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Alternate human stats and feat requirements
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<blockquote data-quote="ren1999" data-source="post: 6453004" data-attributes="member: 85179"><p>Giving out ability score increases as stated in the Player's Handbook resulted in everyone choosing the same races just for the ability increase. That is why I created a variant for both race and class. Have a look at my custom variant. Humans get a Feat reward.</p><p></p><p>The Race Variant</p><p></p><p>Select the Race of your Character.</p><p></p><p>Race: Dwarf</p><p>Languages: Common, Dwarvish</p><p>Racial Traits: Poison Resistance, SaveVsPoison@Advantage</p><p>Senses: DarkVision 120 ft.</p><p>Size: Medium 5x5 ft.</p><p>Speed: 25 ft.</p><p></p><p>Race: Halfling(Gnome)</p><p>Languages: Common, Halfling(Gnomish)</p><p>Racial Traits: SaveVsFear@Advantage</p><p>MovesThroughLargerBeingSpace, HidesBehindLargerBeing</p><p>Size: Small 2.5x2.5 ft.</p><p>Speed: 25 ft.</p><p></p><p>Race: Human</p><p>Language: Common and 1 language</p><p>Racial Traits; SaveVsPoison or Fear or Charm@Advantage</p><p>1 Level-Up Reward</p><p>Size: Medium 5x5 ft.</p><p>Speed: 30 ft.</p><p></p><p>Race: Elf</p><p>Language: Common, Elvish</p><p>Racial Traits; SaveVsCharm@Advantage, ImmuneSleep</p><p>Senses: DarkVision 60 ft.</p><p>Size: Medium 5x5 ft.</p><p>Speed: 35 ft.</p><p></p><p>Race: Elf, Half</p><p>Language: Common, Elvish</p><p>Racial Traits; SaveVsPoison or Fear or Charm@Advantage</p><p>Senses: DarkVision 30 ft.</p><p>Size: Medium 5x5 ft.</p><p>Speed: 30 ft.</p><p></p><p>Race: Orc, Half</p><p>Languages: Common, Orc</p><p>Racial Traits: Hp0BecomesHp1</p><p>Senses: DarkVision 60 ft.</p><p>Size: Medium 5x5 ft.</p><p>Speed: 30 ft.</p><p></p><p>Race: Tiefling</p><p>Languages: Common, Infernal</p><p>Racial Traits: Fire Resistance</p><p>Senses: DarkVision 60 ft.</p><p>Size: Medium 5x5 ft.</p><p>Speed: 30 ft.</p><p></p><p>The Class Variant</p><p></p><p>Select the Class of your character.</p><p></p><p>Martial(Barbarian, Fighter)</p><p>Ability Increase: Str+1</p><p>Ability Proficiency: Str+Pro</p><p>Armor Proficiency: All armor.</p><p>Exclusive Skill: Athletics</p><p>Skill Proficiencies: Athletics+Expertise, 1 other Skill+Pro. </p><p>Starting Hit Points: 12+Con mod</p><p>Every Higher Level Hit Points: 1d12(or 7)+Con mod</p><p>2-Handed Weapon Damage: 1d12+Ability Mod</p><p>Primary Weapon Damage: 1d6+Ability Mod</p><p>Secondary Weapon Damage: 1d6</p><p></p><p>Skilled(Ranger)</p><p>Ability Increase: Dex+1</p><p>Ability Proficiency: Dex+Pro</p><p>Armor Proficiency: Leather armor.</p><p>Exclusive Skill: Survival</p><p>Skill Proficiencies: Survival+Expertise, 3 other Skills+Pro. </p><p>Starting Hit Points: 10+Con mod</p><p>Every Higher Level Hit Points: 1d10(or 6)+Con mod</p><p>2-Handed Weapon Damage: 1d10+Ability Mod</p><p>Primary Weapon Damage: 1d6+Ability Mod</p><p>Secondary Weapon Damage: 1d4</p><p></p><p>Skilled(Rogue)</p><p>Ability Increase: Dex+1</p><p>Ability Proficiency: Dex+Pro</p><p>Armor Proficiency: Leather armor.</p><p>Exclusive Skill: Stealth, Thieve's Tools</p><p>Skill Proficiencies: Stealth+Expertise, 3 other Skills+Pro. </p><p>Starting Hit Points: 10+Con mod</p><p>Every Higher Level Hit Points: 1d10(or 6)+Con mod</p><p>2-Handed Weapon Damage: 1d10+Ability Mod</p><p>Primary Weapon Damage: 1d6+Ability Mod</p><p>Secondary Weapon Damage: 1d4</p><p></p><p>Mixed(Cleric, Druid, Monk)</p><p>Ability Increase: Wis+1</p><p>Ability Proficiency: Wis+Pro</p><p>Armor Proficiency: Up to chain armor.</p><p>Exclusive Skill: Religion</p><p>Skill Proficiencies: Religion+Expertise, 1 other Skill+Pro. </p><p>Starting Hit Points: 8+Con mod</p><p>Every Higher Level Hit Points: 1d8(or 5)+Con mod</p><p>2-Handed Weapon Damage: 1d8+Ability Mod</p><p>Primary Weapon Damage: 1d4+Ability Mod</p><p>Secondary Weapon Damage: 1d4</p><p>Spell Proficiency: all spells 1 target, no area spells</p><p>Spell Damage: 1d8+wis mod damage or healing</p><p></p><p>Casting(Sorcerer, Warlock, Wizard)</p><p>Ability Increase: Int+1</p><p>Ability Proficiency: Int+Pro</p><p>Armor Proficiency: Abjuration spells and jewelry.</p><p>Exclusive Skill: Arcana</p><p>Skill Proficiencies: Arcana+Expertise, 1 other Skill+Pro. </p><p>Starting Hit Points: 6+Con mod</p><p>Every Higher Level Hit Points: 1d6(or 4)+Con mod</p><p>Weapon Damage: 1d6+Ability Mod</p><p>Spell Proficiency: all spells except life spells, area spells </p><p>Spell Damage: 1d6+int mod</p><p></p><p>Multi-Classing</p><p>Martial classes that want to cast spells become a Mixed class.</p><p>Casting classes that want to use armor and heavier weapons become a Mixed class.</p><p>Martial classes, that do not cast, with more than 3 skills become a Skilled class.</p></blockquote><p></p>
