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STEELDRAGONS' ULTIMATE FANTASY GAME
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<blockquote data-quote="steeldragons" data-source="post: 7357528" data-attributes="member: 92511"><p><u><strong>The Sylvan Races</strong></u></p><p><strong>Sylvan Folk Aptitude:</strong> +1 to Dexterity.</p><p><strong>Sylvan Folk Resilience:</strong> 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.</p><p><strong>Sylvan Folk Size: </strong>Varies. Sylvan folk have no collective feature due to size. Unless otherwise noted, your base speed is 30'.</p><p></p><p><strong>Centaur</strong></p><p><strong>Aptitude: </strong>+2 to Str.. due to size and general mass.</p><p><strong>Senses:</strong> Low-light Vision 60'. Enhanced Awareness: +2 to rolls dependent of sight, hearing or scent.</p><p><strong>Equine Form:</strong> 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:</p><p><strong>Jumping: </strong>You may jump up to 5' high and with a minimum of 20' run up, can clear 15' long jump easily. </p><p><strong>Kicking: </strong>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).</p><p><strong>Charging:</strong> 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. </p><p><strong>Muscled Might:</strong> You reroll a failed Strength-based ability check or save as many times per day as you have levels.</p><p><strong>Proficiencies:</strong> +1 with spears/lances and short/long bows.</p><p><strong>Languages: </strong>Sylvan, Elfin, Common.</p><p></p><p><strong>Elf:</strong></p><p><strong>Aptitude:</strong> +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.</p><p><strong>Size:</strong> While sizes may vary, generally in line with human norms (avg. 5-6'), elves are Medium. Your base movement is 30'. </p><p><em><strong>--Default, High:</strong></em> +1 to Dex. or Int.</p><p><strong>Starblooded:</strong> 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. </p><p><strong>Faerfolk Heritage:</strong> You are +4 to saves against enchantment magic.</p><p><strong>Proficiencies:</strong> +1 with short/long bows and short/long swords.</p><p><strong>Languages:</strong> Elfin, Common, Sylvan, Goborc.</p><p></p><p><em><strong>--Wood</strong></em>/Sylvan<em><strong>:</strong></em> +1 to Dex. or Con.</p><p><strong>Treewalker: </strong>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...). </p><p><strong>Faerfolk Heritage:</strong> You are +4 to saves against enchantment magic.</p><p><strong>Proficiencies:</strong> +1 with short/long bows and spears/javelins.</p><p><strong>Languages:</strong> Elfin, Sylvan, Goborc, mundane forest animals.</p><p></p><p><em><strong>--Faerfolk, Light Elf/Sidhe: </strong></em> +1 to Int. or Wis.</p><p><strong>Starblooded: </strong>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. </p><p><strong>Faerfolk Origin:</strong> You are immune to enchantment magic and see through illusions of 3rd level or lesser magic.</p><p><strong>Proficiencies:</strong> 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.</p><p><strong>Languages:</strong> Elfin, Sylvan, Common, Goborc, mundane animals of any environs.</p><p><strong></strong></p><p><strong>Satyr</strong></p><p><strong>Aptitude: </strong>+1 to Con., +1 to Cha.</p><p><strong>Senses:</strong> Low-light Vision 30'. Enhanced Awareness: +2 to rolls dependent of sight, hearing or scent.</p><p><strong>Size: </strong>Your size is Medium (avg. 5') + 6"-1' for horns. </p><p><strong>Caprine Form: </strong> 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.</p><p><strong>Jumping:</strong> 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. </p><p><strong>Kicking:</strong> 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.</p><p><strong>Headbutt: </strong>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'. </p><p><strong>Iron Gut:</strong> You reroll a failed save against poison or disease as many times per day as you have levels.</p><p><strong>Proficiencies:</strong> +1 with slings and short swords.</p><p><strong>Languages: </strong>Sylvan, Common.</p><p></p><p><strong>Sprite:</strong></p><p><strong>Aptitude: </strong>+1 to Dex., + 1 to another ability dictated by subrace.</p><p><strong>Senses:</strong> 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'.</p><p> <em><strong>--Default, Courtier:</strong></em> +1 to Dex. or Int.</p><p><strong>Winged Faerie:</strong> 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.</p><p><strong>Faerfolk Heritage:</strong> You are +4 to saves against enchantment magic.</p><p><strong>Proficiencies:</strong> 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.</p><p><strong>Languages:</strong> Sylvan, Elfin, Common</p><p></p><p><em><strong>--Faerfolk, Pixie: </strong></em>+1 to Dex. or Wis.</p><p><strong>Winged Faerie:</strong> 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.</p><p><strong>Faerfolk Origin:</strong> You are immune to enchantment magic and see through illusions of 3rd level or lesser magic.