World of Leipter

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Races of Leipter

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Choosing a Race

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Racial Traits

The description of each race includes racial traits that are common to members of that race. The following entries appear among the traits of most races.

Ability Score Increase

Every race increases one or more of a character’s ability scores.

Age

The age entry notes the age when a member of the race is considered an adult, as well as the race’s expected lifespan. This information can help you decide how old your character is at the start of the game. You can choose any age for your character, which could provide an explanation for some of your ability scores. For example, if you play a young or very old character, your age could explain a particularly low Strength or Constitution score, while advanced age could account for a high Intelligence or Wisdom.

Size

Characters of most races are Medium, a size category including creatures that are roughly 4 to 8 feet tall. Members of a few races are Small (between 2 and 4 feet tall), which means that certain rules of the game affect them differently. The most important of these rules is that Small characters have trouble wielding heavy weapons.

Speed

Your speed determines how far you can move when traveling and fighting.

Subraces

All races have subraces. Members of a subrace have the traits of the parent race in addition to the traits specified for their subrace. In some cases, the physical and cultural differences between subraces might be small. In others, they are very profound.

Dwarves

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Dwarven Racial Traits

Your dwarf character has an assortment of inborn abilities, part and parcel of dwarven nature.

Ability Score Increase: Your Constitution Score increases by 2.

Age: Dwarves mature mature a bit slower than humans, reaching adulthood at around 25. On average, they live about 150 years.

Size: Dwarves stand between 4 and 5 feet tall and often weigh between 150 and 250 pounds. Your size is Medium.

Speed: Your base walking speed is 25 feet. You are not slowed by heavy armor.

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 cannot discern color in darkness.

Dwarven Resilience: You have advantage on saving throws against poison, and resistance to poison damage.

Dwarven Combat Training: You have proficiency with the War Pick, Warhammer, Light Crossbow and Hand Crossbow.

Tool Proficiency: You gain proficiency with your choice of Smith's Tools, Brewer's Tools, or Mason's Tools.

Subraces: Two main subraces of dwarves live in Leipter. Choose one of these subraces.

Low Dwarf

Living primarily underground in sprawling tunneled-out cities, Low Dwarves are more reclusive than their surface cousins. While other races have warred for the land above ground, the Low Dwarves have quietly toiled beneath it, studying magic and the earth in privacy.

Studious Disposition: It's not enough for a Low Dwarf to merely be strong. One must also be learned, to aid society and one day pass on their knowledge to the younger generation. Your choice of Intelligence or Wisdom increases by 1.

Low Dwarf Magic: Low Dwarves are accustomed to finding solutions to the dense, sometimes dangerous terrain below ground. You know the Mold Earth cantrip. When you reach 3rd level, you can cast the Earth Tremor spell once per day. When you reach 5th level, you can also cast the Spider Climb spell once per day. Whichever Ability Score you increased with Studious Disposition is your spellcasting ability for it.

Enhanced Darkvision: You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness.

Careful Breath: You have experience in the deep, sulfurous tunnels and can hold your breath for up to 15 minutes.

Mountain Dwarf

Unlike Low Dwarves, Mountain Dwarves are boisterous, sociable folk, no less devoted to their craft, but far more interested in sharing the fruits of their labor with others. Many a story has been told of legendary dwarven feasts in their glorious halls of finely-wrought stone.

Strong Of Heart And Body: Mountain Dwarves work hard and play hard, though the balance of the two differs depending on the Mountain Dwarf in question. Your choice of Strength or Charisma increases by 1.

Natural Athlete: If you selected Strength for Strong of Heart and Body, you have proficiency in the Athletics skill. In addition, when making a Constitution (Athletics) check to push yourself past your limits, you have Advantage on the roll.

Revelry: If you selected Charisma for Strong of Heart and Body, you have proficiency in the Persuasion skill. In addition, whenever you make a Charisma (Persuasion) check while attempting to influence someone intoxicated, treat a roll of 7 or lower on the d20 as an 8.

Blessing of the Forge: You have Resistance to Fire and Radiant Damage.

Elves

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Elven Racial Traits

Your elf character has a variety of natural abilities.

Ability Score Increase: Your Dexterity score increases by 2.

Age: Elves age slowly in comparison to humans, staying quite childlike until their 30s, and then rapidly reaching their adulthood at around 40. They can live up to 250 years old.

Size: Elves range from under 5 to over 7 feet tall and generally have slender builds. Your size is Medium.

