The Belden Sea, which stretches between the cities of Uthcan and the Republic of Asandar holds many secrets, both wondrous and terrifying. Cities, once shining jewels of empires, litter the ocean floor, ancient ruins miles beneath the surface of the waves. These ruins are inhabited by strange creatures, occasionally washing up on shores. The giant squids, the fish that produce their own light, the monstrous kuo-toa, and the vicious Sahuagin.
Driven from their homelands deep in the Mithin Straits, they moved east across the sea and settled at an underwater city lost to antiquity near the Jarelmein Isles, bringing them into direct conflict with the dragonborn of Mt. Deraski.
They are spreading through the area, attacking coastal villages and ships in retaliation of the city of Uthcan rendering aid to the dragonborn.
Monday, June 6, 2016
Uthcan
Uthcan: The Capital City
Population: 200,000 (90% human, 2% half-elf, 2% half-orc, 1% dwarf, 1% elf, 4% other)
Alignment: LN
Major Imports: lumber, ore, fruits.
Major Exports: textiles, grains, fish, salt.
Major NPCS:
Daron Mahale: Grand Duke of Uthcan. (LN Male human fighter 5) City comes first for Grand Duke Daron, He was elected as Grand Duke of Uthcan over twenty years ago, and during his reign the city has seen prosperity and safety. The Uthcanaan navy is strong, well funded, and proud. Walls now surround the city with multiple choke points.
Melek Vahr: Archpriest (LG Male human cleric of Array 8). The resident high priest of the Church of Array, Melek is a proud man. Proud of his city, proud of his clergy, and proud of his god. He gives a weekly sermon at the Halls of Shining Light and works with the clergy of Sereneth to provide dinner for the city's poor.
Nazani Goss: Councilwoman on the Grand Council (NG Female human wizard 4). Possessing a soft heart and a loud voice, she is the voice of the voiceless in the Grand Council. It was her persistence that convinced Grand Duke Daron Mahale to provide aid for the dragonborn of Mt. Deraski against the Sahuagin.
A Brief History: Founded eight hundred years ago by refugees from the then besieged Asandar, Uthcan was the first settlement that carved itself into this new continent. Uthcanan is a city dedicated to the god and Church of Array, and prides itself on its justice system.
The Uthcanan prison, a series of dungeon levels twenty miles south west of the city is a well-oiled machine. It currently holds 12,000 prisoners and houses a legion of soldiers.
Plots and Rumors:
Decay from Within: The Cult of Beloquin has infiltrated the Grand Council of Uthcan, and is weakening the political structure by corrupting members. The recent death of Duke Aren Dres is the direct work of the cult. He had discovered the corruption, and was moments away from informing the Grand Duke, when he was cornered and killed.
Death from the Waves: The Jarelmein Isles have been overrun by monstrous Sahuagin, which quickly spread throughout the area, attacking the dragonborn home of Mt. Deraski. After Uthcan pledged aid to the dragonborn, the Sahuagin turned their attention to the humans, and the small town of Falmouth has reported spotting the creatures coming out of the waves to scout the area.
Population: 200,000 (90% human, 2% half-elf, 2% half-orc, 1% dwarf, 1% elf, 4% other)
Alignment: LN
Major Imports: lumber, ore, fruits.
Major Exports: textiles, grains, fish, salt.
Major NPCS:
Daron Mahale: Grand Duke of Uthcan. (LN Male human fighter 5) City comes first for Grand Duke Daron, He was elected as Grand Duke of Uthcan over twenty years ago, and during his reign the city has seen prosperity and safety. The Uthcanaan navy is strong, well funded, and proud. Walls now surround the city with multiple choke points.
Melek Vahr: Archpriest (LG Male human cleric of Array 8). The resident high priest of the Church of Array, Melek is a proud man. Proud of his city, proud of his clergy, and proud of his god. He gives a weekly sermon at the Halls of Shining Light and works with the clergy of Sereneth to provide dinner for the city's poor.
Nazani Goss: Councilwoman on the Grand Council (NG Female human wizard 4). Possessing a soft heart and a loud voice, she is the voice of the voiceless in the Grand Council. It was her persistence that convinced Grand Duke Daron Mahale to provide aid for the dragonborn of Mt. Deraski against the Sahuagin.
