Character Creation - Races
Human
Alignment: Wildly variable.
Subraces
Linnadean Midlander
Educated: You are Proficient in History, Medicine or Religion. | Extra Language: You know one extra language of your choice.Linnadean Highlander
Robust: You gain +1 HP every time you gain a level. | Mountaineer: You are considered Proficient on skill checks to climb and negotiate rocky terrain.Linnadean Islander
Ruggedised: You have Resistance on saving throws against cold, wet or windy conditions. | Waterchild: You have grown up by - and in - the sea. You are considered Proficient on Athletics checks to swim.Languages. Common, one extra mundane language of your choice
Linnadean Dwarf
Darkvision: You can see in dim light within 20 m as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of grey.
Dwarven Resilience: You have Advantage on saving throws against poison, and you have resistance against poison damage.
Dwarven Combat Training: You are Proficient with Battleaxe, Handaxe, Throwing Hammer and Warhammer.
Dwarven Armour Training: You are Proficient with Light Armour and Medium Armour.
Tool Proficiency: You are Proficient with Smith's Tools, Brewer's Supplies or Mason's Tools.
Stonecunning: When you make an Intelligence (History) check related to the origin of stonework, you are considered Proficient and add double your proficiency bonus instead of your normal bonus.
Dwarven Toughness: Your hit point maximum increases by 1, and by 1 more every time you gain a level.
Languages. Common, Dwarvish
Linnadean Elf
Alignment: Often chaotic, usually good.
Darkvision: You can see in dim light within 20m as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of grey.
Keen Sense: You are Proficient in the Perception skill.
Fey Ancestry: You have Advantage on saving throws against being charmed, and magic can't put you to sleep.
Trance: Elves don't need to sleep. Instead, they meditate deeply, remaining semi-conscious, for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Subraces
High Elf
Ability Score Increase: +1 Intelligence | Elf Weapon Training: You are Proficient with the Longsword, Shortsword, Longbow and Shortbow. | Cantrip: You know one cantrip of your choice from the Wizard spell list, using Intelligence to cast it. | Extra Language: You know one extra language of your choice.Wood Elf
Ability Score Increase: +1 Wisdom | Elf Weapon Training: You are Proficient with the Longsword, Shortsword, Longbow and Shortbow. | Fleet of Foot: Your base walking speed increases to 12 m. | Mask of the Wild: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, fog or other similar phenomena.Dark Elf
Alignment: Usually evil | Ability Score Increase: +1 Charisma | Superior Darkvision: The range of your Darkvision is 40 m. | Sunlight Sensitivity: You have DisAdvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, your target, or whatever you are trying to perceive are in direct sunlight. | Drow Magic: You know the Dancing Lights cantrip. From level 3, you can cast Faerie Fire once per day. From level 5, you can cast Darkness once per day. Your spellcasting ability for these spells is Charisma. | Drow Weapon Training: You are Proficient with the Rapier, Shortsword and Hand Crossbow.Languages. Common, Elvish
Linnadean Halfling
Alignment: Usually Lawful Good.
Lucky: When you roll a 1 on an attack roll, ability check or saving throw, you can reroll the die and must use the new roll.
Brave: You have Advantage on saving throws against being frightened.
Halfling Nimbleness: You can move through the space of any creature that is of a size larger than yours.
Subraces
Lightfoot
Ability Score Increase: +1 CHA | Naturally Stealthy: You can attempt to hide even when you are obscured only by a creature at least one size larger than you.Stout
Ability Score Increase: +1 CON | Stout Resilience: You have Advantage on saving throws against poison, and you have Resistance to poison damage.Highland
Ability Score Increase: +1 STR | Hobbitual Snowman: You have Advantage on saving throws against cold, and Resistance against cold damage.Languages. Common, Halfling
Linnadean Dragonborn
Alignment: Mostly good, but variable. Can be influencedby ancestry.
Draconic Ancestry: You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table in the PHB. Your breath weapon and damage resistance are detemined by the dragon type as shown in the table.
Breath weapon: You can use your action to exhale destructive energy. (See PHB)
Damage Resistance: You have Resistance to the damage type associated with your draconic ancestry.
Languages. Common, Draconic
Linnadean Gnome
Alignment: Usually good.
Darkvision: You can see in dim light within 20m as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of grey.
Gnome Cunning: You have advantage on all Intelligence, Wisdom and Charisma saving throws against magic.
Subraces
Forest Gnome
Ability Score Increase: +1 DEX | Natural Illusionist: You know the Minor Illusion cantrip, and can cast it with Intelligence. | Speak with Small Beasts: Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers and other creatures as pets.Rock Gnome
Ability Score Increase: +1 CON | Artificer's Lore: Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply. | Tinker: You have Proficiency with Artisan's Tools (Tinker's Tools). Using these tools, you can spend 1 hour and 10 Fl worth of materials to construct a Tiny clockwork device (AC5, 1 HP). The device ceases to function after 24 hours (unless you spend 1 hour repairing it) or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options:- Clockwork Toy: This toy is a clockwork animal, monster or person. When placed on the ground, the toy moves 1.5 m across the ground on each of your turns in a random direction. It makes noises appropriate to the creature it represents.
