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## Races Reformatted The races presented in this section are altered to adhere to the design style presented in the playtest material for OneD&D. ### Birsche (WIP) #### Birsche Traits ___ - **Creature Type:** Plant - **Size:** Medium (about 6–8 feet tall) - **Speed:** 30 feet - **Life Span:** 90 years on average ___ As a Birsche, you have these special traits. ***Appraisal.*** When you Study an object you can see in your hands, you can choose to automatically learn how much the object is worth. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest. ***Aptitude.*** You naturally absorb information easily. You have Proficiency in one of the following skills of your choice: Arcana, History, Investigation, Nature, or Religion. ***Boiler.*** You can use an Action to emit steam, which causes the space you currently occupy to be Heavily Obscured until the start of your next turn. A wind of a moderate or greater speed dissipates the steam. ***Damage Resistance.*** You have Resistance to Cold Damage. ### Ibakyubakog (WIP) #### Ibakyubakog Traits ___ - **Creature Type:** Construct - **Size:** Small (about 3–4 feet tall) - **Speed:** 30 feet - **Life Span:** 280 years on average ___ As an Ibakyubakog, you have these special traits. ***Bond.*** You can use an Action to cast one of the following Spells, targeting another creature: *Cure Wounds*, *Heroism*, or *Mage Armor*. You can use this trait once, and you regain the ability to do so when you finish a Long Rest. ***Healing Machine.*** If the *Mending* Spell is cast on you, you can spend a Hit Die, roll it, and regain a number of Hit Points equal to the roll plus your Constitution modifier (minimum of 1 Hit Point). In addition, your creator designed you to benefit from several spells that preserve life but that normally don’t affect Constructs: *Cure Wounds*, *Healing Word*, *Mass Cure Wounds*, *Mass Healing Word*, and *Spare the Dying*. ***Mechanical Nature.*** You have Resistance to Poison Damage and Immunity to disease, and you have Advantage on Saving Throws against being Paralyzed or Poisoned. You don’t need to eat, drink, or breathe. ***Sentry's Rest.*** When you take a Long Rest, you spend at least 6 hours in an inactive, motionless state, instead of sleeping. In this state, you appear inert, but you remain conscious. \columnbreak ### Hillybone (WIP) #### Hillybone Traits ___ - **Creature Type:** Humanoid - **Size:** Medium (about 4–7 feet tall) or Small (about 3–4 feet tall), chosen when you select this Race - **Speed:** 30 feet - **Life Span:** 100 years on average ___ As a Hillybone, you have these special traits. ***Darkvision.*** You have Darkvision with a range of 60 feet. ***Poison Resistance.*** You have Resistance to Poison Damage. You also have Advantage on Saving Throws you make to avoid or end the Poisoned Condition on yourself. ***Skeletal Nature.*** You can be targeted by any effect that affects Undead, though you aren't an Undead yourself. You don't need to eat, drink, or breathe, and you can't be affected by consumables that need to be ingested or inhaled. ***Stirring Pile.*** When you drop to 0 Hit Points, you crumble into a pile of bones and resemble ordinary remains. If you become stable, you regain 1 Hit Point after 10 minutes. You resume your Humanoid form after you regain any amount of Hit Points. ***Undead Roots.*** As an action, you can target an Undead or a corpse that you can see within 60 feet of you and magically connect with their spirit. When you do, choose one of the following details to learn about the target: - You learn how the target died. - You learn the target's name or the name they had in life. - You learn one of the target's Personality Traits, Ideals, Bonds, or Flaws they have or had in life, chosen by the DM. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest. \pagebreak ### Koven Members of the koven, known as kovenesses, are spontaneously born from the malodor of dusky glens and wrathful swamps. Their ghastly presence needs no more than an empty place filled with gloom to become corporeal. A mother koveness may also brew her daughters in an alchemical cauldron to make more of her kind. These grim origins ultimately have no effect on the koven's moral outlook, however. Kovenesses are short and doughy. They share many physicalities and quirks with goats, such as their stubby horns, cloven feet, and propensity for standing atop objects. What sets them apart is their great mane of hair, which if not cut off, can be equivalent in size to the rest of the koveness. The mane can cultivate grime and insects as it drags along the ground behind its bearer. #### Koven Traits ___ - **Creature Type:** Humanoid - **Size:** Small (about 3–4 feet tall) - **Speed:** 30 feet - **Life Span:** 150 years on average ___ As a member of the Koven, you have these special traits. ***Caprine Eyes.