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- user:Rlyehable/sandbox/1 - Warrior (5e Martial Archetype)
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- user:Rlyehable/sandbox/7 - Divine Domains
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Security Bot A29
Medium robot | ||||||||||||||||||
Armor Class: 16 | ||||||||||||||||||
Hit Points: (3d8) | ||||||||||||||||||
Speed: 0 feet, flying 40 feet (hover) | ||||||||||||||||||
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Senses: passive Perception | ||||||||||||||||||
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Name. Description
Name. Description ActionsName. Description Name. Description ReactionsName. Description Legendary ActionsName. Description Name. Description |
Dervish (2nd Draft)
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Dervish is a martial archetype for the 5th edition Fighter class.
Whether the whirling dervish of the Indian subcontinent, the Norse berserker, or other legendary warriors, the Dervish relies on agility, movement, and quick attacks to win the battle.
Lightning Strike
Beginning when you choose this archetype at 3rd level, you may treat any melee weapon that does not have the heavy or two-handed properties as a finesse weapon.
Whirlwind Attack
Starting at 3rd level, once per turn, if wielding a melee weapon and using the attack action, each creature, friend or foe, within a 10 foot radius must attempt a Dexterity saving throw. On a failure, it takes damage as if hit by your melee weapon (including Strength or Dexterity bonus to damage). On a success, it takes half damage.
Starting at 7th level, the fighter may choose up to a number of creatures equal to his proficiency bonus to not take damage from this attack.
Whirlwind Defense
Starting at 3rd level, your AC is improved, depending on the armor you are wearing:
- No Armor, your AC = 10 + your proficiency bonus + your Dexterity bonus.
- Light Armor, your minimum AC equals 10 + half your proficiency bonus (round down) + your Dexterity bonus.
- Medium Armor, the maximum Dexterity bonus you may add to AC is +3 (instead of +2).
- Heavy Armor, no bonus.
Blitzkrieg
Starting at 7th level, if not wearing heavy armor and you hit with an attack, you may use your bonus action to Disengage and Dash.
Additional Fighting Style
At 10th level, you can choose a second option from the Fighting Style class feature.
Impossible Parry
Starting at 15th level, if you have a melee weapon in hand, you may use your Reaction to block an attack that would have hit. Make a Dexterity saving throw. If successful the attack misses. This may be done against a melee or ranged attack, but only those that require an attack roll.
Blink Strike
At 18th level, you attain the pinnacle of agility. If you are not wearing heavy armor and your speed is more than zero, all attack rolls against you are made with Disadvantage, and you make all Saving Throws with advantage.
Haverton's Blade 2nd Draft
Haverton's Blade Warning: Default sort key "Rlyehable/sandbox 5e" overrides earlier default sort key "[[:Template:SUBPAGE]] 5e".
Martial Melee Weapon, uncommon (requires attunement)
Haverton's Blade is a magical scimitar. It has no bonus to hit or to damage. However, on a hit the creature that was hit, if not resistant or immune to slashing weapons, becomes vulnerable to slashing weapons for 1 minute.
If the struck creature was resistant, but not immune to slashing weapons, it looses its resistance to slashing weapons for 1 minute.
If the struck creature was immune to slashing weapons, it looses this immunity but gains resistance to slashing weapons for 1 minute.
Name | Magic Bonus1 |
Damage | Weight | Properties |
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Haverton's Blade | 1d6 Slashing | 3 lbs | Finesse Light | |
1Magic bonus is not included in listed damage. |
Way of Iconic Styles (Monastic Tradition)
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In kung-fu there are a great many styles based on iconic animals (Tiger, Mantis, Crane, etc.). This tradition is to incorporate the various styles.
Spells
Monk Level | Spells |
Beginning at 3rd level when you gain access to this tradition, you will choose an iconic style. Among these styles are:
- Crane
- Dragon
- Lizard
- Mantis
- Monkey
- Snake
- Tiger
- Toad
Enhanced Movement, Attack and Defense
Beginning at 3rd level, you gain one of the following benefits, based on your style.
