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<blockquote data-quote="QuietBrowser" data-source="post: 7297735" data-attributes="member: 6855057"><p>I really don't like double-posting, but I figured this thread could use a bump. I do hope you folks don't mind if I put my mind to work on setting crunch as well as setting fluff?</p><p></p><p></p><p>I've had these racial outlines set fairly solidly in my head for a while now. I need to talk with you guys more before I can hope to work on the Haffun, Dhampir and Vryloka.</p><p></p><p></p><p><u>Cogsoul Gnome</u></p><p><strong>Ability Score Modifiers:</strong> +2 Intelligence, +1 Constitution</p><p><strong>Size:</strong> Small</p><p><strong>Speed:</strong> 25 feet</p><p><strong>Vision:</strong> Normal</p><p><strong>Tinker:</strong> As per the Rock Gnome racial trait (5e PHB pg37).</p><p><strong>Field of Expertise:</strong> Choose between the Apokalypsi, Automata, Epikrato, Exelixi, Katastrofi, Metaptropi, Prostasia, Skafoi, and Dabbler Guilds. You gain further racial traits depending on which guild that you chose.</p><p></p><p></p><p><em>Apokalypsi Guild</em></p><p><strong>Study of Communication:</strong> You gain a bonus language.</p><p><strong>Devices of Discovery:</strong> You can use your Tinker trait to build the following devices:</p><p>* Communicator: You can use this device to gain basic comprehension of a spoken language you do not otherwise understand. Intelligence (Insight) or other checks may be required to understand more complicated aspects of the language.</p><p>* Translator: You can use this device to gain Advantage on Intelligence checks made to decipher foreign or ancient languages.</p><p>* Analyzer: You can use this device to gain Advantage on an Intelligence check made to determine the physical nature of something - the composition of a chunk of rock, the identity of a nugget of an unknown mineral, the precise type of poison applied to a cup, etcetera.</p><p><strong>Thorough Analyst:</strong> You have Proficiency in Insight.</p><p></p><p></p><p><em>Automata Guild</em></p><p><strong>Master of Constructs:</strong> You have Advantage on Intelligence and Charisma checks made against creatures with the Construct type.</p><p><strong>Maker of Life:</strong> You can use your Tinker trait to build the following devices:</p><p>* Little Helper: This little automaton acts as an extra set of hands when you're working. During Downtime, you have Advantage on checks made to complete activities relating to studying or constructing.</p><p>* Message Bearer: This little construct can move about independently of you - it has the same stats as any other Tinker device, but has a Movement speed of 10 feet, a Fly speed of 30 feet, and cannot attack. It can carry a message of up to 25 words to an individual you designate, and can convey messages back from the recipient.</p><p>* Spying Eye: This little construct can move about independently of you - it has the same stats as any other Tinker device, but has a Movement speed of 10 feet, a bonus to Stealth checks equal to your Proficiency bonus, and cannot attack. This construct can record up to 1 hour's worth of what it sees and play it back for you, but anything it has seen must be erased before it can record again.</p><p></p><p></p><p><em>Epikrato Guild</em></p><p><strong>Principles of Manipulation and Domination:</strong> You can cast the Mage Hand and Friends cantrips using Intelligence as your spellcasting ability score.</p><p><strong>The Science of Influence:</strong> You have Proficiency in one Charisma skill of your choice.</p><p></p><p></p><p><em>Exelixi Guild</em></p><p><strong>Medicinal Mastery:</strong> You have Proficiency in Medicine.