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Iron Kingdoms: Requiem
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=Races= ==Core Book== '''Gobbers''' can use the [[halfling]] traits if you really want, but their official trats are +2 Dex, +1 Cha, Small size, 25 feet speed, ''Superior Darkvision'', and the traits ''Beneath Notice'' (free Stealth proficiency, when you Disengage you can then attempt to Hide), ''Nimbleness'' (you can move through the space of bigger creatures), and ''Tinkerer'' (1 free tool proficiency from the list of alchemist's supplies, mason's tools, smith's tools or tinker's tools). '''Humans''' are all Medium with a base speed of 30 feet, but gain an ability score modifier and racial traits based on their nationality: * Cygnaran: +1 Int, +1 Cha, ''Right to Bear Arms'' (+1 to attack rolls with Simple and Martial Firearms), ''Well Educated'' (pick 2 skill proficiencies: Arcana, Insight, Medicine, Nature, Religion) and ''Industrial Revolution'' (+d4 to ability checks with artisan's tools). * Protectorate of Menoth: +1 Str, +1 Con, ''Pilgrim's Path'' (proficiency in History, Religion and Survival), ''Citizen Soldiers'' (proficiency with simple & martial melee weapons, light armor, medium armor, and shields). * Khadoran: +1 Con, +1 Wis, ''Legacy of the North'' (pick 2 skills: Animal Handling, Athletics, Intimidation, Survival), ''Iron Will'' (advantage on saves vs. Frightened), ''Northern Resilience'' (+2 to Constitution checks and saves). * Llaelese: +1 Int, +1 Cha, ''Keen Mind'' (pick 2 skill proficiencies: Deception, Intimidation, Perception, Stealth), ''Blood of Liberty'' (+d4 to Investigation and Insight checks), ''Dueling Code'' (free Martial Weapon proficiency). * Ordic: +1 Str, +1 Dex, ''Shore Leave'' (pick 2 skill proficiencies: Acrobatics, Athletics, Performance, Survival), ''Sea Legs'' (Swim Speed of 30 feet when in Light Armor or less), ''Coastal Home'' (1 water vehicle proficiency, 1 tool proficiency from: carpenter's tools, cartographer's tools, navigator's tools, or cook's utensils). * Cryxian: +1 Dex, +1 Wis, ''Smuggler's Heritage'' (pick 2 skill proficiencies: Deception, Intimidation, Perception, Stealth), ''A Pirate's Life'' (proficiency with Cutlass and Simple Pistols), ''Touch of Blight'' (Advantage on saves vs. disease and poison, Resistance to Acid and Necrotic damage). '''Elves''' of the Iron Kingdoms are Medium Sized with a 30 foot speed and have ''Keen Senses'' (Perception proficiency) instead of the basic core race's traits. Though each is considered a separate race, they share this much until you pick their nationality: * Iosan Elves have +2 Int, +1 Cha, Darkvision, and the racial traits ''Martial Society'' (re-roll attack rolls of 1; 2nd result stands), and ''Skill Versatility'' (pick 2 skill and/or tool proficiencies of your choice). * Nyss elves have +2 Dex, +1 Int, and the racial traits ''Child of Winter'' (Resistant to Cold damage), ''Nyss Weapon Training'' (free proficiency with Nyss Longbow and Nyss Claymore), ''Quick Response'' (roll Initiative with Advantage 1/day) and ''Light Resilience'' (Advantage on saves vs. Blindness). ** Borderlands Survival Guide gives Iosan and Nyss elves the ability to become Eldritch, magical elven [[vampire]]s. This replaces all racial traits aside from proficiencies with Superior Darkvision, Undead (immunity to starvation and sleep deprivation), Dread Touch (prof/day ability to make special unarmed attacks that require a save to avoid extra damage, all while healing an equal amount of damage) and Eldritch Weakness (vulnerable to wholly organic materials like wood and bone, plus a need to commit ritual murders every day or else suffer Str drain) * Soulless Elves (from B&B) have +2 Int, +1 Dex, Darkvision, and the racial traits ''[[Blank|Arcane Anathema]]'' (inability to cast spells, advantage to saving throws against spells and half-damage even if it fails), ''Martial Society'' (re-roll attack rolls of 1; 2nd result stands) and ''Skill Versatility'' (pick 2 skill and/or tool proficiencies