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The Thrake

Your Thrake character has a variety of natural abilities, the result of generations of survival in the harsh
landscape of your homeworld (far beyond your current star system).
Ability score increase​. Your Dexterity score increases by +2.
Age​. Thrake grow to adulthood quickly in the harsh environment of their homeworld. A Thrake typically
undergoes a rite of passage into adulthood after 10 years, and most live to be no more than 80 years old.
Alignment​. Thrake refuse to be chained, generally avoiding even the confines of cities or other
structures. What few towns they build tend to be spread out, with tightly-knit neighborhoods, where
neighbors care for one another but harbor a deep distrust of outsiders. The nomadic tribes that comprise
the majority of Thrake culture are even more insular. They lean strongly towards chaos and neutrality.
Size​. Thrake range in size from just under six feet to just under seven feet tall and have slender builds.
Your size is medium.
Speed​. Your base walking speed is 30 feet.
Darkvision​. The desert night is long and dark, and 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.
Multi-armed​: You have four arms. As a bonus action, once per round, you may interact with your
environment up to two additional times, as long you are not holding anything in two of your hands. In
addition, these hands may be used to hold items (such as extra weapons or ammunition), although they
do not necessarily grant you additional actions to attack.
Warrior Born​: You have proficiency with the pike. (The thren’ja, or thrakan pike, has three tines like a
trident, but functions as a pike.)
Languages​. You can speak, read, and write Thrakan. Thrakan is a language that allows for quick
communication of complex ideas, incorporating clicks and glottal stops to change the meanings of words.
Outsiders often believe that the Thrake are unable to produce to art or poetry, but this is untrue. Rather,
Thrake art is performative, and the poetry is a mixture of language and dance, both incorporating their
physiology to communicate complex ideas quickly and beautifully. It is, however, never committed to
writing or shown to outsiders.
Subrace​. Cultural divisions among the Thrake have led to two subraces: the nomadic desert runners and
the more sedentary cavern stalkers. Choose one of these subraces.

Desert Runners
As a desert runner, you are hardy and dislike staying in one place too long. You spend your time moving
between oases and campgrounds, moving quickly beneath the blistering sun. The heat does not bother
you to the same degree that it does others.
Ability Score Increase​. Your Constitution score increases by 1.
Desert Stride​.You move through difficult terrain in desert environments at normal speed.
Distance Runner​. You have advantage on Constitution saves against exhaustion from running, forced
marches, starvation, and thirst in hot environments.
Multi-armed warrior​. At 7th level, you may take an additional unarmed attack whenever you take an
action to attack. This does not grant you the ability to attack with a weapon in hand, nor does it grant you
proficiency with unarmed strikes. If you make an additional attack in this manner, you may not add your
ability score to damage on the attack.

Cavern Stalkers
Some Thrake have settled in lose encampments in the valleys of Korb. These towns can last for
generations, but they are always relatively small and tight-knit, and even in these small towns smaller
groups form alliances. Even the most settled Thrake is ready to move at a moment’s notice, if the need
arises.
Ability Score Increase​. Your Wisdom score increases by 1.
Jumper​. You make standing long and high jumps as though you had moved 10 feet before jumping.
Hidden Encampments​. You have advantage on Stealth checks in rocky environments (including
mountains and hills).
Multi-armed archer​. At 7th level, you may use two of your arms to attack with a ranged weapon as a
bonus action, whenever you take an action to attack. This ability does not grant you proficiency with
ranged weapons, if you do not already have it. If you make an additional attack in this manner, you may
not add your ability score to damage on the attack.

Akiton Purebloods
The Purebloods were a species of red-skinned humanoids that originated on the world of Arithon, before
sending a colony to ---. Also distinct for their bone spurs, facial tentacles, and genetic predispositions
toward both left-handedness and an affinity for the Shadow, the Akiton species coalesced into an empire
ruled first by kings and later by Dark Lords.

