Auron's Guide to the Multiverse Volume II: Racial Diversity
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Auron's Guide to the Multiverse Volume II: Racial Diversity Legal Information Dungons & Dragons, D&D, Magic the Gathering, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, Ravnica, Theros, the draon ampersand and all other Wizards of the Coast product names, respective logos are trademarked and owned by Wizards of the Coast in the United States of America and other countries This work contains material that is copyright by wizards of the coast and/or other authors. Such material is used with permission under the Community Content Agreement for the Dungeon Master's Guild. All other original material in this work is copyright 2020 by Bladesong Gaming and published under the Community Content Agreement for the Dungeon Master's Guild. Sample file Extras Current Version: 1 Written by AuronBladesong If you enjoy what we make at Bladesong Gaming, please consider supporting us on patreon! https://www.patreon.com/bladesonggaming Table of Contents Introduction 3 What is Auron's Guide? ....................................... 3 Using this supplement ........................................... 3 Chapter 1: Races of the Sands 4 Asherati ..................................................................................4 Bhukas ......................................................................................4 Dwarf Subrace: Badland Dwarf ..................5 Elf Subrace: Painted Elf ....................................5 Chapter 2: Races of the Seas 6 Darfellan .............................................................................6 Hadozee ..................................................................................6 Dwarf Subrace: Seacliff Dwarf ...................6 Elf Subrace: Aquatic Elf ....................................6 Gnome Subrace: Wavecrest Gnome ......... 6 Halfling Subrace: Shoal Halfling ........6 Human Subrace: Aventi ........................................6 Chapter 3: Races of the Ice 6 Uldra .........................................................................................6 Dwarf Sunrace: Glacier Dwarf ...................6 Elf Subrace: Snow Elf ........................................... 6 Gnome Subrace: Ice Gnome ..............................6 Halfling Subrace: Tundra Halfling ....6 Human Subrace Subrace: Neanderthal6 Chapter 4: Races of Dragonblood4 Spellscale .............................................................................6 Dwarf Subrace: Fireblood Dwarf .............6 Elf Subrace: Deepwyrm Drow ........................6 Elf Subrace: Forestlord Elf ..........................6 Gnome Subrace: Stonehunter Gnome .6 Half-Elf Subrace: Deepwyrm Half-Dr6 Half-Elf Subrace: Forestlord Half-E6 Half-Orc Subrace: Frostblood Half-6 Halfling Subrace: Glimmerskin Halfl6 Hobgoblin Subrace: Sunscorch Hobgo6 Human Subrace: Silverbrow Human ......6 Lizardfolk Subrace: Viletooth Lizard6 OrSamplec Subrace: Frostblood Orc .....................6 file TABLE OF CONTENTS 3 Introduction he Multiverse is packed full with races of all kinds! The Dream Dwarves of Faerun, The Psi-forged of Eberron, the Calibans of Barovia, the Thrull of Ravnica, even the Nyxborn of Theros... Presented here is just a sample of the races I have encountered on my travels Tthrough the multiverse, races you yourself just might run into in your exploration. Hopefully the information presented here will help you diplomatically deal with the races in question, when you run into them. You will find races native to deserts, seas, and tundras of the planes of Faerun and Eberron. They may yet still be found in other planes, only our continued travels through the multiverse will say for certain. What is Auron's Guide? Auron's Guide to the Multiverse is a series of supplements intended to provide both converted and homebrew player options for your Dungeons & Dragons 5e campaign. Everything contained herein is aimed primarily to the player character, but can most definately be used by dungeon masters for NPC creation. How to use this book In this book you'll find thirty races and subraces convered from a few 3.5 books. Those books are Frostburn, Sandstorm, Stormwrack, and Races of the Dragon, and Dragon Magic. Each of the races are updated from their original 3.5 version to be more compatible with the 5e system as presented in the Players Handbook and Dungeon Master's Guide. Sample file INTRODUCTION 4 Chapter 1: Races of the Sands Sneaky. You have proficiency on Dexterity (Stealth) Asherati checks. Water Vulnerability. Asheratis hate being too wet, and Asherati Names their dry bodies absorb water rapidly when they are Asherati have given names and family names. submerged. If completely wet, you take a -1 penalty on all Male Names. Amhapar, Het, Iputhut, Iu-same, Khankhe, attack