A Brief History: Founded eight hundred years ago by refugees from the then besieged Asandar, Uthcan was the first settlement that carved itself into this new continent. Uthcanan is a city dedicated to the god and Church of Array, and prides itself on its justice system.
The Uthcanan prison, a series of dungeon levels twenty miles south west of the city is a well-oiled machine. It currently holds 12,000 prisoners and houses a legion of soldiers.
Plots and Rumors:
Decay from Within: The Cult of Beloquin has infiltrated the Grand Council of Uthcan, and is weakening the political structure by corrupting members. The recent death of Duke Aren Dres is the direct work of the cult. He had discovered the corruption, and was moments away from informing the Grand Duke, when he was cornered and killed.
Death from the Waves: The Jarelmein Isles have been overrun by monstrous Sahuagin, which quickly spread throughout the area, attacking the dragonborn home of Mt. Deraski. After Uthcan pledged aid to the dragonborn, the Sahuagin turned their attention to the humans, and the small town of Falmouth has reported spotting the creatures coming out of the waves to scout the area.
Horrors of Heldren
During the godswar, Beloquin, the goddess of Murder and Madness descended upon the idyllic halfling village of Heldren. In the waning days of the chaos, she corrupted them utterly. The entire village is now a roiling pit of violence and depravity, any being foolish enough to venture near the town is killed, raped, skinned, and eaten, not necessarily in that order.
Many of the citizens are barbarians, though it is rumored that some warlocks, beholden to some fiend, walk among them.
The town is chaotic, with no central government, and travelers are warned off by signs of carnage and some sun bleached wooden signs, erected by those who narrowly escaped death at the hands of these child-sized murderers.
Most of the halflings file their teeth into sharp points, and make weapons out of the bones of their human victims. Elven females are prized as a delicacy.
Warpaint, made of the abdominal blood of their victims streak their foreheads and cheeks, and they dress in human leather armor.
Heldren is south of the Sunenwood and west of Narsh.
((Use goblin stats for the Heldren Halflings, adding Barbarian or Warlock levels as necessary.))
Many of the citizens are barbarians, though it is rumored that some warlocks, beholden to some fiend, walk among them.
The town is chaotic, with no central government, and travelers are warned off by signs of carnage and some sun bleached wooden signs, erected by those who narrowly escaped death at the hands of these child-sized murderers.
Most of the halflings file their teeth into sharp points, and make weapons out of the bones of their human victims. Elven females are prized as a delicacy.
Warpaint, made of the abdominal blood of their victims streak their foreheads and cheeks, and they dress in human leather armor.
Heldren is south of the Sunenwood and west of Narsh.
((Use goblin stats for the Heldren Halflings, adding Barbarian or Warlock levels as necessary.))
Time Domain
(Many thank to Jonoman3000 on the subreddit UnearthedArcana for this)
The Pantheon
Aray: The lawful good god of justice.
Domain: War
One of the oldest gods in existence, he ascended at the same time as civilization.
He is the one who gave laws and a sense of justice to the world. He battles the forces of Belo and Arom in the Cosmos, and works to keep another godswar from happening again.
Aray is betrothed to Sereneth, the goddess of healing and life and is allies with Nem, god of knowledge.
Arom: The lawful evil god of war and subjugation.
Domain: War
The brother of Aray, Arom seeks but one thing, power. His goal is to be the undisputed ruler of the pantheon. In pursuit of that goal, he has enlisted the service of Beloquin, the goddess of murder and assassins.
He is powered by strife, and turmoil, and human misery.
He is allied with Mykeheth, the god of death.
Beloquin: The chaotic evil goddess of murder and madness.
Domain: Death
The unwanted daughter of Mykeheth and Sahran, Belo is as insane as she is murderous. She covets both of her parents domains and places in the pantheon, and she will do anything to usurp them, even to work with her Uncle Arom.
She was the most visible during the godswar, teleporting to random locations and villages, killing hundreds with dagger and spell, and corrupting the ones she thought would be the most humorous. A halfling village; an abbey of Serenethi clergy, she sows chaos in her wake.
Eadros: The neutral god of time
Domain: Time
Nobody knows just how ancient Eadros actually is. Depicted as a whirling mass of tentacles, eyes, waves, and clocks, the deity is uncaring, and cares only about the circle of existence turning. Any deviation from the time stream, and it knows.
It is not above enslaving mortals and hurtling them through time to correct a mistake or transgression.
