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===Wayfinder's Guide to Eberron=== With the release of Keith Baker's Wayfinder's Guide to [[Eberron]], everyone's favorite dungeonpunk setting is one step closer to coming back, even though it's still not "Adventurer's League" legal and the Wayfinder's Guide is explicitly a $20 playtest for groups to tear apart before the "official" 5e Eberron update. That means that the three iconic Eberron races have undergone a generous makeover, and the Kalashtar even showed up for good measure. In addition, each of the main dragonmarks has been reworked as a new set of sub-races for each race the house in question is mostly made of. * [[Changeling]] Back and stronger than ever, this new version of the changeling is a lot more "fluff-based" for its powers. +2 Charisma and then +1 to your choice of either Dexterity or Intelligence, Medium, base speed 30 feet. Change Appearance lets you shift your looks around to look however you want, although you can't imitate somebody you've never seen and it doesn't change any of your gear; if you need to make a Charisma (Deception) check to convince others of your identity whilst shapeshifted, you still have Advantage on the check. The new Changeling Instincts feature gives you proficiency with any 2 skills chosen from a list of Deception, Intimidation, Insight, and Persuasion. The Unsettling Visage feature lets you use a reaction to being attacked to impose disadvantage on the attack roll; you make this before you figure out if it would hit, this gives away your shapechanging abilities to anybody within 30 feet, and you can only do it 1/short rest. Finally, Divergent Persona gives you proficiency with one set of tools and then requires you to make up a complete secondary identity to associate with those tools; when you take on that identity with Change Appearance, you double your proficiency bonus with those tools. * [[Kalashtar]] Just like in 4e, 5e kalashtar use handwaving and racial flavor to get around the inherent lack of [[psionics]] at the moment of their release. Medium sized and with a base speed of 30 feet, you get +1 Wisdom, +1 Charisma, and +1 to any ability score that you choose. Your racial features are Dual Mind (when you make a Wisdom save, use your reaction to gain Advantage on the save), Mental Discipline (Resistance to Psychic Damage), Mind Link (you can open 2-way telepathic communication with any creature you can see within 60 feet), Psychic Glamor (you have Advantage on skill checks made with one of the following skills: Insight, Intimidation, Performance, or Persuasion) and Severed From Dreams (you're immune to spells & effects that target dreaming victims, but not to sleep effects). Oddly enough, they're actually rubbish at being Mystics, which is as close to a Psychic class as there is at present. * [[Shifter]] Same basic formula as their original UA version; Basic racial profile is +1 Dexterity, Darkvision, and Shifting (bonus action, lasts for 1 minute, gain temp HP equal to level + Constitution bonus and a sub-race derived bonus, can shift once per short rest), pick a subrace for extra goodies. However, the subraces have shrunken to just Beasthide, Longtooth, Swiftstride and Wildhunt. ::Beasthide: +2 Con, free Athletics, gain a further +1d6 temp HP and +1 AC when shifted. ::Longtooth: +2 Str, free Intimidation, when shifted you can bite (1d6 + Str piercing unarmed strike) as a bonus action. ::Swiftstride: +1 Dex, +1 Cha, free Acrobatics, +5 movement speed, when shifted your speed increases by +5 feet and, when an enemy ends its turn within 5 feet of you, as a reaction you can move 10 feet without provoking opportunity attacks. ::Wildhunt: +2 Wisdom, free Survival, you can Mark a creature within 10 feet as a bonus action 1/short rest (Until the end of your next long rest, double your Proficiency bonus for checks made to find the Marked creature and you always know if the Marked creature is within 60 feet of you), and when shifted you gain Advantage on Wisdom checks. * [[Warforged]] Incredibly beefy, the warforged is practically unrecognizable from its past incarnation; it even got subraces! +1 Constitution, Medium, base speed 30 feet, Warforged Resilience (advantage on saves vs. poison, resistance to poison damage, don't need to eat/drink/breathe, immune to magical sleep, don't gain exhaustion from not sleeping), Sentry's Rest (you are fully alert whilst taking a long rest), and Integrated Protection (you can't wear armor, you can use a shield, when you take a long rest you can switch between your three defensive modes: Darkwood Core - counts as unarmored, AC 11 + your Dex modifier + Proficiency if proficient with Light Armor; Composite Plating - Requires Medium Armor Proficiency, counts as armored, AC 13 + your Dex modifier (max +2) + Proficiency; Heavy Plating - Requires Heavy Armor Proficiency, counts as armored, disadvantage on Stealth checks, AC 16 + Proficiency). ::Envoy: +1 to two ability scores of your choice, 1 free skill proficiency, 1 free tool proficiency, 1 bonus language, and choose one tool you are proficient with - that tool is integrated into your body, so you can use it as long as your hands are free, and you double your proficiency bonus when using it. ::Juggernaut: +2 Strength, Powerful Build, your unarmed strikes do 1d4 + Str bonus bludgeoning damage. ::Skirmisher: +2 Dexterity, +5 movement speed, when you are traveling alone for an extended period of time, you can move at full speed whilst still moving stealthily. **The warforged is currently on track with the Yuan-Ti as the most overpowered PC race available. The Integrated Protection ability gives warforged with heavy armour proficiency higher AC than the Tortle, while also scaling with level. On top of that, they have a host of resistances and immunities. On top of ''that'' they gain a subrace bonus.
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