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Sample file Table Of Contents 2 Character Creation: Races 1 Chapter 1: Playing the Game 2.1 Dracotaurs 1.1 Character Creation 2.1.1 Dracotaur Traits 1.1.1 Backgrounds 2.2 Gnolls 1.1.2 Difficulty 2.2.1 The Perception of Gnolls 1.2 Low-Rolling 2.2.2 Gnoll Traits 1.2.1 What is Low-Rolling? 2.3 Goblins 1.2.2 Progressively Easier 2.3.1 Goblin Traits 1.3 Alternative Critical Rules 2.3.2 Common Goblins 1.3.1 Reroll Ones 2.3.3 Ice Goblins 1.3.2 Maxing the Dice 2.3.4 Nilbogs 1.3.3 Mix & Match 2.3.5 Redcap "Goblins" 1.4 Alternative Damage Types 2.4 Graft-Hybrids 1.4.1 Bleeding Damage 2.4.1 Plant Life 1.4.2 Explosive Damage 2.4.2 Graft-Hybrid Names 1.4.3 Heat Damage 2.4.3 Subraces 1.4.4 Suffocation Damage 2.4.4 Graft-Hybrid Traits 1.5 Flanking Large or Larger Creatures 2.4.5 Subraces 1.5.1 Large Creatures 2.5 Half-Goliaths 1.5.2 Huge Creatures 2.5.1 Half-Goliath Traits 1.5.3 Gargantuan Creatures 2.6 Kobolds 2.6.1 Underappreciated & Underpowered 2.6.2 Kobold Features This is a combination of several of my well-recived previous 2.6.3 Standard Kobold works and some other works that didn't fit anywhere else yet 2.6.4 Swolbold felt like they had a place here. Within this Compendium you'll 2.6.5 Urd (Winged Kobold) find everything from some rules that I use at my tables to 2.6.6 Wyvern-Descent Kobold races upon races and subraces and a few subclasses and other 2.7 Lizardfolk player options as well. Enjoy! - Lenmos 2.7.1 Lizardfolk Traits 2.7.2 Lizardfolk Subraces 2.7.3 Amphibious Lizardfolk 2.7.4 Common Lizardfolk 2.7.5 Juggernaut Lizardfolk 2.7.6 Juggernaut Lizardfolk Traits 2.7.7 Winged Lizardfolk 2.8 Orcs 2.8.1 Orc Traits 2.8.2 Common (Moutain) Orcs 2.8.3 Gray Orcs 2.8.4 Orogs 2.8.5 Ondonti 2.8.6 Scro 2.9 Quarterlings (Half-Halflings) 2.9.1 Quarterling Traits 2.10 Skum 2.10.1 Skum 2.10.2 Skum Traits 2.11 Tieflings 2.11.1 Infernal Tieflings 2.11.2 Abbysal Tieflings 2.12 Xvarts 2.12.1 History of the Xvarts 2.12.2 Playable Xvarts 2.13 The Longevity of Life 2.13.1 Option Rule: Dragonborn Lifespan 2.13.2 Option Rule: Tortle Lifespan Sample2.14 Dragonborn Varie ties file TABLE OF CONTENTS 1 3 Character Creation: Classes 5 Character Customization: Feats 3.1 Martial Archetypes 5.1 Aasimar 3.1.1 Arcane Archer (Revised) 5.1.1 Celestial Shift 3.1.2 Crusader 5.1.2 Fallen Aasimar Magic 3.1.3 Ranger 5.1.3 Halo of Radiance 3.1.4 Favored Enemy 5.1.4 Protector Aasimar Magic 3.1.5 Favored Terrain 5.1.5 Scourge Aasimar Magic 3.1.6 Primeval Awareness 5.1.6 Variant 3.1.7 Land's Stride 5.2 Firbolg 3.1.8 Hiding in Plain Sight 5.2.1 Advanced Firbolg Magic 3.1.9 Feral Senses 5.2.2 Friend of the Forest 3.2 Monastic Traditions 5.3 Goliath 3.2.1 Way of the Glacier 5.3.1 Climate Resistance 3.3 Sacred Oaths 5.3.2 Giant's Strength 3.3.1 Oath of Destiny 5.4 Kenku 3.4 Otherwordly Patrons 5.4.1 Alluring Impediment 3.4.1 The Giant Patron 5.4.2 Stealthy Figure 3.5 Warlock - Eldritch Blast Options 5.4.3 Wings of Determination 3.5.1 Blast from the Depths 5.5 Lizardfolk 3.5.2 Eldritch Tendrils 5.5.1 Aquatic 3.5.3 Elemental Blast 5.5.2 Hardened Scales 3.5.4 Fey Blast 5.6 Tabaxi 3.5.5 Fiendish Blast 5.6.1 Cat Magic 3.5.6 Radiant Blast 5.6.2 Leonin Lineage 3.5.7 Necrotic Blast 5.6.3 Superior Sprint 3.5.8 Slashing Blast 5.7 Triton 5.7.1 Aquatic Tongues 4 Character Customization: Attack Types 5.7.2 Experienced Mariner 4.1 A Standard Attack 5.7.3 Never Short on Water 4.2 How to learn an Attack 5.7.4 Triton Weapon Training 4.3 Upgrading an Attack 5.8 Bugbear 4.4 Attacks 5.8.1 Grappling Limbs 4.4.1 Advanced Martial Arts 5.8.2 Knuckle Walk 4.4.2 Advanced Martial Arts (Monk) 5.9 Goblin 4.4.3 Backslash 5.9.1 Small Slayer 4.4.4 Backsmash 5.9.2 Tempo Theft 4.4.5 Cleave 5.10 Hobgoblin 4.4.6 Clobber 5.10.1 Martial Prowess 4.4.7 Decapitate 5.10.2 Warcry 4.4.8 Deep Pierce 5.11 Kobold 4.4.9 Gutting 5.11.1 Draconic Heritage 4.4.10 Impale 5.11.2 Inherited Dragonism 4.4.11 Lacerate 5.11.3 Sunlight Protection 4.4.12 Multishot 5.12 Orc 4.4.13 Mystical Shot 