</p><p><strong>Surgeon's Gear:</strong> You can use your Tinker ability to create Antivenom, Healing Potions and Vaccines (treat as Antivenom, but applies to Disease instead of Poison).</p><p></p><p></p><p><em>Katastrofi Guild</em></p><p><strong>The Science of War:</strong> You have Proficiency with Simple Firearms and with one Martial Firearm of your choice.</p><p><strong>Tools of Destruction:</strong> You can use your Tinker ability to create a set of (10 times Int modifier, minimum of 10) bullets.</p><p></p><p></p><p><em>Metaptropi Guild</em></p><p><strong>Theoreticals of Transformation:</strong> You have Advantage on Stealth checks made to disguise yourself.</p><p><strong>Practicals of Alteration:</strong> You can cast the Minor Illusion and Mending cantrips, using Intelligence as their spellcasting ability score.</p><p></p><p></p><p><em>Prostasia Guild</em></p><p><strong>The Science of Defense:</strong> You have Proficiency with Medium Armor and Light Armor.</p><p><strong>Instruments of Protection:</strong> You can use your Tinker trait to create the following devices:</p><p>* Rebreather: This doubles the duration its bearer can hold their breath.</p><p>* Gas Mask: Gives you or any other humanoid who carries it Advantage on saving throws against gas-based attacks, such as a ghoul's stench.</p><p></p><p></p><p><em>Skafoi Guild</em></p><p><strong>The Importance of Navigation:</strong> You can apply double your normal Proficiency bonus to Survival checks made to determine direction or establish your present location.</p><p><strong>Tools of the Traveler:</strong> You have Advantage on checks made to construct or repair vehicles.</p><p><strong>Healthy Body, Healthy Mind:</strong> You have Proficiency in Athletics and increase your base movement speed by +5 feet, giving you Movement 30 feet.</p><p></p><p></p><p><em>Dabbler Guild</em></p><p><strong>Information Packrat:</strong> You can apply half of your normal Proficiency bonus to untrained Intelligence or Wisdom skill checks.</p><p><strong>Well-Rounded Education:</strong> You have Proficiency in one Intelligence, Wisdom or Charisma skill of your choice.</p><p></p><p></p><p></p><p></p><p><u>Wildheart Gnome</u></p><p><strong>Ability Score Modifiers:</strong> +1 Wisdom</p><p><strong>Size:</strong> Small</p><p><strong>Speed:</strong> 25 feet</p><p><strong>Vision:</strong> Darkvision 60 feet</p><p><strong>Child of Nature:</strong> You have Proficiency in Survival. You gain Advantage on Survival checks made in your native terrain, which is indicated by your subrace name. You can always choose Nature and/or Animal Handling as one of your class-granted skill proficiencies.</p><p><strong>Native Environment:</strong> Choose the Forest Gnome, Mountain Gnome, Swamp Gnome or Water Gnome subrace. You gain additional racial features based on your subrace.</p><p></p><p></p><p><em>Forest Gnome</em></p><p><strong>Ability Score Increase:</strong> +2 Dexterity</p><p><strong>Tree Ghost:</strong> You have Proficiency in Stealth.</p><p><strong>Huntsman's Tools:</strong> You have Profiency in the use of the Handaxe, Shortbow and Dagger.</p><p><strong>Woodland Trickery:</strong> You can cast the Minor Illusion cantrip, using Wisdom as your spellcasting ability score.</p><p></p><p></p><p></p><p></p><p><em>Mountain Gnome</em></p><p><strong>Ability Score Increase:</strong> +1 Strength, +1 Constitution</p><p><strong>Peak-Seeker:</strong> You are considered to be Acclimatized to extreme cold and have a Climb speed of 25 feet.</p><p><strong>Rugged Life:</strong> You have Proficiency in Athletics.</p><p></p><p></p><p></p><p></p><p><em>Swamp Gnome</em></p><p><strong>Ability Score Increase:</strong> +2 Constitution</p><p><strong>Snake-Eater:</strong> You have Resistance to Poison damage and Advantge on saving throws against Disease and Poison.