- Fire Starter: The device produces a small flame, which you can use as an action to light a candle, torch, campfire or similar.
- Music Box: When opened, this music box plays a single tune at a moderate volume. The box stops when it is closed or reaches the end of the tune.
Languages. Common, Gnomish
Linnadean Half-Elf
Alignment: Usually chaotic.
Darkvision: You can see in dim light within 20m as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of grey.
Fey Ancestry: You have Advantage on saving throws against being charmed, and magic can't put you to sleep.
Skill Versatility: You gain Proficiency in two skills of your choice.
Languages. Common, Elvish, one additional language of your choice
Half-Orc
Alignment: Often chaotic.
Darkvision: You can see in dim light within 20m as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of grey.
Menacing: You gain Proficiency in Intimidation.
Relentless Endurance: When you are reduced to 0 HP but not killed outright, you can drop to 1 HP instead. You can't use this feature again until you finish a long rest.
Savage Attacks: When you score a critical hit with a melee attack, you can roll one of the weapon's damage dice an additional time and add it to the bonus damage.
Languages. Common, Orc
Tiefling
Alignment: Very variable, often chaotic.
Darkvision: You can see in dim light within 20m as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of grey.
Infernal Resistance: You have Resistance to fire damage.
Infernal Legacy: You know the Thaumaturgy cantrip. Once you reach 3rd level, you can cast the Hellish Rebuke spell once per day as a 2nd-level spell. Once you reach 5th level, you can also cast the Darkness spell once per day. Your spellcasting ability for these spells is Charisma.
Languages. Common, Infernal
Linnadean Goblin
Alignment: Tend towards neutral evil, but can vary.
Darkvision: You can see in dim light within 20m as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of grey.
Fury of the Small: When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.
Nimble Escape: You can take the Disengage or Hide action as a bonus action on each of your turns.
Languages. Common, Goblin
Linnadean Orc
Alignment: Historically chaotic evil, though in modern Linnadeigh they are as variable as any other species.
Darkvision: You can see in dim light within 20m as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of grey.
Aggressive: As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.
Menacing: You are trained in the Intimidation skill.
Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag or lift.
Languages. Common, Orc
Linnadean Triton
Alignment: Usually lawful good.
Amphibious: You can breathe both air and water.
Control Air and Water: You can call on the magic of elemental air and water. You can cast Fog Cloud with this trait. Starting at 3rd level, you can cast Gust of Wind, and starting at 5th level you can cast Wall of Water. Once you've cast a spell with this trait, you can't cast it again until you have finished a long rest. Your spellcasting ability for these spells is Charisma.
Emissary of the Sea: Your people have a natural affinity with aquatic beasts. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return.
Guardians of the Depths: Adapted to even the most extreme ocean depths, you are Resistant to cold damage and you can ignore any of the drawbacks caused by deep underwater environments.
Languages. Common, Primordial
Linnadean Automaton
Alignment: Usually neutral, with a tendency towards order and lawfulness.
Resilient: You have Advantage on saving throws against poison, and you have Resistance to poison damage. You are immune to disease. You have no need to eat, drink or breathe. You don't need to sleep, cannot be put to sleep by magical means and suffer no ill effects from exhaustion due to lack of rest.
Sentry's Rest: When you take a long rest, you must spend at least 6 hours in an outwardly inactive, motionless state, rather than sleeping. You appear inert, but remain fully conscious and aware.
Integrated Protection: Your body has built-in defensive layers, replacing your ability to wear armour. Shields apply boni as normal. You can alter your body to enter one of three defensive modes; every time you finish a long rest, choose one of the following modes to determine your armour class.
- Darkwood Core: (unarmoured, no prerequisite) Your AC is 11 + DEX mod (+ proficiency bonus if proficient with light armour).
- Composite Plating: (req medium armour proficiency) Your AC is 13 + DEX mod (max 2) + proficiency bonus.
- Heavy Plating: (req heavy armour proficiency) Your AC is 16 + proficiency bonus. You have disadvantage on DEX (Stealth) checks.
Subraces
Envoy
Ability Score Increase: +1 to two ability scores of your choice. | Specialised Design: You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one additional language of your choice. | Integrated Tool: Choose one tool you're proficient with. This tool is integrated into your body, and you double your proficiency bonus for any ability checks you make with it. You must have your hands free to use it.Juggernaut
Ability Score Increase: +2 STR | Iron Fists: When you make an unarmed attack, you can deal 1d4 + STR mod bludgeoning damage instead of the normal damage. | Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag or lift.Skirmisher
Ability Score Increase: +2 DEX | Swift: Your base walking speed increases by 2 m. | Light Step: When travelling alone for an extended period of time (an hour or more), you can move stealthily at a normal pace (see ch 8 of the PHB).Languages. Common
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