D&D 5e and Pathfinder race: Broken

Pathfinder and D&D 5e Race: Broken


Pathfinder

Ability scores: See the fated ability (below) 

Type: Broken are humanoids.

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

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

Low-light vision: Broken suffer no penalties to seeing in dim light, and see twice as far as humans.

Energy resistance: Blaziks have resist 5 to fire, electricity, and cold.

Well-built: Broken have a +1 bonus to their CMD.

Intimidating: Broken are intimidating individuals, gaining a +2 bonus to intimidate checks.

Fated: When they come of age, broken are subject to a ritual which grants them a fate from their chosen deity. As long as they follow the beliefs of the deity, they gain the bonuses associated with their fate. They must choose a creature type (as the favoured enemy ability for rangers) of which they are either a slayer, protector, or mediator. These look like brands upon the Broken's shoulder (deity), upper arm (subject), and upper forearm (outcome, victory or death).

Slayer: Slayers gain a +2 bonus to their strength score. They gain a +2 bonus on attack and damage rolls with unarmed strikes, natural attacks, and weapons against the target. In addition, offensive spells they cast against these targets have the caster level and DC increased by 1. 

Protector: Protectors gain a +2 bonus to their constitution score. While adjacent to a creature of the chosen fate, they grant the target light cover. The Broken also gains the ability to use the bodyguard and in harm's way feats, but only for targets of their chosen fate. In addition, healing and supportive spells on targets of their fate act as if the caster level of the Broken is 1 higher, and their spellcasting stat acts as if 2 higher. 

Mediator: Mediators gain a +2 bonus to their charisma score. While trying to deal with creatures of the chosen fate, the Broken gains a +4 to diplomacy and bluff checks. Once per day, they can roll twice and take the higher result on a check to improve one's attitude toward them, as long as it is the creature of the chosen fate.

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


Alternate traits

No fate: By either escaping the Broken society or exile, a broken may not have a fate. Instead, they gain a +1 bonus on saving throws, and gain skill focus as a feat at first level. They gain a +2 bonus to their wisdom score. This replaces intimidating and fated.




D&D 5e

Ability scores: Broken gain a +1 bonus to their strength score.

Type: Broken are humanoids with the Broken subtype.

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

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

Physically trained: Broken are proficient in athletics and acrobatics.

Fated: Based on the fate that they're given, a broken has different abilities. They choose a creature type, and they gain specific bonuses toward that type in addition to the rest.

Slayer: The slayer is bound to more physical combat and strives to strike down enemies, primarily the focus of their fate.

The slayer gains:
A+1 additional bonus to their strength score, and a +1 bonus to their dexterity score.
Proficiency in strength saving throws and intimidation.
They can gain advantage on three attack rolls against the subject of their fate. This refreshes after a short or long rest.

Protector: The protector is as described: they are chosen to protect others from harm, primarily the subjects of their fate.

The protector gains:
+2 to their constitution score
Proficiency in medicine and constitution saving throws.
They gain, as a reaction, take damage from a confirmed hit on an adjacent ally that is the subject of their fate. This can be used twice, and is refreshed after a short or long rest.

Mediator: The mediator converses with and makes deals or peace with other creatures, especially between their people and the subjects of their fate.

The mediator gains:
+2 bonus to their charisma score
Proficiency in persuasion and charisma saving throws.
They can gain advantage on two deception, intimidation, or persuasion rolls when conversing with the subject of their fate, and this refreshes after a short or long rest.



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