Plateback
Maintaining a stable supply of food is a busy job. While the saurial bunkers have some food automatically grown, it’s very bland, unappetizing, and is reserved for the next extinction event whenever possible. The platebacks are trained as expert farmers with techniques passed down from their original forebears. Ones which draw predators towards themselves and use their own physiology to defend the herds. And also ones who tend the crops with a steady hand, mind, and body.
Appearance: In designing a plateback, you should consider whether you are an ankylosaur, a stegosaurid, or rarely a titanosaur. Ankylosaur platebacks come with a club, which does bludgeoning damage, while stegosaurs deal piercing damage through their spiked tails. Some sauropods with many large osteoderms, such as titanosaurs, can also be the basis for a plateback. Rarely do platebacks choose to decorate their plates. Treating them as sacred and usually decorating around them instead.
THESE STATS ARE A WIP. IF YOU WISH TO USE THIS SUBRACE, TELL Spinomite TO FINISH THIS!!!
Ability Score Increase: You gain a +1 to Con.
Armored Body: You choose one of the following effects-
You have hard scales on your back, making the hardest of blows feel like nothing.
When wearing light, medium, or no armor, you gain an additional +1 to AC.
You can put yourself into a better defensive position as an action. Until you stand up again, you have gain a +2 to AC and you have advantage on Strength and Constitution saving throws. While in this state, you are prone. You can only move 10 feet each round, and you can't benefit from increases to speed. You have disadvantage on dexterity saving throws, and the only actions you can take are a bonus action to recover from this state, and make an unarmed strike only as an opportunity attack when a creature enters or leaves your reach.
Steady As They Go: Training for the rough fields has rendered you adept at walking in uneven terrain. Your movement speed is 25 but you add 10 feet to your movement when in difficult terrain. This additional speed is applied after the effects of difficult terrain. (So 20 feet, at the base of 25.)
Lessons of the Old Sons: The original saurials saved lessons for your kind specifically. You learn one cantrip from the druid spell list which does not deal fire, thunder, or lightning damage.
Tail Weapon: Your tail has a mass of bone on the end, which functions as a natural weapon. You can use this to make unarmed strikes dealing bludgeoning or piercing damage (chosen at character creation) equal to 1d6 + your strength modifier, instead of the bludgeoning damage normal for unarmed strikes.
Herbivore: You use plant matter as the material component for your racial spellcasting.
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