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STEELDRAGONS' ULTIMATE FANTASY GAME
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<blockquote data-quote="steeldragons" data-source="post: 7357529" data-attributes="member: 92511"><p><u><strong>The Hybrid Races</strong></u></p><p>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.</p><p><strong>Hybrid Folk Aptitude:</strong> +1 to any ability.</p><p><strong>Hybrid Resilience: </strong>as Human Resilience. You can reroll any failed save once per day. You must use the second roll.</p><p></p><p><strong>Half-Elf</strong></p><p><strong>Aptitude:</strong> +1 to Cha., +1 to another ability of your choice.</p><p><strong>Senses:</strong> Low-light Vision 30'. </p><p><strong>Size: </strong>Your size is Medium (avg. 5-6'). Base speed is 30'. </p><p><strong>Diverse Interests:</strong> Add 2 skills of your choice.</p><p><strong>Sylvan Sensitivity: </strong>You are +2 to saves against enchantment magic.</p><p><strong>Proficiencies:</strong> +1 to rolls in 2 skills of your choice.</p><p><strong>Languages:</strong> Common, Elfin.</p><p><strong></strong></p><p><strong>Half-Dragon/Dragon-man</strong></p><p><strong>Aptitude:</strong> +1 to Cha., +1 to another ability of your choice.</p><p><strong>Senses: </strong> Low-light Vision 30'.</p><p><strong>Size:</strong> Your size is Medium (avg. 5-6'). Base speed is 30'. </p><p><strong>Myriad Forms:</strong> 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: </p><ul> <li data-xf-list-type="ul"><strong>Dragon Scales:</strong> Add +2 to your AC if in light or no armor, and saves against the element type of your ancestry at all times. </li> <li data-xf-list-type="ul"><strong>Headbutt:</strong> 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'. </li> <li data-xf-list-type="ul"><strong>Dragon Senses: </strong>Replace lowlight vision with Darkvision to 60' and Enhanced Awareness: +2 to rolls dependent of sight, hearing, or smell. </li> <li data-xf-list-type="ul"><strong>Dragon Claws:</strong> 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. </li> <li data-xf-list-type="ul"><strong>Treasure Sense:</strong> 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. </li> </ul><p><strong>Draconic Ancestry: </strong>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. </p><p><strong>Proficiencies:</strong> 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..</p><p><strong>Languages:</strong> Common, Draconic.</p><p></p><p><strong>Mongrels</strong></p><p><strong>Aptitude:</strong> +1 to Str., +1 to another ability dictated by subrace.</p><p><strong>Senses: </strong>Darkvision 30'. </p><p><strong>Size:</strong> Unless otherwise noted, your size is Medium (avg. 5.5-6.5') and base speed is 30'. </p><p><em><strong>--Default, Half-Orc:</strong></em> +1 to Con. or Str.</p><p><strong>Anger Management:</strong> You add +2 damage to any melee (hand-to-hand) attack as many times per day as you have levels.</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 any 2 melee weapons of your choice.</p><p><strong>Languages:</strong> Common, Goborc.</p><p> </p><p><em><strong>--Half-Goblin, Hobgoblin:</strong></em> +1 to Con. or Int.</p><p><strong>Martial Culture:</strong> You add +2 to a weapon attack roll as many times per day as you have levels.</p><p><strong>Ancestral Foes:</strong> You are +2 to attacks against dwarves, gnomes, elves, and humans.</p><p><strong>Proficiencies:</strong> +1 with long swords and polearms.</p><p><strong>Languages:</strong> Goborc, Common, Trollog.</p><p> </p><p><em><strong>--Half-Ogre</strong></em>/Goliath<em><strong>: </strong></em>+1 to Str. or Wis.</p><p><strong>"Big Guy": </strong>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. </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 two-handed or heavy weapons.</p><p><strong>Languages:</strong> Common, Trollog.</p><p></p><p><strong>Planars</strong></p><p><strong>Aptitude:</strong> +1 to Cha., +1 to another ability dictated by subrace.</p><p><strong>Senses:</strong> Normal. </p><p><strong>Size:</strong> Unless otherwise noted, your size is Medium (avg. 5.5-6.5') and base speed is 30'. </p><p> </p><p><em><strong>--Half-Celestial: </strong></em>+1 to Wis. or Con.</p><p><strong>Divine Sense: </strong>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.</p><p>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...)</p><p><strong>Proficiencies:</strong> 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.</p><p><strong>Languages:</strong> Common, Celestial.</p><p> </p><p><em><strong>--Half-Elemental:</strong></em> +1 to Dex. or Con.</p><p><strong>Primordial Speed: </strong>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.</p><p><strong>Elemental Heritage:</strong> 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. </p><p><strong>Proficiencies: </strong>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.</p><p><strong>Languages:</strong> Common, Primordial.</p><p><em><strong></strong></em></p><p><em><strong>--Half-Fiend: </strong></em>+1 to Int. or Con.