Speed: Your base walking speed is 30 feet.

Darkvision: Accustom ed to twilit forests and the night sky, 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.

Keen Senses: You have proficiency 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 semiconscious, for 4 hours a day. (The Asgardian ord for such meditation is “trance.”) 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.

Subrace. There are two main subraces of Elves in Leipter. Choose one of these subraces.

Ljosalfar (Light Elf)

The Ljosalfar are an ancient, arcane race, skilled in magic and warfare. Quick of mind and swift of foot, with the longevity and arcane knowledge to back it up, the Ljosalfar were once seen as an unconquerable military machine, comparable in might to the Giants of old. However, since the Asgardian Empire, they have relaxed their traditional strictness. Somewhat.

Army of the Bright: Most Ljosalfar have trained in warfare, should the need for battle ever arise, but an army requires all types. Your choice of Intelligence or Strength increases by 1.

Ljosalfar Weapon Training: You have proficiency with the Shortbow, Longbow, and 1 Martial Melee Weapon of your choice.

War Magic: You know one Damage-Dealing Cantrip off the Wizard spell list. Intelligence is your spellcasting ability for it.

Relentless Pursuit: If you have damaged a creature within the last minute, your movement speed increases 10 feet. In addition, when benefiting from this increase on your turn, you can move up to half your speed as a Bonus Action.

Student of the Battlefield: You have Advantage on Intelligence (History) checks related to famous military figures and famous battles.

Svartalfar (Dark Elf)

Once far more like their Light Elf cousins, a calamity nearly devastated the Dark Elves to extinction. It was only due to the kindly intervention of the Goddess that the Svartalfar survived, but in the process, they were irreversibly changed. Quickly adapting to their new forms, the Svartalfar often live adventurous, exciting lives.

Happy and Hardy: Free from the trappings of Ljosalfar society, the Svartalfar are more likely to engage peacefully with other races and form long, lasting relationships with them as best they can. However, their bodies have never forgotten the trials they were put through by outsiders, and refuse to again be so easily punished. Your choice of Constitution or Charisma increases by 1.

Svartalfar Weapon Training: You have proficiency with the Spear, Trident, Shortsword, and Net.

Borne of Divine Water: You can breath both air and water, and have a Swim Speed equal to your walking speed. In addition, you can cast the Shape Water cantrip. Charisma is your spellcasting ability for it.

Dark Water Affinity: You have Resistance to Cold damage.

Smalfolk

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Smalfolk Racial Traits

Your Smalfolk character has a variety of natural abilities.

Ability Score Increase: Your Wisdom score increases by 2.

Age: Smalfolk mature at about the same rate as humans, but maintain a youthful appearance throughout their life. They live close to 120 years.

Size: Smalfolk range from about two and a half feet to three and a half feet tall, and may have any kind of body type or build. Your size is Small.

Speed: Your base walking speed is 25 feet.

Fatebender: When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

Smalfolk Cunning: You have advantage on all Wisdom saving throws against magic.

Nimbleness: You can move through the space of creatures larger than you.

Subrace: There are two main subraces of Smalfolk in Leipter. Choose one of these subraces.

Ratatoskr

When the Asgardian Empire conquered the Smalfolk lands, the diminutive race were at a crossroads. Many of the Smalfolk chose to assimilate into the Empire, but the Ratatoskr refused to give up their traditional way of life. Refusing the forced migration that others suffered under, the Ratatoskr remained faithful to their traditions and were fanatical guerillas against the Empire while it stood.

Brave Defenders: Many Ratatoskr would rather fight to the death than submit to a hostile invader. Luckily for them, their surprising combat prowess means they seldom have to. Your choice of Strength or Constitution increases by 1.

Animalistic: Often remaining in the wilds, the Ratatoskr have kept their more feral features, with many having some form of animal features, from antlers, to dog-like noses, to serpentine tongues. You have proficiency with the Perception skill, and advantage on Wisdom (Perception) checks when you can scent.

Ratatoskr Magic: Ratatoskr are in-tune with the natural magic that courses through the land, and tap into it easier than most. You learn a cantrip of your choice from the Druid spell list. When you reach 3rd level, you can cast the Entangle spell once per day. When you reach 5th level, you can also cast Spike Growth once per day. Wisdom is your spellcasting ability modifier for it.

Farmadhr

As the Ratatoskr retreated further into the self-imposed solitude of their lands and customs, the Farmadhr instead willing embraced the communal, multicultural life of the Asgardians. Ironically, they presented as much a problem for their Asgardian conquerers as their militant cousins, as their propensity for wandering in search of new friends and new experiences meant that they rarely stayed in one place for long, even after being migrated.

