Fourwalkers

by jack1spade

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The Thunder of the Fourwalkers!

New Race: Fourwalkers

Fourwalker is a term use by the intelligent dinosaurs of planegea to refer to their own kind. They are not the twowalkers, like humans and elves. They are something different, stronger, and more ancient. The Fourwalkers are a communal people, lovers of song, and grass. Most of them are vegetarian but some do occasionally need bones and meat for vital nutrients in times of hardship or disease.

There are a few types of Fourwalers, each one representing a different family. Each of them are immense in stature and body. These are the mystical Thagron, with their plated backs and spiked tails to channel the magics of Plangegea. The proud and sturdy Fanhorns, with their three pointed horns and defensive shielding heads. Lastly, the Longnecks with sharp wit and long memories.

Fourwalkers tend to live in communal herds between 10 and 50 members. These are often shared between all types of fourwalkers with each family taking on a given role. The tall Longnecks act as lookouts and caretakers with their ability to see for long distances. The Thagrons are the spiritual leaders, sharing the stories of the tribe and using their innate magics to ward away the Twolegs. Lastly, the Platehorns are the protector and defenders, ready to charge against a foe with a shieldwall to protect the rest of the tribe. Often, they will welcome Saurians into their ranks and many stories have been told. The oldest of these is called the Journey of the five, which told the story of the first alliance between Saurians and Fourwalers. How a Longneck, Platehorn, Thagron, Leatherwing, and Webfoot led each other from a blighted and dying landscape and into the lush green lands of The Great Valley.

Note on Elder Fourwalkers

Fourwalkers can grow to towering heights, especially long necks. If you wish to increase their size, they increase one size category every 15 years. To a maximum of Huge for the Thagron and Platehorn, and Gargantuan for the Longnecks. They gain +2 Strength and Con each time they grow larger. This is only suggested for DMs that feel they can handle the challenge of VERY large PCs.

Fourwalker Racial Traits

Ability Score Increase: You gain 3 +1 modifiers to add to your ability scores. No Ability Score may be raised above 18.

Age: Saurians reach adulthood at the age of 4 and may live to be as old as an wizened human if the stories are true.

Size: Fourwalkers are notably larger than most races, standing eight feet tall at the shoulder and ten feet in length. You occupy a 5x10 foot rectangle. You do not have reach.

Speed: Your base walking speed is 30 feet.

Natural Armor: While not wearing armor, you may choose to calculate your Armor Class as 12+your Constitution or Dexterity modifier.

Four Legged: Being a four legged creature, you can bear greater weights (50% more) than a human of the same strength without being encumbered. Any roll to avoid becoming prone is made with advantage.

Fingerless: Fourwalkers may use their mouth as one hand. Subtype. Fourwalkers belong to one of four lines of descent: Longneck, Platehorn, or Thagron. Choose one.

Longneck

You are a long neck, the tallest of the Fourwalkers and a proud caretaker to your people. Your great words echo across the land and fill your friends with inspiration.

Longneck: You gain an additional 5 feet of reach due to your long neck.

Inspiring: You may bellow a word of hope and inspiration to an ally. As a reaction, you may grant advantage on a single Ability Check or Saving Throw rolled by an ally. Once this is used, you must complete a short rest before you may use it again.

Platehorn

You are a platehorn, with a broad fan extending around your head and prominent forward facing horns to ward off danger.

Natural Weapons: You gain a Horn that deals d6 piercing damage as an unarmed weapon instead of the normal damage for an unarmed strike.

Shield Wall: During your turn, you may use your bonus action to take a defensive posture and ward off incoming attacks with your bony skull plate. You gain a +2 shield bonus to AC when you do this. The bonus lasts until the start of your next turn. If you are adjacent to an ally wielding a shield or using this ability, the bonus increases to +3.

Thagron

You are a Thagron, wise and attuned to the magic and spirits of Planegea. You can feel the tremors of magic arcs along your plates and the magical spikes along your tail.

Natural Magic: You know the light and* mage hand* cantrips. Your mage hand may lift and carry as much as your natural strength score would allow. It can also be used to wield and weapon you are proficient with, even two handed ones, and attack from your space as if you were fighting with a held weapon. If you choose, you may use your spellcasting ability score to fight with a melee weapon in this way.

Call Down the Elements: You can draw out the power of Planegea into a rush of arcane power. As a bonus action, you can imbue the weapons of yourself and up to five allies with elemental power. Choose from: Acid, Cold, Fire, or Lighting. As long as you can maintain concentration on this effect, each ally deals an additional d6 of the chosen damage type with all weapon attacks. This is a concentration effect, similar to a spell, and you cannot maintain it and a spell that requires concentration. Once this is used, you must complete a long rest before you may use it again.

Art Credits
  • apex altisaur by : Simon Dominic
  • Triceratops from 3dexport. See link. https://3dexport.com/3dmodel-game-ready-fantasy-triceratops-185737.htm
  • Stegosaurus, Kaek McBeardy (ArtStation)
  • the last image is from land before time DvD cover 2014 rerelease
 

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