</p><p><strong>Proficiencies:</strong> 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.</p><p><strong>Languages: </strong>Sylvan, Elfin, mundane forest animals</p><p><strong><em></em></strong></p><p><strong><em>--Water Elemental, Nixie: </em></strong> +1 to Dex. or Cha.</p><p><strong>Amphibious Form:</strong> 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.</p><p><strong>Elemental Ancestry:</strong> 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.</p><p><strong>Proficiencies:</strong> 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.</p><p><strong>Languages:</strong> Primordial, Common, Sylvan, fish and aquatic animals.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 7357528, member: 92511"] [U][B]The Sylvan Races[/B][/U] [B]Sylvan Folk Aptitude:[/B] +1 to Dexterity. [B]Sylvan Folk Resilience:[/B] 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. [B]Sylvan Folk Size: [/B]Varies. Sylvan folk have no collective feature due to size. Unless otherwise noted, your base speed is 30'. [B]Centaur Aptitude: [/B]+2 to Str.. due to size and general mass. [B]Senses:[/B] Low-light Vision 60'. Enhanced Awareness: +2 to rolls dependent of sight, hearing or scent. [B]Equine Form:[/B] 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: [B]Jumping: [/B]You may jump up to 5' high and with a minimum of 20' run up, can clear 15' long jump easily. [B]Kicking: [/B]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). [B]Charging:[/B] 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. [B]Muscled Might:[/B] You reroll a failed Strength-based ability check or save as many times per day as you have levels. [B]Proficiencies:[/B] +1 with spears/lances and short/long bows. [B]Languages: [/B]Sylvan, Elfin, Common. [B]Elf: Aptitude:[/B] +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. [B]Size:[/B] While sizes may vary, generally in line with human norms (avg. 5-6'), elves are Medium. Your base movement is 30'. [I][B]--Default, High:[/B][/I] +1 to Dex. or Int. [B]Starblooded:[/B] 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. [B]Faerfolk Heritage:[/B] You are +4 to saves against enchantment magic. [B]Proficiencies:[/B] +1 with short/long bows and short/long swords. [B]Languages:[/B] Elfin, Common, Sylvan, Goborc. [I][B]--Wood[/B][/I]/Sylvan[I][B]:[/B][/I] +1 to Dex. or Con. [B]Treewalker: [/B]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...). [B]Faerfolk Heritage:[/B] You are +4 to saves against enchantment magic. [B]Proficiencies:[/B] +1 with short/long bows and spears/javelins. [B]Languages:[/B] Elfin, Sylvan, Goborc, mundane forest animals. [I][B]--Faerfolk, Light Elf/Sidhe: [/B][/I] +1 to Int. or Wis. [B]Starblooded: [/B]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. [B]Faerfolk Origin:[/B] You are immune to enchantment magic and see through illusions of 3rd level or lesser magic. [B]Proficiencies:[/B] 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. [B]Languages:[/B] Elfin, Sylvan, Common, Goborc, mundane animals of any environs. [B] Satyr Aptitude: [/B]+1 to Con., +1 to Cha. [B]Senses:[/B] Low-light Vision 30'. Enhanced Awareness: +2 to rolls dependent of sight, hearing or scent. [B]Size: [/B]Your size is Medium (avg. 5') + 6"-1' for horns. [B]Caprine Form: [/B] 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. [B]Jumping:[/B] 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. [B]Kicking:[/B] 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. [B]Headbutt: [/B]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'. [B]Iron Gut:[/B] You reroll a failed save against poison or disease as many times per day as you have levels. [B]Proficiencies:[/B] +1 with slings and short swords. [B]Languages: [/B]Sylvan, Common. [B]Sprite:[/B] [B]Aptitude: [/B]+1 to Dex., + 1 to another ability dictated by subrace. [B]Senses:[/B] 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'. [I][B]--Default, Courtier:[/B][/I] +1 to Dex. or Int. [B]Winged Faerie:[/B] 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. [B]Faerfolk Heritage:[/B] You are +4 to saves against enchantment magic. [B]Proficiencies:[/B] 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. [B]Languages:[/B] Sylvan, Elfin, Common [I][B]--Faerfolk, Pixie: [/B][/I]+1 to Dex. or Wis. [B]Winged Faerie:[/B] 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. [B]Faerfolk Origin:[/B] You are immune to enchantment magic and see through illusions of 3rd level or lesser magic. [B]Proficiencies:[/B] 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. [B]Languages: [/B]Sylvan, Elfin, mundane forest animals [B][I] --Water Elemental, Nixie: [/I][/B] +1 to Dex. or Cha. [B]Amphibious Form:[/B] 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. [B]Elemental Ancestry:[/B] 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. [B]Proficiencies:[/B] 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. [B]Languages:[/B] Primordial, Common, Sylvan, fish and aquatic animals. [/QUOTE]
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