Situational Tumbling Attack bonus damage. Acrobatics Expertise, Stealth, Sleight of Hand, Agility + more as you level..
--Assassin: the dagger-poisoning, shadow-slinking, killer-for-hire and spy. Light armors, shields. All simple, all ranged, + single-handed martial weapons. Situational Kill Attack bonus damage. Killing Expertise, Stealth, Sleight of Hand, Disguise & Poison Use + more as you level.

Ranger: the sword-swinging, arrow-raining, wilderness ranging hunter and tracker. Light & Medium armors/Shields. All simple, all ranged, + single-handed martial weapons. Situational Hunter's Mark bonus damage. Wilderness Expertise, Stealth, Tracking, Nature Lore + more as you level.
Swashbuckler: the cutlass-waving, chandelier-swinging, flipping mariner and cad. Light armor & shields. All simple, all ranged, + single-handed martial weapons. Situational Panache Attack bonus damage. Charm Expertise, Stealth, Sleight of Hand, Acrobatics, Marine/Sailing Lore + more as you level.
Trickster: the knife-juggling, quip flinging, spell-slinging jester and magic-thief. Light armor. No shield. All simple, all ranged. Situational Sneak Attack bonus damage. Limited Illusion Magic use, Stealth, Sleight of Hand, Arcane Lore + more as you level.
Avenger: the crossbow-sniping, roof-diving, temple/deity-sanctioned enforcer and sleuth . Light & Medium armors. No shields. All simple, all ranged, + single-handed martial weapons. Situational Sneak Attack bonus damage. Limited Divine Magic use, Stealth, Tracking, Acrobatics, + more as you level.
 
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The Warriors
Adventurers who rely on their strength, use of arms, and physical endurance to face the challenges of fantasy adventure.

HD: d12; Armor/Weapons: any/all; Defining features: Combat Prowess, Physical Feats & Maneuvers,
Weapons Expertise.

The Fighter: Default Warrior. The sword-swinging, armor wearing, enemy-charging adventurer and sellsword.
All armors & shields. All weapons. Reliable attack & damage bonuses. Combat Expertise, Stamina/Second Wind, Extra Attacks + more Combat features as you level.
--Knight: the sword-swinging, jousting, chivalrous protector and mounted expert. All armors, shields, & weapons. Reliable attack bonus, Honorable Challenge, Knightly Virtues, Extra Attacks + more Combat features as you level.
--Barbarian: the axe-swinging, battle-raging, wildman and maurauder. Light & Medium armors, shields. All weapons. Reliable damage bonus. Berserking Rage, Combat Senses, Extra Attacks + more Combat features as you level..

Martial Adept: the fist-swinging, stun-kicking, flipping pugilist and unarmed combat expert. Light armor. No shield. All weapons. Reliable save bonus. Stunning Strike. Defensive bonus. Diversity of skills & combat maneuvers + more as you level.
Dungeoneer: the sword-swinging, trap-finding, torch-waving explorer and treaure hunter. All armors, shields, & weapons. Reliable save bonus. Combat Senses, Dungeon Knacks, + more Skill & Combat features as you level.
Sentinel: the sword-swinging, spell-slinging, magic-trained weapon-user. Light & Medium armors. No shield. All weapons. Reliable attack bonus, Eldritch Strike, Magic Aura, Limited Arcane Magic use, Extra Attacks + more Magic & Combat features as you level.
Paladin: the sword-swinging, aura-invoking, divinely-chosen exemplar. All armors, shields, & weapons. Reliable damage bonus, Divine Smite, Magic Aura, Limited Divine Magic use, Extra Attacks + more Magic & Combat features as you level.


The Wizards
Adventurers who rely on their intelligence, reasoning, and use of supernatural powers to face the challenges of fantasy adventure.

HD: d6; Armor/Weapons: none or very limited/very limited; Defining features: Magic Use, Supernatural/Arcane Power, Accumulating Knowledge.

The Mage: Default Wizard. The spell-slinging, lore hording, occult item-using supernatural specialist and worker of magic. No armors & shields. Staff, dagger, club/cudgel, sling, thrown darts/blades. Magical attack & save bonuses. Arcane Magic use, Ritual use, + more Magic features as you level.
--Illusionist: the spell-slinging, mind-altering, deception-using Illusion Magic specialist mage. No armors & shields. Staff, dagger, club/cudgel, sling, thrown darts/blades, + hand crossbow. Illusion attack & save bonuses. Illusion Magic use, Surreptitious casting, + more Magic features as you level.
--Necromancer: the spell-slinging, dead-animating, life-warping Necromantic Magic specialist mage. No armors & shields. Staff, dagger, club/cudgel, sling, thrown darts/blades + hand axe. Necrotic attack & save bonuses. Necromantic Magic use, Controlling Undead, + more Magic features as you level.

Witch: the spell-slinging, magic-crafting, folk magic practitioner. No armors & shields. Staff, dagger, club/cudgel, sling, thrown darts/blades + sickle. Magic attack & save bonuses. Folk Magic (combo of illusion & nature) use, Occult Secrets, + more Magic features as you level.
Psychic: the mind-reading, brain-blasting, mental powers specialist and seer. No armors & shields. Staff, dagger, club/cudgel, sling, thrown darts/blades + spear. Mental attack & save bonuses. Mental Powers use, Psychic Defenses, + more Mind features as you level.
Thaumaturgist: the spell-slinging, ritual working, master of occult mysticism. No armors & shields. Staff, dagger, club/cudgel, sling, thrown darts/blades + mace. Magic Attack & save bonuses, Arcane & Divine Magic use, Magic Aura, + more Magic features as you level.
Battlecaster: the spell-slinging, sword-swinging, martially trained magic-user. Light & Medium armors. No shields. Staff, dagger, club/cudgel, sling, thrown darts/blades, + martial weapons that can be wielded one-handed. Magic Attack & save bonuses, Arcane Magic use, Combat Senses, + more Magic & Combat features as you level.
 
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