</p><p><strong>Swampy Tricks:</strong> You can cast the Dancing Lights and Infestation cantrips, using Wisdom as your spellcasting ability score.</p><p></p><p></p><p></p><p></p><p><em>Water Gnome</em></p><p><strong>Ability Score Increase:</strong> +1 Dexterity, +1 Constitution</p><p><strong>Aquatic:</strong> You have a Swim speed of 30 feet.</p><p><strong>Amphibious:</strong> You can breathe air and water.</p><p></p><p></p><p></p><p></p><p><u>Fetch</u></p><p><strong>Ability Score Modifiers:</strong> +2 Charisma, +1 Wisdom</p><p><strong>Size:</strong> Medium</p><p><strong>Speed:</strong> 30 feet</p><p><strong>Vision:</strong> Darkvision 60 feet</p><p><strong>Ethereal Stride:</strong> As a bonus action, you grant yourself the Incorporeal Movement; this allows you to move through other creatures and objects as if they were difficult terrain. However, you take 1d10 Force damage if you finish your turn inside an object, and going Incorpreal is a Concentration effect you can sustain for up to 1 minute. Once you have used this trait, you must complete a long rest before you can use it again.</p><p><strong>Poltergeist Tricks:</strong> You can cast the Mage Hand and Dancing Lights cantrips, using Charisma as your spellcasting ability score.</p><p></p><p></p><p></p><p></p><p><u>Ghul</u></p><p><strong>Ability Score Modifiers:</strong> +2 Constitution, +1 Dexterity</p><p><strong>Size:</strong> Medium</p><p><strong>Speed:</strong> 30 feet</p><p><strong>Vision:</strong> Darkvision 60 feet</p><p><strong>Ghoulish Claws:</strong> You can use your claws as a natural weapon to make an unarmed strike, allowing you to inflict 1d6 + Dex modifier Slashing damage. Additionally, you have a Climb speed of 20 feet and a Burrow speed of 10 feet.</p><p><strong>Filth-Eater:</strong> You have Resistance to Poison damage and Advantage on saving throws against Poison and Disease.</p><p></p><p></p><p></p><p></p><p><u>Mortif</u></p><p><strong>Ability Score Modifiers:</strong> +2 Intelligence, +1 Charisma</p><p><strong>Size:</strong> Medium</p><p><strong>Speed:</strong> 30 feet</p><p><strong>Vision:</strong> Darkvision 60 feet</p><p><strong>Grave-Touched Soul:</strong> You can cast the Chill Touch and Toll the Bell cantrips, using Intelligence as your spellcasting ability score. At 3rd level, you can cast Ray of Sickness as a 1st level spell. At 5th level, you can cast Ray of Enfeeblement as a 2nd level spell. When you cast either Ray of Sickness or Ray of Enfeeblement with this trait, you cannot do so again until you complete a long rest.</p><p><strong>Shake Off Death's Hand:</strong> You have Resistance to Necrotic damage. Additionally, when making Death Saving Throws, you make a success on a roll of a 7 or higher.</p></blockquote><p></p>
[QUOTE="QuietBrowser, post: 7297735, member: 6855057"] I really don't like double-posting, but I figured this thread could use a bump. I do hope you folks don't mind if I put my mind to work on setting crunch as well as setting fluff? I've had these racial outlines set fairly solidly in my head for a while now. I need to talk with you guys more before I can hope to work on the Haffun, Dhampir and Vryloka. [u]Cogsoul Gnome[/u] [b]Ability Score Modifiers:[/b] +2 Intelligence, +1 Constitution [b]Size:[/b] Small [b]Speed:[/b] 25 feet [b]Vision:[/b] Normal [b]Tinker:[/b] As per the Rock Gnome racial trait (5e PHB pg37). [b]Field of Expertise:[/b] Choose between the Apokalypsi, Automata, Epikrato, Exelixi, Katastrofi, Metaptropi, Prostasia, Skafoi, and Dabbler Guilds. You gain further racial traits depending on which guild that you chose. [i]Apokalypsi Guild[/i] [b]Study of Communication:[/b] You gain a bonus language. [b]Devices of Discovery:[/b] You can use your Tinker trait to build the following devices: * Communicator: You can use this device to gain basic comprehension