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Llonkuves

Ability Score Increase (Standard). Your Main Ability score increases by 2, and your Secondary Ability score increases by 1. Select an ability score as the Main Ability and a different ability score as the Secondary Ability. 0 RP   Precious Few Years. Your kind mature rapidly and have very short lifespans compared to other races. Your kind reach maturity within their first year and rarely live past 25. 0 RP   Etched in Stone. Your kind are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order. 0 RP   Broad Stance. Your kind are large but elongated or spread wide rather than looming tall. You average between 8 to 9 feet tall and are just as long. You average between 550 and 700 pounds. Your size is Large. 3 RP   Agile Claws. Your base walking speed is 30 feet. Because of your claws, you have a climbing speed of 30 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike. 2 RP   The Hunter’s Awareness. After countless hunts, your kind have learned how to become acutely aware of their surroundings. As a reaction, you may pause to heighten your perceptions to gain advantage on all Wisdom (Perception) checks, Wisdom (Insight) checks and Wisdom (Survival) checks for the next 10 minutes. Once you use this trait, you can’t use it again until you finish a short or long rest. 2 RP   Ambusher. If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat. 3 RP   Unstable Bearings. Your kind are a tad unstable and can become confused when thwacked hard enough. Whenever you are struck with a critical hit you must make a concentration check (a Constitution saving throw with a DC equal to 10 or half the damage taken, whichever is higher). On a failed save you lose composure during your next turn and act as if confused, roll a D10 and follow the directions on the following chart: 1: Use all your movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. You can't take an action this turn. 2-6: You can't move or take actions this turn. 7-8: You use your action to make a melee attack against a randomly determined creature within reach. If there is no creature within reach, you do nothing this turn. 9-10: You can act and move normally.- 2 RP   No Magic Trait. You have no innate magic trait. Remove this trait in the Cleanup Step. 0 RP   Holy Linguists. You can speak, read, and write Common and Celestial and your Unique Racial Language. Pick a name for your Unique Racial Language, this is typically a variation of your race’s name such as Elvish for elves or Draconic for dragons. 1 RP  
  • Ingrained Traditions. Your kind have traditions, customs, and habits that are so firmly held that they’re almost physically painful for you to go against. Choose 2 of the following traditions: You can’t go into a home if uninvited. You must count the number of objects that are spilled from a container. You must formally bow whenever someone bows to you. You cannot cross running water. You must be orderly and presentable, and if dirtied you must stop to clean yourself. Whenever you fail to uphold any of your traditions, you must make a DC 15 Wisdom saving throw, on a failed save you are compelled to uphold your tradition. If you are somehow prevented from upholding your tradition, you become stunned until the end of your next turn. - 1 RP

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