5.12.1 Gentle Giant 4.4.14 Spinslash 5.12.2 Martial Master 4.4.15 Static Discharge 5.13 Yuan-ti Pureblood 4.4.16 Restraining Bide 5.13.1 Poisoner 5.13.2 Serpentine Stride Sample file TABLE OF CONTENTS 3 Chapter 1: Playing the Game Stable Rolls Character Creation Another alternative method of rolling that's been When any character is created, it is a special moment, experimented with is what is referred to as Stable Rolling. whether there skills an taken from an array, bought by point- Stable Rolling is rolling 5d4 for each stat. Stable Rolling buy, or rolled for with the whole degree of randomness. aims to have stats that are all barely above average but none Though the first two options are consistent and always below average (most of the time), and all are average at deliver the same results it is undeniable that some of the best minimum. The only problem it presents is the possibility of parts of character creation comes from the roll of the dice. hitting a 19 or 20, which you will just record as an 18. If you Yet, this can lead to both good and bad results so before would like to try it, give it a shot but your characters might be rolling any stats these are the rules put forth at my table. lacking in the later game. Backgrounds Low-Rolling It is rarely in media that when people go out to complete a When a character is intentionally designed to be very good at quest together that they do not have some sort of background something, instead of setting an arbitrary DC for them to together. This might not be every member of the group but it complete a task Low-Rolling can be used as a phenomenal is a useful narrative tool to have intertwining backgrounds substitute. between players. The easisest way to accomplish this goal is sometime to have a Player who had been a wanderer in their background have met all the other party members in the past, What is Low-Rolling? or have them start with another player so the group isn't Low-Rolling is somewhat backwards when compared to how initially fighting over objectives and there is so cohesion we traditionally roll in Dungeons & Dragons but it is between players initially. essentially rolling lower than a set number, if you roll lower than whatever the number is set to, you pass; otherwise your Difficulty fail. It acts somewhat differently between Ability Scores, Saving Throws, and Skill Checks though. Ask the players, and players ask your Dungeon Master, what difficulty is the campaign and work together on that. If players want an easy camapign allow them to roll stats in Ability Scores To do a low-roll for a generic Ability Score check (Strength, such a way that they are guaranteed better odds at higher Dexterity, Constitution, Intelligence, Wisdom, or Charisma) numbers, if they want a grueling and gritty experience make take the number the stat is (not the score). For example, if you the dice fight against them. But what happens when some have a +5 in Strength the number would be a 20; if you have players want a difficult experience and some want an easy a +4 in Strength that number could be an 18 or 19. That one, the easiest option is to have them roll middle of the road number is the number you would want to roll lower than, and so they can get the best of both worlds. it gives you much higher odds of suceeding at something you The following are the dice that my players roll after a should be good at. difficulty is determined. Feel free to modify this but we find that this works fine for us. Saving Throws Difficulty Saving Throws are usually spontaneous and don't have any buildup leading up to them and are on-the-spot, therefore it Reroll Difficulty Roll 1s doesn't really make sense to low-roll for them, but doing it is possible. To low-roll for a Saving Throw the DC is 10 + the Very Hard 6 sets of 3d6 No modifier in the throw. If you have a +5 to a Strength Saving (Grueling) Throw and were low-rolling the Saving Throw, the DC to be Hard 6 sets of 4d6 & drop the lowest No lower than would be 15.