of a spoken language you do not otherwise understand. Intelligence (Insight) or other checks may be required to understand more complicated aspects of the language. * Translator: You can use this device to gain Advantage on Intelligence checks made to decipher foreign or ancient languages. * Analyzer: You can use this device to gain Advantage on an Intelligence check made to determine the physical nature of something - the composition of a chunk of rock, the identity of a nugget of an unknown mineral, the precise type of poison applied to a cup, etcetera. [b]Thorough Analyst:[/b] You have Proficiency in Insight. [i]Automata Guild[/i] [b]Master of Constructs:[/b] You have Advantage on Intelligence and Charisma checks made against creatures with the Construct type. [b]Maker of Life:[/b] You can use your Tinker trait to build the following devices: * Little Helper: This little automaton acts as an extra set of hands when you're working. During Downtime, you have Advantage on checks made to complete activities relating to studying or constructing. * Message Bearer: This little construct can move about independently of you - it has the same stats as any other Tinker device, but has a Movement speed of 10 feet, a Fly speed of 30 feet, and cannot attack. It can carry a message of up to 25 words to an individual you designate, and can convey messages back from the recipient. * Spying Eye: This little construct can move about independently of you - it has the same stats as any other Tinker device, but has a Movement speed of 10 feet, a bonus to Stealth checks equal to your Proficiency bonus, and cannot attack. This construct can record up to 1 hour's worth of what it sees and play it back for you, but anything it has seen must be erased before it can record again. [i]Epikrato Guild[/i] [b]Principles of Manipulation and Domination:[/b] You can cast the Mage Hand and Friends cantrips using Intelligence as your spellcasting ability score. [b]The Science of Influence:[/b] You have Proficiency in one Charisma skill of your choice. [i]Exelixi Guild[/i] [b]Medicinal Mastery:[/b] You have Proficiency in Medicine. [b]Surgeon's Gear:[/b] You can use your Tinker ability to create Antivenom, Healing Potions and Vaccines (treat as Antivenom, but applies to Disease instead of Poison). [i]Katastrofi Guild[/i] [b]The Science of War:[/b] You have Proficiency with Simple Firearms and with one Martial Firearm of your choice. [b]Tools of Destruction:[/b] You can use your Tinker ability to create a set of (10 times Int modifier, minimum of 10) bullets. [i]Metaptropi Guild[/i] [b]Theoreticals of Transformation:[/b] You have Advantage on Stealth checks made to disguise yourself. [b]Practicals of Alteration:[/b] You can cast the Minor Illusion and Mending cantrips, using Intelligence as their spellcasting ability score. [i]Prostasia Guild[/i] [b]The Science of Defense:[/b] You have Proficiency with Medium Armor and Light Armor. [b]Instruments of Protection:[/b] You can use your Tinker trait to create the following devices: * Rebreather: This doubles the duration its bearer can hold their breath. * Gas Mask: Gives you or any other humanoid who carries it Advantage on saving throws against gas-based attacks, such as a ghoul's stench. [i]Skafoi Guild[/i] [b]The Importance of Navigation:[/b] You can apply double your normal Proficiency bonus to Survival checks made to determine direction or establish your present location. [b]Tools of the Traveler:[/b] You have Advantage on checks made to construct or repair vehicles. [b]Healthy Body, Healthy Mind:[/b] You have Proficiency in Athletics and increase your base movement speed by +5 feet, giving you Movement 30 feet. [i]Dabbler Guild[/i] [b]Information Packrat:[/b] You can apply half of your normal Proficiency