Custom Races
https://www.dandwiki.com/wiki/Dwelf_(5e_Race)
Dwelf
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. You can't discern color in darkness, only shades of gray.
Awkward Composition. Your very being is considered an abomination to some in the dwarven and elven communities. You have disadvantage in Charisma checks with dwarves and elves.
Fey Ancestry. You have advantage on saves against being charmed, and magic can’t put you to sleep.
Ancestral Weapons. You are proficient with the shortsword, shortbow, handaxe, and light hammer.
Dwarven Resilience. You have advantage on saving throws against being poisoned.
Innate Magic. You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
Dworc
Darkvision. 60 ft.
Relentless Endurance. When you are dropped to 0 hitpoints, but not killed outright, you can drop to one hitpoint instead. Can be used once per long-rest.
Dwarven Combat Training. Proficient with battleaxe, handaxe, light hammer, and warhammer.
Savage Attacks. When you make a critical hit with a melee weapon attack, add one additional damage die.
Half-Dwarf
Darkvision. 60 ft.
Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.
Skill Versatility. You gain proficiency in two skills of your choice.
Orf
Darkvision. 60 ft.
Fey Ancestory. Advantage against charm effects and can't be put to sleep magically.
Menacing. You automatically gain proficiency in Intimidation.
Savage Attacks. When you make a critical hit with a melee weapon attack, add one additional damage die.
Mechana
Mechanic Specialization. All Mechana are specialized in a particular area, and as such, they get +3 to an ability score of your choosing.
Precision. On any Strength, Dexterity, or Constitution based skill check, you may opt to use the result of the average roll rather than rolling the die for it. (Note: you may only apply this BEFORE you roll.)
Mechanical Accuracy. Mechana are notoriously good at running quick probability calculations. Once per long rest, a Mechanum may add their intelligience modifier to their attack roll.
Specialization. Many Mechana have specialized knowledge on a given creature type: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead. Once per short rest, when they encounter a creature of their specialty, they may make a Knowledge Check to learn a specific stat of the creature. The DC for this check is set at the DM's discretion, but may be based on the rarity of the creature encountered, the character's personal experience with this particular type of creature, and the character's personal experience with this individual creature. Once Specialization has been used on a creature, the character can not use Specialization on that creature again.
Mechanum Specialization
1d100 | Result |
1-50 | An ability score of the DM's choosing |
51-69 | An ability score of the player's choosing |
70-79 | The creature's hitpoint total |
80-89 | The creature's resistances and immunities (if applicable) |
90-99 | The creature's vulnerabilities (if applicable) |
100 | The creature's spell list (if applicable) |
Simulacrum. The Mechanum is modeled to look like a member of another Medium race of your choosing. To other humanoids, Mechana fall very firmly into the Uncanny Valley, and, as a result, have disadvantage on any Charisma based skill checks against humanoid creatures. Conversely, non-humanoid creatures have difficulty distinguishing a Mechanum from a humanoid of that race and hold biases (or lack thereof) accordingly.
Retournant
Much the way Revenants claw their way to vengeance, Retournants have a grasp on unlife (albeit a tenous one) that allows them to seek revenge. Retournants tend to be single-minded, but can usually cooperate with others if it forwards their own purposes. Despite their drive for justice in their minds, they typically remember little about their life.
Undead. Being a form of undead, you are immune to poison damage and to being poisoned. You are also resistant to necrotic damage.
Vengeful Willpower. Your drive for revenge renders you nigh fearless. You have advantage against being frightened.
Darkvision. You have darkvision for 60ft.
Rest is for the dead. Once per long rest, you can use a bonus action to remove a level of exhaustion.
Remove these ads. Join the Worldbuilders Guild
Comments