Races of the Void
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Races of the Void
The following are the races for the Virahna/Void campaign setting: Drow (Void Elves), Orcs, Kleen, and Solma.
Drow:+1 to Charisma +2 Dex. Superior Darkvision (Your darkvision has a radius of 120 feet.) Trance. Radiant Sensitivity. (Drow are vulnerable to radiant energy and take twice as much damage if hit by radiant damage) Drow Magic (You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once per day. When you reach 5th level, you can also cast the darkness spell once per day.) Charisma is your spellcasting ability for these spells.
Orcs: All Orcs get +1 to Constitution, Darkvision, Natural Armor (AC=13+dex when not wearing armor), and Pin cushion (Opponents take 1d4 piercing damage per round while grappled by or grappling with you)
Stone Orcs: +2 to strength, Relentless Endurance (When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a short or long rest) Savage Attacks (When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.)
Gem Orcs: +1 to strength, +1 charisma, Stone’s Endurance (When you take damage, you can use your reaction to roll a d12. Add your Con modifier to the number rolled, and reduce the damage by that total. Can’t be used again until you finish a short or long rest.) Sturdy (You have advantage against being knocked prone)
Kleen: All Kleen get a +2 to Dexterity, Darkvision, Amphibious (Can breath water and air), Swim (You have a swimming speed of 30 feet), and Bioluminescence (You can shed dim light in a 15-foot radius)
Mesmer Kleen: +1 Charisma, Mesmerize (You know the Friends cantrip. When you reach 3rd level, you can cast the Command spell once per day. When you reach 5th level, you can also cast the Suggestion spell once per day. Charisma is your spellcasting ability for these spells.
Deepwater Kleen: +1 Intelligence, Resistance to cold damage, the cantrip Shocking Grasp, Call to the Wave (You know the shape water cantrip When you reach 3rd level, you can cast the create or destroy water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest.) Intelligence is your spellcasting ability for these spells.
Soma: All Soma get a +2 to Constitution, Darkvision, Ram (Soma have a natural weapon in the form of Horns, which they are naturally proficient with. On a successful hit, they deal 1d6 (plus strength) Bludgeoning or piercing damage. You must decide the damage type when you make your character) Keen Senses (You have proficiency in the Perception skill.)
White Hoof Soma: Charge (When you move at least 20 feet in a straight line towards a target and hit that target with a Ram attack on the same turn, the target is dealt an extra 1d6 Bludgeoning damage. If the target is a creature of your size or smaller, it must make a Strength Saving Throw at DC (8+ Proficiency+ Strength modifier) or fall prone) Standing Leap (You are always considered to have a running start while jumping)
Blackf Hoof Soma: Fleet of Foot (Your base walking speed increases to 35 feet.) Poison Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage. Fast healer. (When you recover hit points you may roll your hit die twice and take either result.)
Drow:+1 to Charisma +2 Dex. Superior Darkvision (Your darkvision has a radius of 120 feet.) Trance. Radiant Sensitivity. (Drow are vulnerable to radiant energy and take twice as much damage if hit by radiant damage) Drow Magic (You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once per day. When you reach 5th level, you can also cast the darkness spell once per day.) Charisma is your spellcasting ability for these spells.
Orcs: All Orcs get +1 to Constitution, Darkvision, Natural Armor (AC=13+dex when not wearing armor), and Pin cushion (Opponents take 1d4 piercing damage per round while grappled by or grappling with you)
Stone Orcs: +2 to strength, Relentless Endurance (When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a short or long rest) Savage Attacks (When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.)
Gem Orcs: +1 to strength, +1 charisma, Stone’s Endurance (When you take damage, you can use your reaction to roll a d12. Add your Con modifier to the number rolled, and reduce the damage by that total. Can’t be used again until you finish a short or long rest.) Sturdy (You have advantage against being knocked prone)
Kleen: All Kleen get a +2 to Dexterity, Darkvision, Amphibious (Can breath water and air), Swim (You have a swimming speed of 30 feet), and Bioluminescence (You can shed dim light in a 15-foot radius)
Mesmer Kleen: +1 Charisma, Mesmerize (You know the Friends cantrip. When you reach 3rd level, you can cast the Command spell once per day. When you reach 5th level, you can also cast the Suggestion spell once per day. Charisma is your spellcasting ability for these spells.
Deepwater Kleen: +1 Intelligence, Resistance to cold damage, the cantrip Shocking Grasp, Call to the Wave (You know the shape water cantrip When you reach 3rd level, you can cast the create or destroy water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest.) Intelligence is your spellcasting ability for these spells.
Soma: All Soma get a +2 to Constitution, Darkvision, Ram (Soma have a natural weapon in the form of Horns, which they are naturally proficient with. On a successful hit, they deal 1d6 (plus strength) Bludgeoning or piercing damage. You must decide the damage type when you make your character) Keen Senses (You have proficiency in the Perception skill.)
White Hoof Soma: Charge (When you move at least 20 feet in a straight line towards a target and hit that target with a Ram attack on the same turn, the target is dealt an extra 1d6 Bludgeoning damage. If the target is a creature of your size or smaller, it must make a Strength Saving Throw at DC (8+ Proficiency+ Strength modifier) or fall prone) Standing Leap (You are always considered to have a running start while jumping)
Blackf Hoof Soma: Fleet of Foot (Your base walking speed increases to 35 feet.) Poison Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage. Fast healer. (When you recover hit points you may roll your hit die twice and take either result.)
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