bonus to untrained Intelligence or Wisdom skill checks. [b]Well-Rounded Education:[/b] You have Proficiency in one Intelligence, Wisdom or Charisma skill of your choice. [u]Wildheart Gnome[/u] [b]Ability Score Modifiers:[/b] +1 Wisdom [b]Size:[/b] Small [b]Speed:[/b] 25 feet [b]Vision:[/b] Darkvision 60 feet [b]Child of Nature:[/b] You have Proficiency in Survival. You gain Advantage on Survival checks made in your native terrain, which is indicated by your subrace name. You can always choose Nature and/or Animal Handling as one of your class-granted skill proficiencies. [b]Native Environment:[/b] Choose the Forest Gnome, Mountain Gnome, Swamp Gnome or Water Gnome subrace. You gain additional racial features based on your subrace. [i]Forest Gnome[/i] [b]Ability Score Increase:[/b] +2 Dexterity [b]Tree Ghost:[/b] You have Proficiency in Stealth. [b]Huntsman's Tools:[/b] You have Profiency in the use of the Handaxe, Shortbow and Dagger. [b]Woodland Trickery:[/b] You can cast the Minor Illusion cantrip, using Wisdom as your spellcasting ability score. [i]Mountain Gnome[/i] [b]Ability Score Increase:[/b] +1 Strength, +1 Constitution [b]Peak-Seeker:[/b] You are considered to be Acclimatized to extreme cold and have a Climb speed of 25 feet. [b]Rugged Life:[/b] You have Proficiency in Athletics. [i]Swamp Gnome[/i] [b]Ability Score Increase:[/b] +2 Constitution [b]Snake-Eater:[/b] You have Resistance to Poison damage and Advantge on saving throws against Disease and Poison. [b]Swampy Tricks:[/b] You can cast the Dancing Lights and Infestation cantrips, using Wisdom as your spellcasting ability score. [i]Water Gnome[/i] [b]Ability Score Increase:[/b] +1 Dexterity, +1 Constitution [b]Aquatic:[/b] You have a Swim speed of 30 feet. [b]Amphibious:[/b] You can breathe air and water. [u]Fetch[/u] [b]Ability Score Modifiers:[/b] +2 Charisma, +1 Wisdom [b]Size:[/b] Medium [b]Speed:[/b] 30 feet [b]Vision:[/b] Darkvision 60 feet [b]Ethereal Stride:[/b] As a bonus action, you grant yourself the Incorporeal Movement; this allows you to move through other creatures and objects as if they were difficult terrain. However, you take 1d10 Force damage if you finish your turn inside an object, and going Incorpreal is a Concentration effect you can sustain for up to 1 minute. Once you have used this trait, you must complete a long rest before you can use it again. [b]Poltergeist Tricks:[/b] You can cast the Mage Hand and Dancing Lights cantrips, using Charisma as your spellcasting ability score. [u]Ghul[/u] [b]Ability Score Modifiers:[/b] +2 Constitution, +1 Dexterity [b]Size:[/b] Medium [b]Speed:[/b] 30 feet [b]Vision:[/b] Darkvision 60 feet [b]Ghoulish Claws:[/b] You can use your claws as a natural weapon to make an unarmed strike, allowing you to inflict 1d6 + Dex modifier Slashing damage. Additionally, you have a Climb speed of 20 feet and a Burrow speed of 10 feet. [b]Filth-Eater:[/b] You have Resistance to Poison damage and Advantage on saving throws against Poison and Disease. [u]Mortif[/u] [b]Ability Score Modifiers:[/b] +2 Intelligence, +1 Charisma [b]Size:[/b] Medium [b]Speed:[/b] 30 feet [b]Vision:[/b] Darkvision 60 feet [b]Grave-Touched Soul:[/b] You can cast the Chill Touch and Toll the Bell cantrips, using Intelligence as your spellcasting ability score. At 3rd level, you can cast Ray of Sickness as a 1st level spell. At 5th level, you can cast Ray of Enfeeblement as a 2nd level spell. When you cast either Ray of Sickness or Ray of Enfeeblement with this trait, you cannot do so again until you complete a long rest. [b]Shake Off Death's Hand:[/b] You have Resistance to Necrotic damage. Additionally, when making Death Saving Throws, you make a success on a roll of a 7 or higher. [/QUOTE]
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