*** When you roll Initiative, you can roll 1d6 and add the result to the roll. ***Cloven Feet.*** You have a climbing speed equal to your walking speed. Additionally, you have Advantage on Strength (Athletics) checks made to climb slippery vertical surfaces or ones with few handholds. ***Darkvision.*** You have Darkvision with a range of 60 feet. ***Witching Hour.*** You know the *Hex* spell. You can replace that Spell with a different 1st-Level Spell from the Arcane Spell List by performing a 1 hour ritual, in which you must either chant and dance or brew and consume a fetid stew without interruption. Once you cast a Spell you know from this trait, you can't do so again until you finish a Long Rest; however, you can cast the Spell using any Spell Slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for Spells cast using this trait (choose the ability when you select the lineage). \columnbreak ### Thanaver Thanavers are Shadowfell natives that exist tangentially to the phenomenon of time. In the eternal gloom of their home plane, they neglect the passage of time as it flows between all-encompassing night and the weak glow of day. Thanavers are content to idle for months without doing anything. A thanaverian council will wait decades for one of their members to return from an adventure. Likewise, a criminal may hide long enough to outlive any witnesses, or a thirsty thanaver lost in the desert will wait an eternity for a friendly soul to arrive with a drink of water. Wicked Shadowfell magic follows the thanaver people wherever they venture. In a fickle twist of fate, this incurable curse shrouds them in a dark aura and belies their peaceful nature. Other folks believe that an encounter with a thanaver is an omen of bad luck. This isn't entirely unfounded, as odd misfortunes do follow thanavers around. Some thanavers choose to succumb to this curse and allow evil into their hearts. #### Thanaver Traits ___ - **Creature Type:** Humanoid - **Size:** Medium (about 5–7 feet tall) - **Speed:** 30 feet - **Life Span:** 80 years on average ___ As a Thanaver, you have these special traits. ***Patient.*** When you take the Ready Action and you don't move on your turn, you can take one additional Action during your next turn if the trigger never occurs. ***Time Blindness.*** You are unable to estimate the passing of time and you are incapable of feeling boredom. Additionally, for each day you spend entirely motionless, you don't need to eat or drink and you do not age. ***Unlucky.*** When you see a creature within 60 feet of you make an Ability Check, you can use your Reaction to force them to roll with Disadvantage. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest. \pagebreak ### Whipple Whipples begin their life as budding cribbles suspended from a tree branch in clusters of their kin. Once ripe, a strong breeze is all that's needed to send them sailing on the wind, kept upright and stable by their gyroscopic head copters. Cribbles can survive a fall from any height before they mature into heavier whipples. Wherever the breeze stalls, they plummet out of the sky and acclimate to there new surroundings. Because they disperse in the wind, whipples are a cosmopolitan people and readily integrate into other cultures. Most dominions eagerly accept whipples into their walls. Whipples produce their own food, use only a small amount of space, and are easily imprintable, making them ideal neighbors, friends, or thralls. #### Whipple Traits ___ - **Creature Type:** Plant - **Size:** Small (about 2–3 feet tall) - **Speed:** 30 feet - **Life Span:** 60 years on average ___ As a Whipple, you have these special traits. ***Copter.*** You land on your feet when you fall, and you have Advantage on Saving Throws you make to avoid falling Prone. Additionally, if you start your turn within an area of strong wind, you are blown a distance equal to half your movement speed in the direction of the wind. If you are aloft after being blown, you don't fall if you are still within the area of strong wind. ***Goodberry.*** You grow one berry from your head when you finish a Long Rest, which functions like a berry created by the *Goodberry* spell. ***Teamwork.*** When a creature targets you with a Spell or other effect that targets more than one creature, you can use your Reaction to do one of the following: - You hide among the many. The creature doesn't target you, and they can choose another target instead. - You stand in unity. You don't count against the number of targets that the creature can select for the Spell or effect, allowing them to choose an additional target. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.