Sages say Eadros always has been, and always will be, a fixed point in time. Whenever anyone communicates with it (on any plane, at any time), it is the same moment for Eadros.
Mykeheth: The neutral evil god of death
Domain: Death
Twin brother of Sereneth, Mykeheth is death incarnate. He enjoys it, and will often hum or sing to himself while he culls souls. He plots to snuff out the living, and will grant prayers to any cleric who shares his goal. He is the god of necromancers, the god of the undead.
He often visits the material plane in the form of a crow, and sits on or near battlefields, soaking in the power of death.
Narahara: The chaotic neutral goddess of decay and renewal.
Domains: Death and Life and Nature
More Archfey than goddess, she nevertheless grants prayers. Not much is known about Narahara, only that she is neither part of the Summer or Winter Courts of the Fey.
She may just be the most powerful deity in the pantheon, but it seems like she just doesn't care about politics, or anything at all. She is often depicted as a hedonist, drinking, smoking, and having relations with multiple partners as beings die and others come to life behind her.
She is goddess of the cycle of life.
Nem: Lawful Neutral god of Knowledge.
Domain: Knowledge.
The god of libraries, of tomes, of learning, and knowledge. He is the one who introduced reading, writing, even language the moral races. Without him, Aray could never have created the laws and ideals of justice.
He is not afraid where knowledge leads, and finds censorship abhorrent.
Ost: The neutral god of magic.
Domain: Knowledge
Ost was the son of Bahumat, patron god of dragons. He is the keeper of the tapestry that keeps all magic flowing. Without him, magic would unravel, the world would crumble, and crystallize.
He is depicted as a humanoid dragon, and the dragonborn look up to him as their creator. He is not, of course, but he is far too apathetic to correct them.
He grants spells to any cleric of any alignment, granted they can cast arcane spells.
Sahran: The chaotic good goddess of trickery.
Domain: Trickery
The mother of Belo, and the goddess of bards, rogues, and tricksters and good natured liars everywhere. She is ashamed of her birthing of Belo, but more importantly the trickery she pulled to bed Mykeheth, just to prove that she could.
She could.
Since then, she has done everything in her power to thwart the plots of Mykeheth, Arom, and Belo. She is the patron goddess of forest elves and gnomes.
Sereneth: The neutral good goddess of life and light
Domans: Life and Light
The twin sister of Mykeheth, she is bethrothed to Aray. She actively works against Mykeheth and Arom.
She is the one who created the Aasimar race, as she saw that tieflings were entering the world through the wombs of the clergy of Mykeheth and Belo.
She is kind, good natured, and slow to anger, though she burns with the fury of a hundred sons when her temper is lost.
Domain: War
One of the oldest gods in existence, he ascended at the same time as civilization.
He is the one who gave laws and a sense of justice to the world. He battles the forces of Belo and Arom in the Cosmos, and works to keep another godswar from happening again.
Aray is betrothed to Sereneth, the goddess of healing and life and is allies with Nem, god of knowledge.
Arom: The lawful evil god of war and subjugation.
Domain: War
The brother of Aray, Arom seeks but one thing, power. His goal is to be the undisputed ruler of the pantheon. In pursuit of that goal, he has enlisted the service of Beloquin, the goddess of murder and assassins.
He is powered by strife, and turmoil, and human misery.
He is allied with Mykeheth, the god of death.
Beloquin: The chaotic evil goddess of murder and madness.
Domain: Death
The unwanted daughter of Mykeheth and Sahran, Belo is as insane as she is murderous. She covets both of her parents domains and places in the pantheon, and she will do anything to usurp them, even to work with her Uncle Arom.
She was the most visible during the godswar, teleporting to random locations and villages, killing hundreds with dagger and spell, and corrupting the ones she thought would be the most humorous. A halfling village; an abbey of Serenethi clergy, she sows chaos in her wake.
Eadros: The neutral god of time
Domain: Time
Nobody knows just how ancient Eadros actually is. Depicted as a whirling mass of tentacles, eyes, waves, and clocks, the deity is uncaring, and cares only about the circle of existence turning. Any deviation from the time stream, and it knows.
It is not above enslaving mortals and hurtling them through time to correct a mistake or transgression.
Sages say Eadros always has been, and always will be, a fixed point in time. Whenever anyone communicates with it (on any plane, at any time), it is the same moment for Eadros.