- Crane, Dragon, Snake - When making an unarmed strike, you may choose to deal piercing damage instead of bludgeoning.
- Lizard - You gain a climb speed equal to your walking speed. Once per short rest may do this on smooth vertical surfaces and even ceilings.
- Monkey - Once per turn, after a melee attack roll has been made against you, you may add your Dexterity (Acrobatics) bonus to your AC.
- Tiger - When making an unarmed strike, you may choose to deal slashing damage instead of bludgeoning.
- Toad - You gain resistance to poison damage and advantage on saving throws against effects that would cause you to be poisoned.
Starting at 6th level, ...
Beginning at 11th level, ...
At 17th level you gain the ability to ...
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Bal-Oon
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Bal-Oon | ||||||||||||
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Small Monstrosity, Unaligned | ||||||||||||
Armor Class: 11 (natural armor) | ||||||||||||
Hit Points: 7 (2d6) | ||||||||||||
Speed: 0, fly (hover) 30 feet | ||||||||||||
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Skills: Perception +7, Stealth +7 | ||||||||||||
Damage Vulnerabilities: piercing. | ||||||||||||
Damage Resistances: bludgeoning from magical attacks, thunder | ||||||||||||
Damage Immunity: bludgeoning from nonmagical attacks, poison. | ||||||||||||
Condition Immunity: poisoned, prone | ||||||||||||
Senses: darkvision, passive Perception 18 | ||||||||||||
Languages: None | ||||||||||||
Challenge: 1/4 (50 xp)Proficiency Bonus (PB): +2 | ||||||||||||
Ambush. The Bal-Oon's movement is silent, and it uses its Stealth to ambush prey. If successful, it's first attack is with advantage.
Knockback. When a Bal-Oon is hit by a bludgeoning attack, it is pushed 5 feet away. Explosive. When a Bal-Oon is killed by a piercing attack, it will explode. All creatures within 20 feet must make a DC 15 saving throw, taking 9 (2d8) thunder damage on a failed save, or half as much damage on a successful save. ActionsShocking Touch. The Bal-Oon makes an attack with it's tail. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 4 (1d8-1) lightning damage damage plus 4 (1d8) poison damage. The target must make a Constitution saving throw (DC 12) or be stunned until the end of the Bal-Oon's next turn (this save is at disadvantage if already stunned). |
Bal-Oon
Bal-Oons appear as egg-shaped floating creatures with rubbery skin and a tail that looks similar to string or ribbon. They are often found in flocks commonly numbering up to 20 (although there are tales of flocks of over a hundred bal-oons).
Bal-Oon Ecology
Some sages think that bal-oons were once native to the Elemental Plane of Air. Others think that they are some wizard experiment gone wrong. In either case, they have established themselves on the material plane. They lurk in isolated areas in which they can conceal themselves in order to ambush prey. It is believed, but not confirmed, that they reproduce by spreading a mist of microscopic young when they explode.
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Gnoll Race
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“ | The gnoll rogue stalked quietly through the brush. The orc guards stood looking bored, standing guard in front of the bridge. The orcs' attention was quickly drawn to a fox darting through the underbrush. The gnoll was on the closest orc in a split section, laying it out with the sneak attack. Without a second thought, the gnoll shifted across the bridge entrance and bit the second orc. The second orc started to scream, but was silenced by an arrow from the gnoll's ranger companion. | ” |
Gnolls are a surly, hynea-like humanoids.
Description
Gnolls are tall and lean (7'-7'6", 280-320 lbs.). They have grayish skin covered by tan to brown fur, and have anthropomorphized hyena head and faces. Some individuals have spots or stripes of contrasting tan/brown fur.
Gnolls only live to be about 30 years old, but mature by age 2.
It is difficult to distinguish a male from a female gnoll, unless naked or the female is pregnant or nursing (when the four breasts engorge with milk).
Gnoll Psychology
Gnolls are generally short tempered. They generally keep to a family group or pack with a alpha male and female, along a number of young adults (sometimes with their mates) and cubs. Although, sometimes a number of family groups form villages or towns.
