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337889-Sample.Pdf

337889-Sample.Pdf

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 1.2.2 Progressively Easier 2.3.1 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 2.6.1 Underappreciated & Underpowered 2.6.2 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 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 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 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. Medium 6 sets of 4d6 & drop the lowest Yes Skill Checks Easy The highest 6 of 7 sets of 4d6 & Yes This is where low-rolling really shines, when a rogue stealths drop the lowest or pickpockets, when a bard performs, or when a Cleric tries Very Easy The highest 6 of 7 sets of 5d6 & Yes to recall infromation about their god. To low-roll for a Skill drop the 2 lowest Check the DC is 10 + the modifier for the Skill. If you have a +5 to Athletics and were low-rolling the Saving Throw, the Sometimes, if it is called for these can get slightly modified DC to be lower than would be 15. if these is enough contention within the group to call for something somewhere between or beyond the difficulties listed.Sample file

CHAPTER 1 | PLAYING THE GAME 4 Progressively Easier Alternative Damage Types The other upside of low-rolling is as your Proficiency Bonus Sometimes the damage types that are in Dungeons & goes up and you get Ability Score Improvements, your low- Dragons aren't enough to describe the type of damage being roll DCs go up which makes them much easier to beat. At done. While yes an explosion deals bludgeoning damage lower levels this might be slightly harder than rolling many would argue that being bludgeoned with a maul and normally, if at all, but at high levels this allows your being exploded are quite difference in the type of pain the characters who are specialized to do certain tasks to swiftly body feels. Here are some alternative damage types and complete them. scenarios to use them in, each of them additionally have an counterpart listed below; if a creature is resistant, immune, or vulnerable to the counterpart the creature would take on Alternative Critical Rules that abillity for the new damage type. Sometimes a critical hit on a foe can just be somewhat depressing. When the dice hits the table and that 20 shows up and then you go to roll damage with your shortsword and Bleeding Damage roll two ones. That is one of the most depressing feelings as a Counterparts: Piercing or Slashing critical hit is meant to do the damage and not fantastically This is the damage that lingers after an injury where blood flop. Here are two options you can employ to ensure Critical is pouring from a wound and persists round after round until Hits are all the more special in your games: it is healed either with medicine or magic. Reroll Ones Explosive Damage It seems simple, but allowing the rerolling of ones on Critical Counterpart: Bludgeoning Rolls makes them all the more special and then by minimum Dealt specifically in explosions, where elements of heat for a dagger, which only deals a d4 of damage, you are atleast might also come into play and pieces of shrapnel whirling going to be dealing four damage on a critical, and for a through the air. shortsword you are guaaranteed atleast a four out of a potential twelve. With higher damage dice it doesn't scale as Heat Damage well, yet it helps all that much and the odds of your criticals Counterpart: Fire doing decent damage go up quite a bit. This is general damage refering to temperature, while fires are hot that doesn't mean the damage taken from fire is and Maxing the Dice when something is just heated it should be heat damage. Instead of rolling two dice when you roll a critical you only roll one dice, but that other dice that was meant to be rolled Suffocation Damage take the maximum potential damage of it, for example a six Counterpart: None from a d6, and add that to the total of the other dice that was Suffocation already exists in the game but instead of it rolled, with this you are guaranteed atleast what is normal being gradual damage, its instant unconciousness on a failed maximum damage. Consitution Save once out of air. Perhaps a d6 of damage per round is somewhat more feasible. Variant Furthermore, to expand upon this you can roll both dice and then disregard the lower roll and max it, then add the higher roll. This offers an even better chance at higher damage. Mix & Match Mix and match the options above to find what suits your group, even add some other rules in there if you must, just remember a critical hit should be dealing critical damage, not barely better than what would normally happen, that is why it is a critical hit! Sample file

CHAPTER 1 | PLAYING THE GAME 5