Mykeheth: The neutral evil god of death
Domain: Death
Twin brother of Sereneth, Mykeheth is death incarnate. He enjoys it, and will often hum or sing to himself while he culls souls. He plots to snuff out the living, and will grant prayers to any cleric who shares his goal. He is the god of necromancers, the god of the undead.
He often visits the material plane in the form of a crow, and sits on or near battlefields, soaking in the power of death.
Narahara: The chaotic neutral goddess of decay and renewal.
Domains: Death and Life and Nature
More Archfey than goddess, she nevertheless grants prayers. Not much is known about Narahara, only that she is neither part of the Summer or Winter Courts of the Fey.
She may just be the most powerful deity in the pantheon, but it seems like she just doesn't care about politics, or anything at all. She is often depicted as a hedonist, drinking, smoking, and having relations with multiple partners as beings die and others come to life behind her.
She is goddess of the cycle of life.
Nem: Lawful Neutral god of Knowledge.
Domain: Knowledge.
The god of libraries, of tomes, of learning, and knowledge. He is the one who introduced reading, writing, even language the moral races. Without him, Aray could never have created the laws and ideals of justice.
He is not afraid where knowledge leads, and finds censorship abhorrent.
Ost: The neutral god of magic.
Domain: Knowledge
Ost was the son of Bahumat, patron god of dragons. He is the keeper of the tapestry that keeps all magic flowing. Without him, magic would unravel, the world would crumble, and crystallize.
He is depicted as a humanoid dragon, and the dragonborn look up to him as their creator. He is not, of course, but he is far too apathetic to correct them.
He grants spells to any cleric of any alignment, granted they can cast arcane spells.
Sahran: The chaotic good goddess of trickery.
Domain: Trickery
The mother of Belo, and the goddess of bards, rogues, and tricksters and good natured liars everywhere. She is ashamed of her birthing of Belo, but more importantly the trickery she pulled to bed Mykeheth, just to prove that she could.
She could.
Since then, she has done everything in her power to thwart the plots of Mykeheth, Arom, and Belo. She is the patron goddess of forest elves and gnomes.
Sereneth: The neutral good goddess of life and light
Domans: Life and Light
The twin sister of Mykeheth, she is bethrothed to Aray. She actively works against Mykeheth and Arom.
She is the one who created the Aasimar race, as she saw that tieflings were entering the world through the wombs of the clergy of Mykeheth and Belo.
She is kind, good natured, and slow to anger, though she burns with the fury of a hundred sons when her temper is lost.
The Primal Gods
Tarayn- The Earth Lord
AL: LN
Domain: Nature
Favored Weapon: Warhammer
AL: LN
Domain: Nature
Favored Weapon: Warhammer
Sutor- The Fire Lord
AL: CN
Domains: Nature
Favored weapon: falcion
AL: CN
Domains: Nature
Favored weapon: falcion
Inori- The Water Lord
AL: N
Domains: Nature
Favored Weapon: Spear
AL: N
Domains: Nature
Favored Weapon: Spear
Golas- The Air Lord
AL: N
Domains: Nature
Favored Weapon: Long bow
AL: N
Domains: Nature
Favored Weapon: Long bow
Sharnd- Lord of the Wild
AL: N
Domains: Nature
Favored Weapon: Quarterstaff
AL: N
Domains: Nature
Favored Weapon: Quarterstaff
Cananara- Goddess of the Hearth and Home
AL: NG
Domains: Life
Favored Weapon: Scythe
AL: NG
Domains: Life
Favored Weapon: Scythe
Krell-Lord of Storms
AL: CE
Domains: Tempest
Favored Weapon: Trident
AL: CE
Domains: Tempest
Favored Weapon: Trident
Sunday, June 5, 2016
Changeling (New Race)
The Changeling:
Changelings are subtle shapeshifters capable of disguising their appearance. Their ability to adopt other creatures’ guises makes them consummate spies and criminals. As a changeling, you have thefollowing racial traits.
Ability Score Increase: Your Dexterity and Charisma scores increase by 1.
Size: Changelings are built much like humans, but a little leaner. Your size is Medium.
Speed: Your base walking speed is 30 feet.
Duplicity: You gain proficiency in the Deception skill.
Shapechanger: As an action, you can polymorph into any humanoid of your size that you have seen, or back into your true form. However, your equipment does not change with you. If you die, you revert to your natural appearance.
