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Existing Races

Badlands Dwarves (Dwarf Subrace)

Ability Score Increase. Your Wisdom Score increases by 1.


Watercunning (Replaces Stonecunning). Whenever you make an
Intelligence (History) check related to the origin of water or engineering
works involving water, you are considered proficient in the History skill and
add double your proficiency bonus to the check, instead of your normal
proficiency bonus.
Desert Born. Youre acclimated to extremely high temperatures. Youre also
naturally adapted to hot climates, as described in chapter 5 of the Dungeon
Masters Guide.

Painted Elves (Elf Subrace)

Ability Score Increase. Your Wisdom score increases by 1.


Elf Weapon Training. Vou have proficiency wilh the longsword, shortsword,
shortbow, and longbow.
Fleet of Foot. Your base walking speed increases to 35 feel.
Mask of the Desert. Vou can attempt to hide even when you are only
lightly obscured by dead bushes, weak sandstorm, and other natural
phenomena.
Scablands Half Orcs (Half Orc Variant)

Desert Born (Replaces Meancing). Youre acclimated to extremely high


temperatures. Youre also naturally adapted to hot climates, as described in
chapter 5 of the Dungeon Masters Guide.

New Races
Asherati

Ability Score Increase. Your Dexterity increases by 2 and your Charisma


increases by 1.
Age. Asherati matures as the same as humans.
Alignment. Asheratis share a common concern for one anothers welfare
and are, therefore, good. Observing no specific rules when it comes to
behavior, and having a proclivity toward thievery, asheratis are usually
chaotic.
Size. Asherati are Medium, just like humans.
Speed. Asherati base walking speed is 30 ft.
Desert Born. Youre acclimated to extremely high temperatures. Youre also
naturally adapted to hot climates, as described in chapter 5 of the Dungeon
Masters Guide.
Water Sensitivity. You have disadvantage on attack rolls and on Wisdom
(Perception) checks if you're completely wet. In addition, if an asherati is
immersed in water, he cannot hold his breath and must immediately begin

making Constitution checks to avoid drowning. Asheratis can live without


water at a double rate than humans.
Stealthy. Asherati have proficiency in Stealth Skill.
Sandswim. As a merfolk is to the sea, an asherati is to sand, ash, dust, and
even softsand (but not slipsand, packed dirt, or rock). An asherati can
sandswim through such materials at his land speed while wearing light
armor or carrying a light load. His speed drops to 5 feet if an asherati wears
heavier armor or carries a medium load. An asherati cannot make any
headway through the sand while carrying a heavy load.
An asherati breathes normally while under the sands. This supernatural
ability doesnt allow an asherati to breath in mediums other than sand, dust,
or ash, nor does it allow an asherati to hold its breath longer than normal in
water or dangerous gases.
Body Lamp. An asherati can make his skin glow at will, providing bright
light out to 60 feet and shadowy illumination out to 120 feet. In a medium of
loose soil, such as sand, dust, or ash, a peculiar quality of the light allows an
asherati to make out solid objects up to 60 feet away. Under the sand, this
light is sufficient for navigation and general identification of objects, but not
for reading, recognizing individuals, or other similar feats of finer perception.
This ability does not allow an asherati to see invisible creatures or creatures
with concealment more easily than normal. Other creatures in the sand with
an asherati do not gain this special sight, but they can see the sand take on
a warm, orange glow.
Once per day, as a free action, an asherati can bring his skin up to full
brilliance so rapidly that it can dazzle all creatures within 30 feet for 1
minute. Creatures can avoid this effect with a successful Fortitude save (DC
8 + Charisma Bonus + Proficiency Bonus).
Bhukas

Ability Score Increase. Your Dexterity increases by 2 and your Wisdom


increases by 1.

Age. Bhukas matures at a twice rate than humans. They are adults at theirs
15s, matures at theirs 25s and becomes old at theirs 37s. Few Bhukas
lives beyond their 50s.
Alignment. A complex system of community relationships holds a bhuka
village together. Respect for superiors and the need to contribute to the
common good is drilled into every member of the society, and those who do
not adhere become outcasts. Bhuka society is lawful, with most individuals
tending toward good.
Size. Asherati are Medium, just like humans.
Sand Druidism. Bhukas are proficient in Nature Skill.
Bhuka Resiliense. Bhuka have Advantage on saving throws against
harmful effects of deydrathation and heat.
Glare Resistance. Dark skin and long lashes around the eyes protect
bhukas from sun glare, so these creatures never suffer disadvantage due to
bright sun.
Sure Feet. Bhukas have broad feat and splayed toes that help them travel
easily over sand and similar loose surfaces. They are treat shallow sand as
normal terrain and deep sand as shallow sand. Also they are never suffer
disadvantage in shallow sand like terrain.
Water Sense. Bhukas have the innate ability to detect a source of
drinkable water within a distance of 100 feet. Doing this requires a Survival
check; the DC depends on the depth below ground of the water source,
according to the following table.
Water Depth
0 feet (Surface)
10 feet or less
11-20 feet
21-40 feet
41-70 feet
71-100 feet

Survival DC
5
10
15
20
25
30

Desert Born. Youre acclimated to extremely high temperatures. Youre also


naturally adapted to hot climates, as described in chapter 5 of the Dungeon
Masters Guide.

Gods of the Wastes


Deity
Al-Isthus, the
Lord of the
Vermin
Aurifar, the Shah
of the Sky
Azul, the God of
Rain

Alignment
Neutral Evil

Domains
Death

Neutral

Light

Lawful Evil

Tempest

Haku, the Master

Chaotic Good

Trickery

Symbol
Scorpion with its
tail raised to
strike
Golden polished
disc
Jagged red line
enclosing drops
of water
Stylized gust of

of Desert Wind
Joramy, the
Goddess of
Volcanoes
Kikanuti, the
First Bhuka
Set, the God of
Power
Solanil, the
Goddess of Oasis
Tem-Et-Nu, the
Lady of Rivers
Zoser, the
Dancer of
Whirlwinds

Neutral Good

Tempest, War

Neutral Good

Light, Nature

Chaotic Evil

Death, Trickery

Neutral Good

Life, Nature

Lawful Neutral

Knowledge, War

Chaotic Neutral

Tempest

wind
Volcano
Tall clay pot
painted with a
stylized bird
Coiled cobra
Pool of water at
the base of a
date tree
Kama
Stylized drawing
of a tornado

Gods of the West


Deity
Altua, the Lady
of War
Halmyr, the God
of Strategy
Konkresh, the
Berserker
Lyris, the
Goddess of Fate
Nadirech, the
True Coward
Sulerain, The
Grim Lady
Syreth, the
Guardian
Typhos, the
Tyrant
Valkar, the Bold

Alignment
Lawful Good

Domains
War

Symbol
Open scroll

Lawful Neutral

Knowledge

Plumed helm

Chaotic Neutral

Tempest, Nature

Broken shield

Neutral

Trickery

Chaotic Evil

Trickery

Neutral Evil

Death, Tempest

Neutral Good

Life, Light

Lawful Evil

Death, War

Chaotic Good

Tempest, War

Finger balancing
a dagger
Ring with three
stones
Eye tearing
blood
Inverted triangle
with a full moon.
Whip
Armoured arm
holding a sword

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