Territories
Gnolls can be found in most climes from desert to arctic, but are most commonly found in grassland plains, hills, and forests.
Gnoll Adventurers
Gnolls most often become adventurers when they challenge the alpha, lose, and are exiled from the family group. Some gnolls become enamored of the toys and trappings of other races (clothing, weapons, society, or magic).
Gnoll History
It is rumored that some gnolls worship the demon lord Yeenoghu. But at best this is a minorty of gnolls.
Gnoll Technology
Gnolls have a bronze age technology, but acquire most of their weapons from trade.
Gnoll Traits
'
- Creature Type. Humanoid
- Ability Score Increase. Strength {{{str}}}, Dexterity {{{dex}}}, Constitution {{{con}}}, Intelligence {{{int}}}, Wisdom {{{wis}}}, Charisma {{{cha}}}
- Age. 2-30
- Alignment. Any, but lean toward chaotic alignments
- Size. 7'-7'6" (6'10" inches, +2d6), 280-320 lbs. (270, x2d6) Your size is Medium.
- Speed. Your base speed is 30 feet feet.
- Darkvision: Being crepuscular creatures, gnolls are able to see in both daylight and darkness. 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.
- Rampage. When a gnoll kills a creature with a melee attack, it may use a bonus action to move up to half its speed and make a bite attack against a different opponent. Once this trait is used, it may not be used again until the gnoll takes a short or long rest.
- Bite. When the gnoll makes an unarmed strike, it may choose to bite instead doing slashing damage instead of bludgeoning. Gnolls are proficient with this style of attack.
- Languages. You can speak, read, and write Common and Gnoll
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“ | ” |
{{Underbar| |
Names
Male Names: Female Names: Family Names:
Traits
'
- Creature Type. Humanoid
- Ability Score Increase. Strength {{{str}}}, Dexterity {{{dex}}}, Constitution {{{con}}}, Intelligence {{{int}}}, Wisdom {{{wis}}}, Charisma {{{cha}}}
- Age.
- Alignment.
- Size. Your size is .
- Speed. Your base speed is feet.
- Languages. You can speak, read, and write Common.
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Named NPCs
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Vesper Shadeson | ||||||||||||
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Medium Humanoid (Tieflings), Chaotic Good | ||||||||||||
Armor Class: 18 (studded leather armor) | ||||||||||||
Hit Points: 82 (11d8+33) | ||||||||||||
Speed: 30 ft. | ||||||||||||
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Saving Throws: Dex +8, Int +3 | ||||||||||||
Skills: Acrobatics +12, Insight +6, Investigation +3, Perception +9, Stealth +11, Survial +6 | ||||||||||||
Damage Resistances: Fire | ||||||||||||
Senses: Darkvision 60 ft., passive Perception 16 | ||||||||||||
Languages: Common, Deep Speech, Infernal, Thieves' Cant | ||||||||||||
Challenge: 8 (3,900 xp)Proficiency Bonus (PB): +3 | ||||||||||||
Infernal Legacy. Vesper is an innate spellcaster, using Charisma as the spellcasting ability. He can cast the following spells: At Will: thaumaturgy Monster Hunter Kit. Vesper carries a crowbar, a hammer, three wooden stakes, a holy symbol, a flask of holy water, a set of manacles, a steel mirror, a flask of oil, a tinderbox, and 3 torches. Sneak Attack. Vesper may add 4d6 damage to a weapon attack if any of the following conditions apply:
Cunning Action. Vesper may use a bonus action to Dash, Disengage, or Hide. Fancy Footwork. When Vesper makes an attack against a creature on his turn, the target creature cannot make an opportunity attack against him for the rest of his turn. Evasion. If Vesper is forced to make a Dexterity saving throw to take half damage, he takes no damage on a success and half damage on a failure. Charm of Osgillian. This magic bracelet makes all of his weapon attacks count as magical for overcoming resistance and immunity. ActionsTwo-Weapon Fighting. When Vesper makes a melee weapon attack, he may use a bonus action to make a second attack with a different weapon. When he does so, subtract 5 from the damage listed below. Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) piercing damage, or 23 (1d8+4d6+5) piercing damage if able to use sneak attack. Scimitar. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6+5) piercing damage, or 22 (5d6+5) piercing damage if able to use sneak attack. Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4+5) piercing damage, or 21 (1d4+4d6+5) piercing damage if able to use sneak attack. Hand Crossbow. Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 8 (1d6+5) piercing damage, or 21 (1d4+4d6+5) piercing damage if able to use sneak attack. This weapon has the loading property. ReactionsUncanny Dodge. Vesper may use a reaction to reduce the damage from an attack made by a creature he can see. |
Vesper Shadeson's Description
Vesper is an 8th level Rogue (Swashbuckler). He is short and slim at 5' 1" tall. He usually wears a large brimmed hat and a cape (red on the inside, midnight blue on the outside). His is a Tiefling with black-blue skin, flaming red hair, and a long tail that ends in a spade shape.