Languages: You can speak, read, and write Common and two other languages of your choice
Genasi (New Race)
Born of the elemental turmoil of the godswar, Genasi come in five distinct subraces. Air, Earth, Fire, Water, and Void.
Ability Score Increase: Your Constitution score increases by 2.
Age: Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years.
Alignment: Independent and self-reliant, genasi tend toward a neutral alignment.
Size: Genasi are as varied as their mortal parents but are generally built like humans, standing anywhere from 5 feet to over 6 feet tall. Your size is Medium.
Speed: Your base walking speed is 30 feet. Languages. You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.
Subraces:
Air Genasi
As an air genasi, you are descended from the djinn. As changeable as the weather, your moods shift from calm to wild and violent with little warning, but these storms rarely last long. Air genasi
typically have light blue skin, hair, and eyes. A faint but constant breeze accompanies them, tousling the hair and stirring the clothing. Some air genasi speak with breathy voices, marked by a faint echo. A few display odd patterns in their flesh or grow crystals from their scalps.
Unending Breath. You can hold your breath indefinitely while you’re not incapacitated.
Mingle with the Wind. You can cast the levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.
Earth Genasi
As an earth genasi, you are descended from the cruel and greedy dao, though you aren’t necessarily evil. You have inherited some measure of control over earth, reveling in superior strength and solid power. You tend to avoid rash decisions, pausing long enough to consider your options before taking action. Elemental earth manifests differently from one individual to the next. Some earth genasi always have bits of dust falling from their bodies and mud clinging to their clothes, never getting
clean no matter how often they bathe. Others are as shiny and polished as gemstones, with skin tones of deep brown or black, eyes sparkling like agates. Earth genasi can also have smooth metallic flesh, dull iron skin spotted with rust, a pebbled and rough hide, or even a coating of tiny embedded crystals. The most arresting have fissures in their flesh, from which faint light shines.
Ability Score Increase. Your Strength score increases by 1.
Earth Walk. You can move across difficult terrain made of earth or stone without expending extra movement.
Merge with Stone. You can cast the pass without trace spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.
Fire Genasi
As a fire genasi, you have inherited the volatile mood and keen mind of the efreet. You tend toward impatience and making snap judgments. Rather than hide your distinctive appearance, you exult in it. Nearly all fire genasi are feverishly hot as if burning inside, an impression reinforced by flaming red, coalblack, or ash-gray skin tones. The more human-looking have fiery red hair that writhes under extreme emotion, while more exotic specimens sport actual flames dancing on their heads. Fire genasi voices might sound like crackling flames, and their eyes flare when angered. Some are accompanied by the faint scent of brimstone.
Ability Score Increase. Your Intelligence score increases by 1.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red.
Fire Resistance. You have resistance to fire damage.
Reach to the Blaze. You know the produce flame cantrip. Once you reach 3rd level, you can cast the burning hands spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.
Water Genasi
The lapping of waves, the spray of sea foam on the wind, the ocean depths—all of these things call to your heart. You wander freely and take pride in your independence, though others might consider you selfish. Most water genasi look as if they just finished bathing, with beads of moisture collecting on their skin and hair. They smell of fresh rain and clean water. Blue or green skin is common, and most have somewhat overlarge eyes, blue-black in color. A water genasi’s hair might float freely, swaying and waving as if underwater. Some have voices with undertones reminiscent of whale song or
trickling streams.
Ability Score Increase. Your Wisdom score increases by 1.
Acid Resistance. You have resistance to acid damage.
Amphibious. You can breathe air and water. Swim. You have a swimming speed of 30 feet.
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. Constitution is your spellcasting ability for these spells.
Void Genasi
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgoR0O0QSgxyGU0pNLK8mInARzxpZttvpYNzuMkm8Dftc19xQJaitvKwwuXXnHRipXVxIZwI7UPii51eHI8eFxWs69eOCX4MEmRizYdp8xNtCKhRi0JIydcbgZ44kNlj2N4DLiYDXtfLLY/s320/jace_beleren_640.jpg)
Empty Mind. You have advantage on saving throws against psychic attacks, and you have resistace against psychic damage.
One with Nothing: When you are dealt damage, you can use your reaction to enter the void until the beginning of your next turn. While within the Void, you cannot take any actions and cannot be targeted. At the beginning of your next turn, you return to your position before you entered the Void, or as close to it as possible. Once you use this feature, you cannot use t again until you finish a long rest.