Ability Score Increase: ​Your Charisma Score increases by 2, and your Strength increases by 1.
Size: ​Your size is Medium.
Speed: ​Your base walking speed is 30 feet.
Languages:​ You know Common, and Akiton..
Darkvision:​ Thanks to your infernal 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.
Tough Skin: ​The bone-like spurs and protrusions that cover your red-hued skin naturally make you more
resilient and tough. When you aren't wearing armor, your AC is 13 + Your Dexterity Modifier. You can use
your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A
shields' benefits apply as normal while you use your natural armor.
Savage Ancestry:​ You have advantage on saving throws against being Charmed or Frightened.
Flow of the Dark:​ Purebloods are extraordinarily gifted with a strong affinity for Shadow, almost all of
their species are born as psychically sensitive. You know the Eldritch Blast cantrip. When you reach 3rd
level, you can cast the Witch Bolt Power as a 2nd-level spell once with this trait. When you reach 5th
level, you can cast the Suggestion power once with this trait. You must finish a long rest to cast these
spells once again with this trait. Charisma is your spellcasting ability for them.

The Saiyans
Ability Score Increase.​ ​Your Constitution score increases by 2, your Dexterity and Strength scores both
increase by 1
Age.​ Saiyan's mature in their mid-teens and typically live just over a century. They don't suffer old age as
much as Humans, and remain in their prime well into what Humans would consider old age.
Alignment.​ Saiyan's alignment is largely based on their past experiences, although Saiyans living in
large communities tend towards Chaotic and Evil as their feral blood causes them to act like a pack of
animals.
Size.​ A Saiyan's height is about the same as a Human, and can vary just as much, although they are
almost without exception muscular. Your size is medium.
Hot-Blooded.​ You have resistance to cold damage.
Natural Athleticism.​ You gain proficiency in the Athletics skill.
Zenkai.​ ​After 5th level, when you return to positive hit points after dropping to zero hit points you gain a
temporary power boost. For the next 10 minutes, your Strength, Dexterity, and Constitution all increase by
2, and you gain temporary hit points equal to twice your level.
Tail.​ You have a prehensile tail, just long enough to wrap around your waist. It is roughly as strong as an
arm, but struggles to make dexterous movements. You can make unarmed strikes with your tail, but not
weapon attacks. It can push or drag a weight in pounds equal to 10 times your Strength score, and can lift
a weight in pounds equal to 5 times your Strength score. However, your tail is also a weak point. An
enemy can make an attack specifically targeting your tail, with disadvantage.
Any attacks against your tail deal an additional damage die, and your tail has vulnerability to slashing
damage. If it takes damage equal to 1/4 of your hit points, your tail is detached, and you lose any effects
regarding it, and your next saving throw, attack roll, or ability check. If an enemy attempts to grapple your
tail (with disadvantage) and succeeds, you are considered incapacitated and have disadvantage on all
saving throws, attack rolls, or ability checks. While your tail is grappled, you or the grappling creature can
make a Strength ability check to detach the tail, with a DC equal to your Constitution score. You have
advantage on such a roll. When a tail is severed, it can be regrown by pressing on the small of a Saiyan's
back. A Saiyan attempting to do this to himself must succeed on a DC 10 Dexterity roll. When you lose
your tail, your Strength score decreases by 2 until your next long rest.
Great Ape.​ At 10th level, when you are exposed to a full moon, you go through a significant
transformation. Your size triples in all dimensions, and your weight is multiplied by 27. Your size
increases to Huge, destroying/scattering any worn equipment.
In this from, your Strength and Constitution increase by 4, and you also has advantage on Strength
checks and Strength saving throws. Your unarmed strikes deal 1d10 damage in this from, and you gain
the Siege Monster trait (as in the Earth Elemental monster). You also gain temporary Hit points equal to
twice your level. While in this transformation, your Intelligence decreases by 4, and you cannot distinguish
between allies and enemies, generally attacking all that you can see. While in this transformation you
retain all tail weaknesses. This transformation ends if you lose access to the full moon, or if your tail is
severed. You cannot transform into a great ape if you don't currently have a tail.
Languages.​ You can speak, read and write Common.

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