Vesper's Backstory
Vesper grew up in a conclave of Tieflings. He was taught the virtues of a good life. He was content until he reached the age of ten. At ten he was struck with wanderlust and ran away from home. He headed for the closest town that he knew of. Outside the town he saw a cleric surrounded by the local militia demanding a "tax" from the cleric. Full of himself and self-righteous, he came to the aid of the cleric. Between him and the cleric, who was unexpectedly a cleric of War, soon defeated the guard. The cleric thanked Vespar and gifted him with a scimitar (taken from the faithless guards), a blessing of the war god, and some good advice to seek his fortune in a different town. Vespar took the advice to heart and headed for a different town. He soon found he had a talent for combat, and a heart for righting wrongs.
Vesper's Traits
Ideal. "I will always stand against what is wrong, if if the law does not support me." Bond. "I will always remember the cleric and will do anything to support him or his church." Flaw. Vesper prefers to do his good deeds with flair.
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Canon 5e Races
This article is about 5e Races | |
For other uses of 5e Races, see 5e Races (disambiguation). |
The following are the races and subraces listed in 5th ed. publications.
- Aasimar [1] [2]
- Aarakocra [3]
- Bugbear [1]
- Changeling [4]
- Dragonborn
- Dwarf
- Gray Dwarf (Duergar) [7]
- Hill Dwarf [5] [6]
- Mountain Dwarf [5]
- Elf
- Firbolg [1]
- Genasi
- Gnome
- Goblin [1]
- Goliath [1] [3]
- Half-Elf [5] [6]
- Half-Orc [5] [6]
- Halfling
- Hobgoblin [1]
- Human
- Kenku [1]
- Kobold [1]
- Lizardfolk [1]
- Minotaur (Krynn) [8]
- Orc [1]
- Shifter
- Tabaxi [1]
- Tiefling [5] [6]
- Triton [1]
- Warforged [4]
- Yuan-ti [1]
Sources
- ↑ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 1.15 Volo's Guide to Monsters
- ↑ 2.0 2.1 Dungeon Master's Guide (5e)
- ↑ 3.0 3.1 3.2 3.3 3.4 3.5 3.6 Player's Companion Elemental Evil
- ↑ 4.0 4.1 4.2 4.3 4.4 4.5 4.6 4.7 UA Eberron v1.1
- ↑ 5.00 5.01 5.02 5.03 5.04 5.05 5.06 5.07 5.08 5.09 5.10 5.11 5.12 5.13 5.14 5.15 5.16 5.17 5.18 5.19 5.20 5.21 5.22 5.23 Player's Handbook (5e)
- ↑ 6.00 6.01 6.02 6.03 6.04 6.05 6.06 6.07 6.08 6.09 6.10 6.11 6.12 6.13 6.14 6.15 6.16 6.17 SRD SRD-OGL v5.1
- ↑ 7.0 7.1 Sword Coast Adventurer's Guide
- ↑ UA Waterborne v3
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