Wide-Eyes Wanderers: Having spent millennia in isolation with their brethren, the Farmadhr have now thrown their whole hearts into travel and diplomacy. Your choice of Dexterity or Charisma increases by 1.

Eager to Please: If you selected Charisma for Wide-Eyed Wanderers, you have proficiency in the Performance and Persuasion skills, and with two musical instruments of your choice. Farmadhr want their taller friends to enjoy their company as much as they enjoy theirs, and work to make themselves enjoyable guests.

Slippery Dancers: If you selected Dexterity for Wide-Eyed Wanderers, you have proficiency in the Acrobatics and Stealth skills. In addition, you have Advantage on Dexterity (Acrobatics) checks made to resist or escape a grapple. The less socially-inclined Farmadhr often find their way into trouble when they overstay their welcome, and need to make a quick escape.

Up and At 'Em: A Farmadhr only needs 4 hours of sleep a night to benefit from a Long Rest.

Accomplished Traveler: Farmadhr are used to moving around in all types of environments. You suffer no movement penalties in nonmagical Difficult Terrain.

Human

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Human Racial Traits

Your human character has these traits.

Age: Humans reach adulthood in their late teens and live less than a century.

Size: Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Speed: Your base walking speed is 30 feet.

Subrace: There are three subraces of Humans in Leipter. Choose one.

Aesir

The Aesir tradition is one of physical strength and self-sufficiency above all else. Individuals first and foremost, the Aesir are proud, powerful, and determined.

Martial Tradition: Your choice of Strength, Dexterity, or Constitution increases by 2. In addition, two other ability scores of your choice increase by 1.

Weapon Training: You are proficient with two Martial weapons of your choice.

Specialization: You are proficient in one Skill of your choice. You add double your proficency bonus to checks made with that Skill.

Aesir Toughness: Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Vanir

A thoughtful, contemplative race with a keen interest in things like magic and and community, the Vanir largely reject the warrior spirit that grips their Aesir cousins.

Mental Tradition: Your choice of Intelligence, Wisdom, or Charisma increases by 2. In addition, two other ability scores of your choice increase by 1.

Cantrip: You know one Cantrip of your choice from the Wizard, Sorcerer, Bard, Druid, or Cleric spell lists. The ability score you selected for Mental Tradition is your spellcasting ability modifier for it.

Specialization: You are proficient in one Skill of your choice. You add double your proficiency bonus to checks made with that skill.

Vanir Telepathy: You can communicate telepathically with any creature you can see within 30 feet of you, although if you don't share a language, the creature gains no additional ability to understand you. Additionally, the creature does not gain the ability to telepathically reply, despite you being able to speak to it. If you later gain Telepathy from another source, the range on that ability increases by 30 feet.

Midgardian

Neither as physically gifted as the Aesir, nor as mentally astute as the Vanir, the Midgardians (as their name would imply) take the middle path, often eschewing specialized learning in favor of experiencing all life has to offer.

Midgardian Versatility: Your ability scores each increase by 1.

Nomadic Learning: You are proficient with one Skill, one Tool, and one additional Language of your choice.

Wealth of Experience: You add 1 to all Saving Throws and Ability Checks.

Learn by Example: The time it takes you to learn a new Skill, Tool, or Language is halved, provided that you have a tutor or aide to teach you.

Dragonkith

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Dragon Damage Type Breath Weapon
Black Acid 5 by 30 ft. line (Dex. Save)
Blue Lightning 5 by 30 ft. line (Dex. Save)
Brass Fire 5 by 30 ft. line (Dex. Save)
Bronze Lightning 5 by 30 ft. line (Dex. Save)
Copper Acid 5 by 30 ft. line (Dex. Save)
Gold Fire 15 ft. cone (Dex. Save)
Green Poison 15 ft. cone (Con. Save)
Red Fire 15 ft. cone (Dex. Save)
Silver Cold 15 ft. cone (Con. Save)
White Cold 15 ft. cone (Con. Save)

Dragonkith Racial Traits

Your Dragonkith character has the following physical traits.

Ability Score Increase: Your Charisma score increases by 2.

Age: See subrace section.

Size: Although the different Dragonkith subraces vary wildly in size, you are Medium regardless of your subrace.

Speed: Your base walking speed is 30 feet.