of your choice). '''Ogrun''' gain +2 Str, +1 Con, are Medium Size with a speed 30 feet, and have the racial traits ''Powerful Build'', ''Huge Stature'' (can wield 2-handed weapons 1-handed, Versatile weapons always do 2-handed damage value), ''Thick-Skinned'' (+1 AC when in Medium, Light or No Armor), and ''Imposing Presence'' (free Proficiency in Intimidation or Persuasion). *If you want to specifically play a Rhulic Ogrun, you can swap ''Imposing Presence'' for either ''Lessons of Ghord'' (free proficiency with History and either mason's tools or smith's tools) or ''Oath of Fealty'' (designate a friendly ogrun or rhulic dwarf as your korune; you must obey them and can grant them a free Dodge 1/short rest). '''Rhulic dwarves''' use the standard dwarf core race with these subrace traits: +1 Int, ''Firearms Training'' (proficiency with Carbines), Master Craftsman (proficiency with Tinker's Tools, can craft magic items in 50gp increments and mundane items in 15gp increments) and Oathbound (swear a formal oath for a specific, long-lasting task at 1st level, with a 2nd at 7th level and a 3rd at 12th level; when performing tasks ''directly'' related to an oath, gain a +1 bonus to all relevant skill checks). '''Trollkin''' are Medium sized with a speed of 30 feet and +1 Str and +1 Con. They have the core racial traits Darkvision, ''Born to be Wild'' (Proficiency in Survival), ''Ceaseless Stamina'' (ignore all effects of Exhaustion until you reach exhaustion level 3, whereupon they all hit you at once; you also recover 3 exhaustion levels per long rest), ''Regenerative'' (reroll Hit Die results of 1-2 when spending Hit Die to regain HP during short rests; 2nd result stands) and ''Trollkin Toughness'' (Advantage on saves vs. disease and poison, resistance to Poison damage). They also have to choose one of the following subraces: * Woodland: +1 Con, ''Woodland Survivalist'' (ignore nonmagical forest-based difficult terrain, Advantage on Survival checks to hunt in forests). * Northkin: +1 Str, ''Northkin Resilience'' (Resistant to Cold damage). * Albino: +1 Cha, ''Cantrip'' (choose 2 cantrips from the Sorcerer spell list, cast with Cha). * Waverider: (from NK) +1 Dexterity and ''Seaborne'' (Advanage on saves against being Knocked Prone and on ability checks made to avoid or escape a grapple). * Blighted: (from NK) +1 Strength, ''Blighted Trollkin Training'' (Proficient with Heavy Armor) and ''Blight Mutation'' (Pick one mutation from the following list; you can sacrifice taking an ability score increase or feat to pick up a new mutation from the list instead). ::''Enhanced Senses:'' Advantage on Perception checks, ignore nonmagical darkness. ::''Venomous:'' Once per short rest, attempt to deliver poison with an unarmed strike (declare before making the attack roll). If the strike hits, the target must pass a Constitution check (DC 12 + your Proficiency bonus) or take +1d6 Poison damage and be Poisoned for 1 minute (save to end at end of each of their turns). ::''Heighted Regeneration:'' 1/day, you can use your Action to spend Hit Dice to recover hit points, as if making a long rest. ::''Magic Resilience:'' You can reroll a failed save against a spell or magical effect (Proficiency Bonus) times per day. ::''Carapace:'' Your unarmored AC is 13 + your Constitution modifier (minimum 14). ::''Bloodthirst:'' 1/day, you can enter a bloody frenzy in battle; a successful melee strike gives you a +1 bonus to attack and damage with your next melee attack, cumulative to +3. The frenzy ends and the bonus is lost if you make a ranged attack, cast a spell, or miss. In addition to all of these, the DM's section of the corebook offers two further options. Firstly, if the DM permits, a Satyxis character can be played by using the tiefling statblock, save for replacing Hellish Resistance with Blight Resistance (Resist Necrotic Damage) and Infernal Legacy with Blood Rituals (spilling your own or another's blood when casting a Ritual spell cuts the casting time from 10 minutes to 1 minute). Secondly, if