[QUOTE="ren1999, post: 6453004, member: 85179"] Giving out ability score increases as stated in the Player's Handbook resulted in everyone choosing the same races just for the ability increase. That is why I created a variant for both race and class. Have a look at my custom variant. Humans get a Feat reward. The Race Variant Select the Race of your Character. Race: Dwarf Languages: Common, Dwarvish Racial Traits: Poison Resistance, SaveVsPoison@Advantage Senses: DarkVision 120 ft. Size: Medium 5x5 ft. Speed: 25 ft. Race: Halfling(Gnome) Languages: Common, Halfling(Gnomish) Racial Traits: SaveVsFear@Advantage MovesThroughLargerBeingSpace, HidesBehindLargerBeing Size: Small 2.5x2.5 ft. Speed: 25 ft. Race: Human Language: Common and 1 language Racial Traits; SaveVsPoison or Fear or Charm@Advantage 1 Level-Up Reward Size: Medium 5x5 ft. Speed: 30 ft. Race: Elf Language: Common, Elvish Racial Traits; SaveVsCharm@Advantage, ImmuneSleep Senses: DarkVision 60 ft. Size: Medium 5x5 ft. Speed: 35 ft. Race: Elf, Half Language: Common, Elvish Racial Traits; SaveVsPoison or Fear or Charm@Advantage Senses: DarkVision 30 ft. Size: Medium 5x5 ft. Speed: 30 ft. Race: Orc, Half Languages: Common, Orc Racial Traits: Hp0BecomesHp1 Senses: DarkVision 60 ft. Size: Medium 5x5 ft. Speed: 30 ft. Race: Tiefling Languages: Common, Infernal Racial Traits: Fire Resistance Senses: DarkVision 60 ft. Size: Medium 5x5 ft. Speed: 30 ft. The Class Variant Select the Class of your character. Martial(Barbarian, Fighter) Ability Increase: Str+1 Ability Proficiency: Str+Pro Armor Proficiency: All armor. Exclusive Skill: Athletics Skill Proficiencies: Athletics+Expertise, 1 other Skill+Pro. Starting Hit Points: 12+Con mod Every Higher Level Hit Points: 1d12(or 7)+Con mod 2-Handed Weapon Damage: 1d12+Ability Mod Primary Weapon Damage: 1d6+Ability Mod Secondary Weapon Damage: 1d6 Skilled(Ranger) Ability Increase: Dex+1 Ability Proficiency: Dex+Pro Armor Proficiency: Leather armor. Exclusive Skill: Survival Skill Proficiencies: Survival+Expertise, 3 other Skills+Pro. Starting Hit Points: 10+Con mod Every Higher Level Hit Points: 1d10(or 6)+Con mod 2-Handed Weapon Damage: 1d10+Ability Mod Primary Weapon Damage: 1d6+Ability Mod Secondary Weapon Damage: 1d4 Skilled(Rogue) Ability Increase: Dex+1 Ability Proficiency: Dex+Pro Armor Proficiency: Leather armor. Exclusive Skill: Stealth, Thieve's Tools Skill Proficiencies: Stealth+Expertise, 3 other Skills+Pro. Starting Hit Points: 10+Con mod Every Higher Level Hit Points: 1d10(or 6)+Con mod 2-Handed Weapon Damage: 1d10+Ability Mod Primary Weapon Damage: 1d6+Ability Mod Secondary Weapon Damage: 1d4 Mixed(Cleric, Druid, Monk) Ability Increase: Wis+1 Ability Proficiency: Wis+Pro Armor Proficiency: Up to chain armor. Exclusive Skill: Religion Skill Proficiencies: Religion+Expertise, 1 other Skill+Pro. Starting Hit Points: 8+Con mod Every Higher Level Hit Points: 1d8(or 5)+Con mod 2-Handed Weapon Damage: 1d8+Ability Mod Primary Weapon Damage: 1d4+Ability Mod Secondary Weapon Damage: 1d4 Spell Proficiency: all spells 1 target, no area spells Spell Damage: 1d8+wis mod damage or healing Casting(Sorcerer, Warlock, Wizard) Ability Increase: Int+1 Ability Proficiency: Int+Pro Armor Proficiency: Abjuration spells and jewelry. Exclusive Skill: Arcana Skill Proficiencies: Arcana+Expertise, 1 other Skill+Pro. Starting Hit Points: 6+Con mod Every Higher Level Hit Points: 1d6(or 4)+Con mod Weapon Damage: 1d6+Ability Mod Spell Proficiency: all spells except life spells, area spells Spell Damage: 1d6+int mod Multi-Classing Martial classes that want to cast spells become a Mixed class. Casting classes that want to use armor and heavier weapons become a Mixed class. Martial classes, that do not cast, with more than 3 skills become a Skilled class. [/QUOTE]
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