Draconic Ancestry: You have a connection to a certain type of dragon. Choose one type of Dragon from the Dragon Ancestry table. Your Breath Weapon and Damage Resistance are determined by the Dragon Type, as shown on the table.

Breath Weapon: You can use your action to unleash the destructive energy stored inside you. Your Draconic Ancestry determines the size, shape, and damage type of the exhalation. When you use your Breath Weapon, each creature in the area of the exhalation must make a Saving Throw, the type of which is determined by your Draconic Ancestry. The DC for this Saving Throw equals 8 + (Your Constitution Modifier OR your Charisma Modifier, chosen by you at level 1) + your Proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.

Damage Resistance: You have Resistance to the damage type associated with your Draconic Ancestry.

Subrace: There are two subraces of Dragonkith in Leipter. Choose one.

Draconian

The Draconians are the descendents of Dragons who transformed themselves into humanoid form to escape the Giants in the Scouring. Over time, each successive generation became less adept at returning to their Dragon forms, until eventually access to a natural Dragon form was beyond them. However, the Draconians, while their own separate species, have inherited the physical perfection of their parent race.

Age: Draconians are big, powerful creatures that require a lot of energy to thrive. They reach adulthood by age 15, and seldom live past 80.

Draconic Body: Insulted at having to hide their true glory, initial Draconians sought to strengthen their temporary forms as best they could. Some trained their physical strength, while others took advantage of the relatively small size and manueverability of a humanoid form to achieve lithe, acrobatic feats that they never could have achieved before. Your choice of Strength or Dexterity increases by 1. In addition, against non-Dragon and non-Dragonkith targets, your Breath Weapon ignores Damage Resistance (but not Immunity).

Cantrip: The primal attunement to an element that allows you your Breath Weapon also confers upon you a minor magical ability. You know a Cantrip, dependent on your Draconic Ancestry. If your Breath Weapon deals Fire Damage, you learn Fire Bolt. If your Breath Weapon deals Cold damage, you learn Ray of Frost. If your Breath Weapon deals Lightning Damage, you learn Lightning Lure. If your Breath Weapon deals Acid Damage, you learn Acid Splash. If your Breath Weapon deals Poison damage, you learn Poison Spray. Charisma is your spellcasting modifier for it.

Terrifying Roar: After using your Breath Weapon, you can Roar as a Bonus Action. Hostile creatures within 30 ft. must make a Wisdom save against your Breath Weapon DC, becoming Frightened of you for 1 minute on a failed save. A Frightened creature can repeat this save at the end of each of their turns. Once you have used this ability, you cannot use it again until after a Long Rest.

Natural Weapons: Your claws are natural weapons that you can use to make unarmed attacks, dealing 1d4 Slashing damage on a hit. If you selected Dexterity for Draconic Body, your natural weapons have the Finesse property.

Dreki

Unlike the Draconians, the Dreki are not descendents of Dragons, but rather transformed Dragons themselves. Shedding their mortal forms and sealing away their consciousnesses during the Scouring, those that would become Dreki believed their self-imposed exile would be short. When they emerged many millennia later, they had forgotten much of their own bodies, and the forms they constructed for themselves with magic bore more resemblance to the Humanoids that had come to dominate the landscape than true Dragon shapes.

Age: In objective terms, Dreki are very, very old, though their bodies are often quite youthful. They are incapable of reproduction, and their maximum age is unknown.

Draconic Mind: In their time sealed away, the Dreki forgot many things about themselves and their bodies, but the haziness of their memory has done little to dull the sharpness of their minds. Your choice of Intelligence or Wisdom increases by 1.

Withered Wings: After their magical breath, the gift of flight was the next important trait for the Dreki to try and recreate. However, their humanoid forms were not well-equipped to handle such an enhancement. Still, weak wings are better than none. When not wearing Heavy Armor, you gain a fly speed equal to your walking speed, but you must land after each movement. If you are still airborne at the end of your turn, you fall.

Race of Ancients: You gain Proficiency in the Arcana skill.

Amnestic Clarity: Though you probably remember things like your name, many of your memories from your life before the Scouring are lost to you. However, when you roll a 20 on the d20 for an Intelligence check, you remember something from long ago, and mark Inspiration if you don't already have it.

Fanden

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Fanden Racial Traits

Your Fanden character has certain physical traits.

Ability Score Increase: Your Intelligence score increases by 2.

Age: Fanden mature at the same rate as humans, but live about a century.

Size: Fanden are about the same size and build as humans.