the DM permits, the Dragonborn statblock can be used to represent somebody who was exposed to dragon blight but survived relatively intact and sane. In this case, the "dragonborn" must take one of the following ancestries based on the dragons of Immoren: * Ashnephos (Fire, 5ft by 30ft line, Dex save) * Blighterghast (Acid, 5ft by 30ft line, Dex save) * Everblight (Cold AND Fire, 15ft cone, Dex save) * Halfaug (Cold AND Fire, 5ft by 30ft line, Dex save) * Scaefang (Poison, 15ft cone, Con save) * Toruk (Necrotic, 15ft cone, Dex save) For Everblight and Halfaug ancestry, the character must try to divide their breath weapon damage dice as evenly as possible. When rolling an uneven amount of dice, choose one type to do more damage. ==Borderlands & Beyond== '''Bogrin''' are Small sized with a speed of 25 feet and +2 Dex. They have the core racial traits Superior Darkvision, ''Beneath Notice'' (free Stealth proficiency, when you Disengage you can then attempt to Hide), ''Brave the Weather'' (advantage on Constitution saves to survive extreme weather) and ''Nimbleness'' (you can move through the space of bigger creatures). They also have to choose between two subraces: *Child of Dhunia: +1 Wis, ''Poultice'' (once per rest, create a special item that can automatically stabilize fallen creatures), ''Wilderness Trapper'' (double proficiency to notice and disarm traps, as well as the ability to craft their own traps) *Child of the Wurm: +1 Con, ''Backstabber'' (+1d4 damage against enemies that didn't act in combat), ''Harrying Strike'' (when using Help to assist an ally's attack, the attakc deals an extra +1d4 damage) '''Farrow''' are Medium sized with a speed of 30 feet and +2 Con and +1 Dex. They have the traits ''Disease Resistant'' (advantage on Constitution saves against diseases), ''Heightened Olfactory Senses'' (advantage on Perception checks using smell), ''Relentless Endurance'' (Once per day avoid getting reduced to 0 HP and instead drop to 1 HP) and ''Tusks'' (1d6 natural weapon). '''Idrian Marchfolk''' are Medium sized with a speed of 30 feet and +1 Wis and +1 Con. They have the traits ''A Life of Caution'' (proficiency with kopis and either longbow, hunting rifle or military rifle) and ''People of the Land'' (proficiency with Nature and Survival, and nonmagical terrain doesn't slow them down). '''Pygmy Trolls''' are Small sized with a speed of 30 feet and +1 Dex and +1 Wis. They have the core racial traits Darkvision, ''Born to be Wild'' (Proficiency in Survival), ''Ceaseless Stamina'' (ignore all effects of Exhaustion until you reach exhaustion level 3, whereupon they all hit you at once; you also recover 3 exhaustion levels per long rest), ''Regenerative'' (reroll Hit Die results of 1-2 when spending Hit Die to regain HP during short rests; 2nd result stands) and ''Pygmy Toughness'' (Advantage on saves vs. disease and poison, resistance to Poison damage). They also have to choose one of the following subraces: * Woodland: +1 Con, ''Woodland Survivalist'' (ignore nonmagical forest-based difficult terrain, Advantage on Survival checks to hunt in forests). * Northkin: +1 Str, ''Northkin Resilience'' (Resistant to Cold damage). Sadly, no gatormen, bog trogs, or anything associated with the Circle or Tharn (see below for Tharn); that's being saved for a future [[splatbook]]. The Borderlands Survival Guide [[splatbook]] also offers the optional rules to play as '''Eldritch''', which are basically elf [[vampire]]s. ==Nightmare Empire== Whilst '''Nightmare Empire''' contains lore on the Scharde Islands' populations of bogrin, gobbers and humans, there's no mechanical details for them here. All the crunchy stuff is on the really new critters. '''Revenants''' covers any of the sapient corporeal undead who are found in the Scharde Islands, whether they maintain loyalty to Cryx or not. Core traits are +2 Constitution, Medium size, 30ft speed, Undead creature type, Darkvision 60ft, ''Dead to the World'' (you don't need to eat or breathe, you spend 4 hours inactive but conscious to take