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::Spirit Whispers: You gain gain Advantage on an ability check or saving throw once per long rest.
::Spirit Whispers: You gain gain Advantage on an ability check or saving throw once per long rest.


''Stonehide:'
''Stonehide:''
::Ability Score Increase: +1 Strength
::Ability Score Increase: +1 Strength
::Thick Hide: +1 Armor Class.
::Thick Hide: +1 Armor Class.

Revision as of 15:28, 6 January 2021

Trollkin are a race of planetouched from the setting of Midgard for Pathfinder 1st edition and Dungeons & Dragons 5th Edition, consisting of the descendants of unions between mortals and dark fey races; they could almost be considered Midgard's analogue to half-orcs, except orcs and hobgoblins both exist on Midgard. They are not to be confused with the Trollbloods native to warmachine. Denizens of the Northlands, trollkin are treated with wary distrust by most races, forcing the majority of the race to live in isolated tribal settlements that subsist on hunting and raiding. Even in the minority of urban trollkin communities, they tend to clump together to form what are fundamentally tribal units.

With thick green or brown hides, tall, lanky builds and a generally brutish mien, trollkin are superficially similar to Midgard's orcs and hobgoblins, but much more mutable. Some trollkin could even be considered beautiful by human standards, except for some subtle marker of their monstrosity, such as stone-gray skin or talon-tipped fingers. There are two distinct subraces of trollkin. The most common are the Stonehides, who descend from trolls, ogres and their relatives; these trollkin tend to be larger and more muscular, with brighter skin colors and a weirdly rough, stony texture to their skin. Less common are the Night Whispers, who descend from Shadow Fey or other Unseelie of Midgard; slighter in build and darker in color than Stonehides, Night Whispers have a natural connection to the realm of spirits, causing them to gravitate towards the roles of shaman, seer, and priest.

Deep below in the Underworld, Midgard's version of the Underdark, an offshoot branch of the race called Dark Trollkin can be found, the result of interbreeding between humans and the Underworld-dwelling deep trolls. They are distinguishable by their weirdly dark skin colors, and their ability to reshape the consistency of their body into something closer to a slime, allowing them to squeeze through smaller openings and resist crushing attacks. The harsh environment in which they live prevents dark trollkin from gathering in particularly large groups; food is always a critical resource, so they tend to go it alone or live in small family units.

5e PC Stats

Ability Score Increase: +2 Constitution
Size: Medium
Speed: 30 feet
Darkvision: 60 feet
Natural Weapons: When you make an unarmed strike, you can instead choose to deal a Claw Attack (1d4+Str modifier Slashing damage) or a Bite Attack (1d4+Str modifier Piercing damage).
Inhuman Vigor: As a bonus action, you can expend a hit dice to regain hit points as if you had finished a short rest. The number of hit dice you can expend increases by +1 at every 6 levels (2 HD at level 6, 3 HD at level 12, 4 HD at level 18, etc). Once you have used this trait, you cannot use it again until you complete a long rest. If you take fire damage or acid damage, you cannot use this ability until you complete a short or long rest.
Legacy of Fear: You have Proficiency in Intimidation.
Subrace: Night Whisper, Stonehide, or Dark Trollkin.

Night Whisper:

Ability Score Increase: +1 Wisdom
Spirit Whispers: You gain gain Advantage on an ability check or saving throw once per long rest.

Stonehide:

Ability Score Increase: +1 Strength
Thick Hide: +1 Armor Class.

Dark Trollkin:

Ability Score Increase: +1 Dexterity
Gelatinous Skin: As a bonus action, you can reshape your body into a more ooze-like consistency. This state lasts for 1 minute or until you end it as a bonus action, and can be used once per short or long rest. In this state, you gain a Burrow speed 20 feet, Resistance to Bludgeoning Damage and Advantage on ability checks and saving throws made to escape a Grapple, but suffer a -2 penalty to Armor Class.
Malleable Body: You can squeeze through a space that is large enough for a creature two sizes smaller than you.

Gallery