Voidrunner Kitbashing Voidrunner heritages into Alternity species

This one was pretty easy...

Weren.PNG

Weren Traits

Characters with the Weren heritage share a variety
of traits in common.

Age. Werens mature at about the age of 16,
and typically live about 90 years.

Size. Werens stand over 7 feet in height. Your
size is Medium,

Speed. Your base walking speed is 30 feet.

Powerful Build. You count as size Large
for the purposes of determining carrying
capacities.

Fur Coat. Your thick fur protects you from
cold environments. You have resistance to
cold damage, and you gain an expertise die on
Survival checks made in arctic environments.

Keen Senses. You gain an expertise die on
skill checks that rely on hearing or smell.

Weren Gifts

In addition to the traits found in your Weren
heritage, select one of the following gifts.

Camouflage

While all weren have some ability to alter
their coloring, you can use a bonus action to
change the color of your fur to match your
surroundings for a period of up to one minute.
You gain advantage on Stealth checks. Once
you have used this feature you cannot use it
again until you have taken a long rest.

Extendable Claws

Some weren sport sharp, extendable claws. The
claws are natural weapons, which you can use to
make unarmed strikes that deal slashing damage
equal to 1d8 + your Strength modifier.

Thick Fur

Your fur is thick enough to protect you from
attacks. While you aren’t wearing armor, your
AC equals 12 + your Constitution modifier. You
can use a shield and still gain this benefit.


Weren Paragon

When you reach 10th level, you are an exemplar
of weren-kind, and you gain one paragon gift from
the following list.

Fierce Claws

Prerequisite: Extendable Claws

Your claws, and your fang-like teeth, are longer
and sharper than many of your kind. Your claws
and teeth are natural weapons which do damage
equal to 1d10 + your Strength modifier. Your
claws do slashing damage and your teeth do
piercing damage.

Massive Build

All Weren are strong, but some grow even larger
as they get older. You have advantage on all
Strength ability checks and saving throws.

Perfect Camouflage

Prerequisite: Camouflage

Your camouflage ability becomes more
pronounced, enabling you to blend in
perfectly with the environment. You can
use a bonus action to become invisible. You
remain invisible for as long as you continue
to use your bonus actions to maintain your
camouflage. If you take damage, you must
make a Wisdom saving throw against a DC
equal to 10 + the amount of damage, or your
camouflage ends. Once you have used this
feature you cannot use it again until you take a
long rest.



... the Aleerins, Fraal, and T'sa should be about as easy. Shesheyans may require breaking out Homebrew and Hacking. :)
 

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