a long rest), ''Turn Resistance'' (Advantage on saves vs. effects that turn undead), and ''Unliving Flesh'' (Advantage on saves vs. Disease and Poison, Resistance to Poison damage). They then have to take one of three subraces: * '''Bane:''' Rune-etched undead warriors. +1 Strength, ''Ghostly'' (gain Insubstantial Movement as a bonus action 1/short rest), ''Made to Fight'' (Proficient with Great Axe, Great Sword, Lance, Medium Armor, Heavy Armor, Shield), ''Menacing'' (Proficient with Intimidation), and ''Void Shroud'' (non-undead within 10ft halve the effects of healing). * '''Deathbound:''' Free-willed revenants who arose because they had something personal anchoring their spirits to this world. This is represented as the ''Locus'' racial trait, which has to be a person, object or other spiritual vessel; if this Locus is destroyed or killed, you '''die''', that's it, game over. +1 Dexterity, ''Soulform'' (on 0 HP, you turn into an invisible flying specter that can't affect the material world, but can return to full health by getting within 15ft of your locus and spending an action), and ''Bound Equipment'' (you have 1 piece of gear that is bound to your soulform and so reforms with you when you recorporealize; anything that isn't Bound Equipment is left behind where you were "slain", and you get +1 piece of Bound Equipment at levels 6, 11 and 16). * '''Skarlock:''' An undead [[necromancer]], usually self-created or granted "imortality" by a powerful patron. +1 Intelligence, ''Borrowed WIsdom' (Proficient in either Arcana or History), ''Branded by Death'' (1 [[Wizard]] Cantrip of your choice, Ray of Enfeeblement 1/day at 3rd level, Vampiric Touch 1/day at 5th level, all key off of Int, you can spend spellslots to cast RaE and VT), ''Extra Language'', ''Maker's Bidding'' (Advantage on saves vs. Charmed unless the caster was your creator) and ''Tool Proficiency'' (Proficient with either Forensic Kit, Mechanik's Tools, Necromancer's Tools, or Thieves Tools). '''Satyxis''' got their own unique racial statblock in Nightmare Empire, of course, +2 Dex, +1 Cha, Medium, 35ft, ''Horns'' (1d6 naturl weapon), ''Headbutt'' (as a bonus action after hitting with a melee attack against a Large or smaller creature within 5ft, force the target to make a Strength save vs. DC 8 + your Proficiency bonsu + your Dex mod or be knocked prone), ''Blight of Shazkz'' (Advantage on saves vs. Poison and Disease, Resistance to Necrotic damage), and ''Satyxis Magic'' (Friends Cantrip, Compelled Duel 1/day from 3rd level, both key off of Cha and Compelled Duel can also be cast with spell slots). Basically, a weird compound of the [[tiefling]] and the [[Minotaur]]. '''Scharde Ogrun''' are the distinct, distantly Blight-touched ogrun subrace native to the Scharde Islands. Weirdly, they get an entirely separate racial stat block. +2 Str, +1 Con, Medium, 30ft speed, ''Huge Stature'' (can wield 2-handed weapons in one hand, always use the two-hand damage for Versatile weapons), ''Brutal Upbringing'' (Proficient in either Intimidation or Survival), ''Powerful Build'' (+1 size category for carrying, dragging, lifting, pulling and pushing), ''Thick-Skinned'' (+1 AC when wearing heavy armor), ''A Pirate's Life'' (Proficient with Cutlass and Simple Pistols), and ''Touch of Blight'' (Advantage on saves vs. Poison and Disease, Resistant to Acid and Necrotic damage). '''Specters''' are the sapient ''incorporeal'' undead of the world, and as such they are the most complex race to play in Requiem, perhaps even in any 5e setting. For starters, they have the same ''Locus'' trait as the Deathbound Revenant above, except that a specter reforms at their locus 1d10 hours after being reduced to 0 HP instead of being reduced to an insubstantial shade, whilst ''Grave Goods'' is basically Bound Equipment, except you also count all of your class & backround starting gear as stuff that you can't lose by "dying". As for their other traits... ::+2 Dexterity ::Medium size Undead ::0ft Walking Speed; you Fly (Hover) 25ft instead ::Darkvision 