</p><p><strong>Myriad Forms: </strong>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: </p><ul> <li data-xf-list-type="ul"><strong>Infernal Hide:</strong> 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. </li> <li data-xf-list-type="ul"><strong>Headbutt:</strong> 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'. </li> <li data-xf-list-type="ul"><strong>Demon Eyes: </strong>Darkvision to 60'. </li> <li data-xf-list-type="ul"><strong>Demon Claws:</strong> 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. </li> <li data-xf-list-type="ul"><strong>Prehensile Tail:</strong> 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. </li> </ul><p><strong>Low Planar Heritage:</strong> 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...).</p><p><strong>Proficiencies:</strong> 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.</p><p><strong>Languages:</strong> Common, Abyssal.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 7357529, member: 92511"] [U][B]The Hybrid Races[/B][/U] 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. [B]Hybrid Folk Aptitude:[/B] +1 to any ability. [B]Hybrid Resilience: [/B]as Human Resilience. You can reroll any failed save once per day. You must use the second roll. [B]Half-Elf Aptitude:[/B] +1 to Cha., +1 to another ability of your choice. [B]Senses:[/B] Low-light Vision 30'. [B]Size: [/B]Your size is Medium (avg. 5-6'). Base speed is 30'. [B]Diverse Interests:[/B] Add 2 skills of your choice. [B]Sylvan Sensitivity: [/B]You are +2 to saves against enchantment magic. [B]Proficiencies:[/B] +1 to rolls in 2 skills of your choice. [B]Languages:[/B] Common, Elfin. [B] Half-Dragon/Dragon-man[/B] [B]Aptitude:[/B] +1 to Cha., +1 to another ability of your choice. [B]Senses: [/B] Low-light Vision 30'. [B]Size:[/B] Your size is Medium (avg. 5-6'). Base speed is 30'. [B]Myriad Forms:[/B] 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: [LIST] [*][B]Dragon Scales:[/B] Add +2 to your AC if in light or no armor, and saves against the element type of your ancestry at all times. [*][B]Headbutt:[/B] 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'. [*][B]Dragon Senses: [/B]Replace lowlight vision with Darkvision to 60' and Enhanced Awareness: +2 to rolls dependent of sight, hearing, or smell. [*][B]Dragon Claws:[/B] 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. [*][B]Treasure Sense:[/B] 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. [/LIST] [B]Draconic Ancestry: [/B]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. [B]Proficiencies:[/B] 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.. [B]Languages:[/B] Common, Draconic. [B]Mongrels Aptitude:[/B] +1 to Str., +1 to another ability dictated by subrace. [B]Senses: [/B]Darkvision 30'. [B]Size:[/B] Unless otherwise noted, your size is Medium (avg. 5.5-6.5') and base speed is 30'. [I][B]--Default, Half-Orc:[/B][/I] +1 to Con. or Str. [B]Anger Management:[/B] You add +2 damage to any melee (hand-to-hand) attack as many times per day as you have levels. [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 any 2 melee weapons of your choice. [B]Languages:[/B] Common, Goborc. [I][B]--Half-Goblin, Hobgoblin:[/B][/I] +1 to Con. or Int. [B]Martial Culture:[/B] You add +2 to a weapon attack roll as many times per day as you have levels. [B]Ancestral Foes:[/B] You are +2 to attacks against dwarves, gnomes, elves, and humans. [B]Proficiencies:[/B] +1 with long swords and polearms. [B]Languages:[/B] Goborc, Common, Trollog. [I][B]--Half-Ogre[/B][/I]/Goliath[I][B]: [/B][/I]+1 to Str. or Wis. [B]"Big Guy": [/B]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. [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 two-handed or heavy weapons. [B]Languages:[/B] Common, Trollog. [B]Planars Aptitude:[/B] +1 to Cha., +1 to another ability dictated by subrace. [B]Senses:[/B] Normal. [B]Size:[/B] Unless otherwise noted, your size is Medium (avg. 5.5-6.5') and base speed is 30'. [I][B]--Half-Celestial: [/B][/I]+1 to Wis. or Con. [B]Divine Sense: [/B]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...) [B]Proficiencies:[/B] 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. [B]Languages:[/B] Common, Celestial. [I][B]--Half-Elemental:[/B][/I] +1 to Dex. or Con. [B]Primordial Speed: [/B]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. [B]Elemental Heritage:[/B] 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. [B]Proficiencies: [/B]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. [B]Languages:[/B] Common, Primordial. [I][B] --Half-Fiend: [/B][/I]+1 to Int. or Con. [B]Myriad Forms: [/B]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: [LIST] [*][B]Infernal Hide:[/B] 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. [*][B]Headbutt:[/B] 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'. [*][B]Demon Eyes: [/B]Darkvision to 60'. [*][B]Demon Claws:[/B] 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. [*][B]Prehensile Tail:[/B] 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. [/LIST] [B]Low Planar Heritage:[/B] 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...). [B]Proficiencies:[/B] 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. [B]Languages:[/B] Common, Abyssal. [/QUOTE]
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