Speed: Your base walking speed is 30 feet.

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 colors in darkness, only shades of gray.

Cursed Body: You have Resistance to Necrotic damage. In addition, you don't need to eat nor sleep (though you may choose to). During a Long Rest, you may fill the time you would otherwise be sleeping with light activity.

Subrace: There are two subraces of Fanden in Leipter. Choose one.

Cursed Blood

In pursuit of power and knowledge, those that would Cursed Blood Fanden summoned fell creatures and bargained with them, blighting their bodies and transforming their minds. Any child born of a Cursed Blood Fanden is one as well, leading to the spreading of the race.

Fell Bargain: The pact made between the Cursed Blood Fanden and the Fell Powers endowed them with certain supernatural abilities. Your choice of Dexterity or Charisma increases by 1.

Hand of the Fallen: You know the Chill Touch cantrip, and when you deal damage with it, you recover Hit Points equal to your Proficiency Bonus - 1. Intelligence or Charisma (your choice at first level) is your spellcasting ability modifier for it.

Not Getting Out Of This That Easily: Cursed Blood Fanden are both of a source of entertainment and a potentially useful party for the Fell Powers, and they have little intention of letting Cursed Blood Fanden die. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

Tainted Blood

The only sin inherent to the Tainted Blood Fanden is their existence itself. Rather than the descendants of pact-makers, Tainted Blood Fanden are in fact descendants of the Fell Powers themselves. Their appearance in a bloodline is seemingly random, laying dormant for generations before manifesting.

Fell Blooded: Tainted Blood Fanden are inherently otherwordly, and the corruption that makes up their most basic life force gives thir body a unique makeup. Your choice of Constitution or Wisdom increases by 1.

Horrifying Appearance: Tainted Blood Fanden vary wildly in how exactly their corruption manifests, but most non-Fanden find their forms horrifying to behold regardless of the specifics. You have Proficiency in the Intimidation skill. In addition, if a creature has never seen a Fanden before, you have Advantage on Charisma (Intimidation) checks against it.

Aberrant Biology: Tainted Blood Fanden have all kinds of strange biology. You have immunity to critical hits (though you are still susceptible to abilities that activate on a roll of 20 on a d20, such as the Vorpal Sword's beheading effect). In addition, choose an ability from the following list.

Suctioned Grip: Your body easily clings to walls, ceilings, and any other surface. You have a climbing speed equal to your walking speed and can move freely along vertical surfaces and ceilings without using your hands.

Black Tentacle: You have a tentacle protruding from your body. Your tentacle is a natural weapon with the Finesse property that deals 1d4 Bludgeoning damage. In addition, it is capable of holding an object, exerting fine manipulation on small objects, and making Grapples.

Chitinous Armor: Your body is covered with sturdy, armor-like plates. If you are not wearing armor, your Armor Class equals 13 + your Dexterity Modifier.

Half-Elves

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Half-Elven Racial Traits

Your Half-Elven character has the following racial traits, owing to their mixed lineage.

Ability Score Increase: Your Dexterity score increases by 1, and one other Ability Score of your choice increases by 1.

Age: Half-Elves mature at about the same rate as human, but can live close to 125 years.

Size: Half-Elves are more uniformly sized then either of their parents, usually fitting somewhere between 5 and 6 feet tall. Your size is Medium.

Speed: Your base walking speed is 30 feet.

Darkvision: Because of your Elven blood, 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.

Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Master of Trades: You are proficient in one Skill and one Tool of your choice.

Subrace There are two main subraces of Half-Elves in Leipter. Choose one of these subraces.

Ljosalfar Half-Elf

The union between a Ljosalfar and a Human is often fraught with difficulty, but the heart wants what it wants. While few of these unions last, there are more than enough Ljosalfar Half-Elves to prove that passion between the two races can exist.

Ljosalfar Blood: Half-Elves pair the natural tendencies of their Elven parent with the versatility of Humans, often matching or even surpassing both of them. Your Strength and Intelligence scores both increase by 1.

Bond of War: A Ljosalfar Half-Elf blends her Elven parent's skill in battle with her Human parent's ability to mingle with all types. As a Bonus Action on your turn, you can rally your allies and project an invisible 10 ft. aura of camraderie for 1 minute. As long as you remain conscious and can see at least one ally, you and all allies in the aura gain a +1 on attack rolls. Once you have used this feature, you can't use it again until after you complete a Long Rest.

Swift Movement: Through a combination of your natural agility and quick thinking, your base walking speed increases to 35 feet.