Aasimar (New Race)
Created from the divine fires of the godswar, the Aasimar are paragons of justice and virtue. Born almost exclusively to priests and priestesses of Sereneth and Aray, they are a newer race, and along with the dragonborn, the genasi, and the tieflings, there is much debate if this is the way the world is going.
Ability Score Increase: Your Wisdom score increases by 1, and your Charisma score increases by 2.
Age: Aasimar mature at the same rate as humans but live a few years longer.
Alignment. Due to their celestial heritage, aasimar are often good. However, some aasimar fall into evil, rejecting their heritage.
Size: Aasimar are built like well-proportioned humans. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Thanks to your celestial heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Celestial Resistance. You have resistance to necrotic damage and radiant damage.
Celestial Legacy. You know the light cantrip. Once you reach 3rd level, you can cast the lesser restoration spell once with this trait, and you regain the ability to do so when you finish a long rest. Once you reach 5th level, you can cast the daylight spell once with this trait as a 3rd-level spell, and you regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Languages. You can speak, read, and write Common and Celestial.
Half-Gnoll (New Race)
Half-Gnoll.
The vicious gnoll, the hyena headed monster of the desert and plains. Through rape, or demonic ritual they have spread their seed into human hosts, the results being the chaotic half-gnoll.
half-gnoll traits
Ability score increase: +2 strength
Alignment: a half-gnoll tends toward chaos and evil though some strive to exemplify the opposite traits
Size: half-gnolls are relatively the same size as humans if not a little differently proportioned, your size is medium
Speed: Your base walking speed is 30 feet
Darkvision: your gnoll heritage grants you 60 feet of darkvision, you see in dim light as if it is normal light and darkness as if it is dim light. in darkness you cannot dicern color
Languages: you can speak common and gnoll, gnoll is a guttural language with varied barks and noises, it is written in dwarvish script
Half-gnoll sub-races
Pack Lord Heritage
You are descended from a gnoll chieftain, this gives you increased endurance and more command in battle
Ability Score Increase: +1 constitution
You gain proficiency with martial weapons.
Fang of Yugoth Heritage
You are decended from a Chosen of Yugoth, this gives you better ability to commune with others and grants you some magical prowess
Ability Score Increase: +1 charisma
Yugoth's blessing: Yugoth's blessing on you grants one warlock cantrip of your choice,
charisma is your spellcasting ability for it.
The vicious gnoll, the hyena headed monster of the desert and plains. Through rape, or demonic ritual they have spread their seed into human hosts, the results being the chaotic half-gnoll.
half-gnoll traits
Ability score increase: +2 strength
Alignment: a half-gnoll tends toward chaos and evil though some strive to exemplify the opposite traits
Size: half-gnolls are relatively the same size as humans if not a little differently proportioned, your size is medium
Speed: Your base walking speed is 30 feet
Darkvision: your gnoll heritage grants you 60 feet of darkvision, you see in dim light as if it is normal light and darkness as if it is dim light. in darkness you cannot dicern color
Languages: you can speak common and gnoll, gnoll is a guttural language with varied barks and noises, it is written in dwarvish script
Half-gnoll sub-races
Pack Lord Heritage
You are descended from a gnoll chieftain, this gives you increased endurance and more command in battle
Ability Score Increase: +1 constitution
You gain proficiency with martial weapons.
Fang of Yugoth Heritage
You are decended from a Chosen of Yugoth, this gives you better ability to commune with others and grants you some magical prowess
Ability Score Increase: +1 charisma
Yugoth's blessing: Yugoth's blessing on you grants one warlock cantrip of your choice,
charisma is your spellcasting ability for it.
Saturday, June 4, 2016
Welcome
Welcome to the the Asandari Republic, a benevolent dictatorship stretching from the Belden Sea to the West, to the Caex Mountains to the East. From the demon haunted lands of the frigid North, to the humid Arryut Plains to the South. A land of metal and magic, of iron and steam. Where trains allow travel to anywhere in the Republic, and airships soar far overhead, opening trade, exploration, and adventure. Where the military is armed with firearms, swords, and spells. Where dangerous cults of death and shadow lurk in the Republic's underworld and inquisitors of the Church of the goddess of life root out heretics by any means necessary.
Welcome to the Legends of the Asandari.
Welcome to the Legends of the Asandari.
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