roles. Menefer, M'ut, Nament, Tauah. Languages. You can speak, read, and write Asherati . Female Names. Abesukh, Aned, Ankheru, Djede, Kher-ra, Because of the frequent interactions with other races that go Nemenmo, Reht, Shis. through the desert, you can also speak Common to converse Family Names. Ambera, Atinani, Faihayl, Habah, Huridah, with wandering merchants, travellers, and adventurers. Imtimah, Manah, Nadeeha, Najeema, Nazihar, Nimah, Rawthay, Reedayl. Bhukas Asherati Traits Bhuka Names Your Asherati character has a number of inborn abilities, Bhuka names are long and carry much meaning, using the gained from spending their entire lives dwelling within desert harsh syllables of the Goblin tongue. A typical bhuka has a sands. given name, followed by the name of the mother's clan Ability Score Increase. Your Wisdom increases by 1, and (preceded by kha, or "born of) and the clan into which he or your Charisma increases by 2. she has married (preceded by gi). Children receive a pet Age. Asherati mature at the same rate as humans do, name until they come of age and choose a name that reaching adulthood at around the age of 20. They live describes their personality. considerably longer than humans, however, often reaching Male Given Names. Aghila'ak (Runs Like Lizard), over 100 years. Cochik'ukan (Eyes of Sunhawk), Gistik'uwa (High-Kick Alignment. Asheratis share a common concern for one Dancer), Kotigana (Ears of Hare), Niskigan (Snake Fang), another's welfare and are therefore, good. Observing no Piklit'akit (Jumping Mouse Grace), Takigini (Speaks with specific rules when it comes to behavior and having a Force), Wikitagan (Flight of Swallow). proclivity toward thievery, asheratis are usually chaotic. If you Female Given Names. Chinkichu (Basket of Corn), are using the alignment system detailed in Volume I, the Hintak'inai (Painted Frill), Kekkoti (Little Ear), Lakinigo Asherati tend to be white-aligned (Slow Smile), Namatagi'na (Sings with Paint), Stikuchi Size. An Asherati stands between 5 and 6 feet tall and (Dancing Mother), Takihoti (Speaks with Wisdom), Yukaki'na weighs about 170 lbs. Your size is Medium. (Leader of Songs). Speed. Your base walking speed is 30 feet. Clan Names. Chikuk (Sunhawk), Kekkinna (Ear of Corn), Natural Dryness. You only need one quarter the amount of Kichu (Basket), Niski (Rattlesnake), Pitlitak (Jumping Mouse), water that humanoids your size normally require. Wiki'i (Swallow), Wokuhoo (Moon Owl). Sandswim. As a merfolk is to the sea, an asherati is to sand, ash, dust, and even softsand (but not slipsand, packed Bhuka Traits dirt or rock). You can sandswim through such materials at As a bhuka you are used to the l your land speed while wearing light armor or carrying a light Ability Score Increase. Your Dexterity score increases by load. Your speed drops to five of you wear heavier armor or 2, and your Constitution increases by 1. carry a medium load, and you can not move through sand Age. Bhuka mature slightly faster than other goblinoid while carrying a heavy load. You can breath normally while races, reaching adulthood at 14 years rarely living past 49. under the sand. Body Lamp. You can make your skin glow at will, providing bright light out to 60 feet and shadowy illumination out to 120 feet. In a medium of loose soil, such as sand, dust, or ash, a peculiar quality of the light allows you to make out solid objects up to 60 feet away. Under the sand, this light is sufficient for navigation and general identification of objects but not for reading, recognizing individuals, or similar feats of finer perception. This does not allow you to see invisible creatres or creatures with concealment more easily than otherwise. Other creatures in the sand with you do not gain this special sight, but they can see the sand take on a warm orange glow. OncSamplee per day, as a bonus action, you can bring your skin up file to full brilliance so rapidly that it can blind all creatures within 30 feet for 1 minute. Creatures can avoid this effect with a successful Constitution save (DC 10 + Cha modifier). CHAPTER 1: RACES OF THE SANDS 5 Alignment. A Bhuka village is held together by a complex system of community relationships. Respect for superiors and the need for contributions to the common good is taught to every member of the society, and those who do not follow these teachings become outcasts. As a result, Bhuka society is lawful with a strong inclination towards good. If using the alignment system presented in Volume I, Bhuka tend to be white aligned. Size. A typical bhuka stands between 4 and 5 feet tall and rarely weighs more than 90 pounds. Your size is medium. Speed. Your base walking speed is 30 feet. Glare Resistance. Dark skin and long lashes aroun the eyes protect you from sun glare, so you are never dazzled by bright sun.