60 feet ::''Dead to the World'' as the Revenant. ::''Ethereal Corpus:'' You have Resistance to Poison damage and to physical damage (bludgeoning, piercing, slashing) that doesn't come from a magical attack. Also, you are Immune to being Grappled and Poisoned. ::''Incorporeal Movement:'' You can move through creatrues and solid objects as if they were difficult t e rrain, but if you end your turn inside one, yoiu take 1d10 Force damage. ::''Manifestation:'' You can't attack with a weapon or cast a spell unless you manifest in the physical world, at which point you remain manifested until the start of yournext turn (unless you decide to keep manifesting, of course). Whilst manifested, you lose the benefits of Ethereal Corpus and Incorporeal Movement. ::''Turn Resistance'' as the Revenant. ::'Banes:'' At levels 1, 6, 11 and 17, you can choose to take a Bane, or a mystical prohibition, from the following list. Each Bane you take can grant you either a bonus Locus (you can't be destroyed until all your Locuses are gone), a bonus Grave Goods binding slot, a bonus Spectral Power, or an extra use per rest of an existing Spectral Power. Your possible banes are: * ''Running Water'': can't cross it, take 1d10 Force damage if immersed in the stuff. * ''Silvered Weapons'': silvered gear ignores your Ethereal Corpus rule) * ''Holy Symbol'': Disadvantage on all ability checks, attacks and saving throws when in the presence of a holy symbol of a specified faith; being touched by one does 1d10 Force damage and you take +1d10 force damage from the attacks and spells of a cleric of that faith. * ''Morrow's Tear Drop'': can't enter a doorway or entrance with this flower over it, 1d10 Force damage if touched. * ''Salt'': can't cross a line a salt, take 1d10 Force damage if pushed, salt-packed shots ignore Ethereal Corpus. * ''Sunlight'': Disadvantage on attack rolls and Perception checks when in sunlight. ::''Spectral Powers:'' You can sacrifice Grave Goods binding slots to take one of the following Spectral Powers instead. Each power takes an Action to use and can be used once per short rest. * ''Invisibility:'' Become invisible for 1 hour or until you attack, cast a spell, or spend a bonus action to become visible. * ''Terrifying Visage:'' All non-undead within 60ft must pass a Wisdom save (DC 8 + your Proficiency bonus + your Wisdom mod) or be Frightened for 1 minute. Scared targets can retake the save at the end of each of their turns. A creature that beats or throws off this power becomes immune to it for 24 hours. * ''Possession:'' You can possess a humanoid target within 5 feet unless they pass a (DC 8 + your Proficiency bonus + your Wisdom mod) Charisma save. Whilst possessing the target, you exist inside its body and can only be targeted by Turn Undead or spells that target possessing creatrues. You retain your Mental stats and all class & subclass abilities but use the Host's physical stats - you don't gain their knowledge, class features or proficiencies. Possession lasts until you end the effect as a bonus action, your host body drops to 0 HP, or you are forced out by a spell. A target that resists possession or which you are exorcised from is immune to Possession by you for 24 hours. * ''Withering Touch:'' You gain a special Unarmed Strike that can be used even when not manifested. Does 1d8 damage (+1d8 at levels 5, 11 and 17) and target can't regain HP until the start of your next turn. * ''Poltergeist:'' You can attempt to telekinetically move a Medium or smaller creature or an object of 150 pounds or less that is within 30 feet. Moving a creature calls for a contested Charisma vs. Strength check; if you succeed, you can move them 30 feet in any direction, and can smash them into surfaces or objects to do 1d6 damage per 10ft moved. Moving an object lets you move it 30ft in any direction and use it as an improvised ranged weapon that does 2d4 Bludgeoning damage. ==Into the Deep Wild== '''Anuras''' '''Bog Trogs''' '''Gatormen'''
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