Pathfinder and 5e race: Hydris

Pathfinder and D&D 5e Race: Hydris

(Picture to come)

Pathfinder

+2 constitution, +2 charisma, -2 wisdom: Hydris are strong-blooded and deceptive, but they can be brash.

Humanoid (reptilian): Hydris are humanoids with the reptilian subtype.

Medium: Hydris do not suffer penalties due to their size.

Normal speed: Hydris have a base movement speed of 30 ft. 

Darkvision: Hydris are able to see perfectly in the dark up to a distance of 60 ft.

Poison use: Hydris do not need to make checks when applying or crafting poisons in order to avoid poisoning themselves.

Precise senses: their powerful snake-like traits grant them a +2 bonus on perception checks. 

Venomous bite: Hydris have sharp, venomous fangs. They gain a bite attack that deals 1d4 damage, which also delivers a dangerous venom to the target. Poison: DC 10 + 1/2 the hydris' level + their constitution modifier. 1d2 str or dex (choose at first level, cannot be changed) 1 round per level of the hydris. Cure: 1 save. 

Scales: Hydris have various patches of scaling across their skin, granting them a +1 bonus to their base natural armor.

Languages: Hydris begin speaking Hydrian and Common. Blaziks with high intelligence scores can choose from the following list: Frozelian, Broken, Draconic, ignan, aquan, auran, terran, elven, and dwarven.

Alternate traits

Hatred: Due to their competition over lands over centuries, Hydris gain a +1 bonus on attack rolls against Broken and Blaziks. This replaces precise senses.


Variant template: Hydrian Noble (Level adjustment +2)

+2 dexterity, +4 constitution, +2 intelligence, +4 charisma, -2 wisdom: Hydrian nobles are strong-blooded, intelligent, and deceptive, but they can be brash.

Humanoid (reptilian): Hydris are humanoids with the reptilian subtype.

Medium: Hydris do not suffer penalties due to their size.

Normal speed: Hydris have a base movement speed of 30 ft. 

Darkvision: Hydris are able to see perfectly in the dark up to a distance of 60 ft.

Emissary: Navigating the Hydrian noble society requires a strong voice and mind. Hydrian nobles gain a +2 bonus on diplomacy, bluff, and sense motive checks.

Poison use: Hydris do not need to make checks when applying or crafting poisons in order to avoid poisoning themselves.

Precise senses: Their powerful snake-like traits grant them a +2 bonus on perception checks. 

Venomous bite: Hydris have sharp, venomous fangs. They gain a bite attack that deals 1d4 damage, which also delivers a dangerous venom to the target. Poison: DC 10 + 1/2 the hydris' level + their constitution modifier. 1d4 str or dex (choose at first level, cannot be changed) 1 round per level of the hydris. Cure: 2 saves. 

Scales: Hydris have various patches of scaling across their skin, granting them a +2 bonus to their base natural armor.

Elemental Shaman: Some nobles and all royals attune to single element, granting them abilities of it and making them a scion of that element. Based on the element they choose, they gain different benefits. Each shaman gains a +1 bonus to their caster level and DCs when casting spells of their descriptors (below), bloodlines, and domains. Each shaman gains resistance to their energy type equal to double their character level, and can use elemental assault as a swift action once per day for a number of rounds equal to their level.

Each shaman can cast specific spell-like abilities. All shamans can use elemental body I at 6th level once per day, II at 8th level once per day, III at 10th level once per day, and IV at 12th level once per day. This may only use the elemental matching their type.

Air (Air, electricity): They are able to cast spark, shocking grasp, and stunning barrier once per day. At 6th level, they can cast lightning bolt once per day. At 12th level, they can cast chain lightning. At 18th level, they can cast stormbolts once per day. They can also use air bubble at will.

Earth (Earth, acid): They are able to cast acid splash, magic stone, and tremor blast once per day. At 6th level, they can cast stoneskin once per day. At 12th level, they can cast earth glide. At 18th level, they can cast world wave once per day. The earth shaman also may use stone fists at will or as a constant spell-like ability, and gains DR/- equal to half their level (minimum 1) while this is active.

Fire (Fire): They are able to cast spark and burning hands once per day. At 6th level, they can cast fireball once per day. At 12th level, they can cast flame strike. At 18th level, they can cast meteor swarm once per day. They can also use produce flame at will.

Water (Water, cold): They are able to cast ray of frost, snowball and create water once per day. At 6th level, they can cast hydraulic torrent once per day. At 12th level, they can cast cone of cold. At 18th level, they can cast tsunami once per day. They can also use hydraulic push at will.


Languages: Hydris begin speaking Hydrian and Common. Blaziks with high intelligence scores can choose from the following list: Frozelian, Broken, Draconic, ignan, aquan, auran, terran, elven, and dwarven.




D&D 5e

Ability scores: Hydris increase their constitution score by 2, and increase their charisma score by 1.

Movement: Hydris have a base movement speed of 30 ft.

Medium: Hydris are medium sized creatures.

Age: Hydris age at the same rate as humans.

Darkvision: Hydris see perfectly in darkness up to a distance of 60 ft., but it is in greyscale.

Venomous bite: Hydris can make an attack action with their fangs, dealing 1d4 points of piercing damage, and the target takes 1d6 poison damage and is poisoned for 1 hour on a failed saving throw. The DC of this constitution saving throw is 8 + the Hydris' proficiency modifier + their constitution modifier.

Perceptive: Their snake-like senses cause Hydris to have proficiency in the perception skill.

Poison resistance: Hydris are resistant to poison damage and have advantage on all saving throws regarding poisons and venoms.

Languages: Hydris begin play speaking and reading Common and Hydrian.




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