Svartalfar Half-Elf

Due to the Svartalfar being an amphibious race that spends much of their time below the waves, Svartalfar Half-Elves are relatively rare. However, the pairings that lead to them are often far happier, and can weather all kinds of hardships, in comparison to Ljosalfar Half-Elves.

Svartalfar Blood: Half-Elves pair the natural tendencies of their Elven parent with the versatility of Humans, often matching or even surpassing both of them. Your Constitution and Charisma scores both increase by 1.

Swim Speed: You have a swim speed equal to your walking speed.

Ocean's Veil: Though Svartalfar Half-Elves lack some of their Elven parent's traits, they retain the Goddess' blessing all the same. When you are hit by an attack, you can use your Reaction to apply Disadvantage to it as you summon a wave of water to defend yourself. If the attack still hits, you reduce the damage by your Proficiency Bonus + your Constitution Modifier. Once you have used this feature, you can't use it again until after you complete a Long Rest.

Jotunn

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Giant Cantrip
Hill Primal Savagery
Fire Produce Flame
Frost Frostbite
Stone Rock Throw
Storm Shocking Grasp
Cloud Thunderclap

Rock Throw

Transmutation Cantrip

Casting Time: 1 Action

Range: 60 ft.

Components: V S M (a bit of dirt)

Duration: Instantaneous

You form a large rock in your hand and hurl it towards an enemy. Make a Ranged Spell Attack. On a hit, the target takes 1d6 Bludgeoning damage, and if it's Large or smaller, you push it up to 5 feet away from you.

This damage increases by 1d6 when you reach 5th, 11th, and 17th level.

Jotunn Traits

Your Jotunn character has certain racial traits.

Ability Score Increase: You Strength score increases by 2.

Age: Jotunn reach maturity around 30 and can live up to 200 years.

Size: Jotunn are big, broad creatures, usually between 7 and 8 feet tall and weighing up to 400 pounds. Your size is Medium.

Speed: Your base walking speed is 30 feet.

Legacy Of Giants: You carry the mantle of a particular race of Giants. Choose one from the Legacy of Giants table.

Powerful Build: You count as one size larger for determining your carrying capacity, as well as how much you can push, drag, or lift.

Savage Attacks: When you score a critical hit with an attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

Jotunn Deep Magic: The Deep Magic of the ancient Giants stirs in your bones, granting you a fragment of their power. You learn a Cantrip, specific to your Legacy of Giants. At 3rd level, you can cast the Catapult spell once per day. At 5th level, you can cast Enlarge (of Enlarge/Reduce) on yourself once per day. This casting does not require Concentration. Constitution is your spellcasting ability modifier for it.

Subrace: There are two subraces of Jotunn in Leipter. Choose one for your Jotunn character.

Wilder

Rather than assimilate into other societies, Wilder Jotunn accept their outcast status and instead travel the world, often alone, communing with the land and ancient spirits of the Giants that once ruled it.

Landstrider: Wilder Jotunn are accustomed to lives away from civilization, where their wits and reflexes the only things to guide them. Your choice of Dexterity or Wisdom increases by 1. In addition, you have Proficiency in the Survival skill.

Speaker of Spirits: Though the Giants of old have disappeared from the world, Wilder Jotunn can still sometimes feel their presence on the wind. If you spend an hour in meditation, you temporarily unlock a piece of Giant knowledge, gaining Proficiency with a Skill or Tool of your choice for 10 minutes.

Imposing Figure: Given their large stature and legendary pedigree, few things frighten Wilder Jotunn. You have Advantage on saves against being Frightened.

Dweller

Some Jotunn have accepted that the age of Giants has passed, and now seek only to live fulfilled lives in whatever place they've found themselves. Though they may be mistrusted, Dweller Jotunn engage with society as best they can.

Exemplars: Often the targets of suspicion, Dweller Jotunn believe that, whether as protectors or scholars, they must work twice as hard for recognition. Your choice of Constitution or Intelligence increases by 1.

Suspicious Minds: For their own safety, Dweller Jotunn have had to become good judges of character and aren't easily won over by honeyed words. You are Proficient in the Insight skill. In addition, you have Advantage on saves against being Charmed.

Don't Cause A Scene: With physical prowess that overwhelms others, Dweller Jotunn must be careful not lose their temper, and often avoid fights when they can. If you have been damaged by an enemy in the past turn, you may take the Disengage Action as a Bonus Action.

 

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