[[],[],[],[],[],[{"id":498,"name":"Changeling","full_text":"
Changelings are subtle shapeshifters capable of disguising their appearance. Their ability to adopt other creatures’ guises makes them consummate spies and criminals. As a changeling, you have the following racial traits.<\/span><\/p> Ability Score Increase.<\/strong> <\/span>Your Dexterity and Charisma scores increase by 1. Size.<\/strong> <\/span>Changelings are built much like humans, but a little leaner. Your size is Medium. Speed.<\/strong> <\/span>Your base walking speed is 30 feet. Duplicity.<\/strong> <\/span>You gain proficiency in the Deception skill. Shapechanger.<\/strong> <\/span>As an action, you can polymorph into any humanoid of your size that you have seen, or back into your true form. However, your equipment does not change with you. If you die, you revert to your natural appearance.<\/span><\/p> Languages.<\/strong> <\/span>You can speak, read, and write Common and two other languages of your choice.<\/span> <\/p>","reference":"Usergen"},{"id":499,"name":"Shifter","full_text":" Shifters are descended from humans and lycanthropes. Although they cannot fully change to animal form, they can take on animalistic features by a process they call shifting. As a shifter, you have the following racial traits. Ability Score Increase.<\/strong> <\/span>Your Dexterity score increases by 1. Size.<\/strong> <\/span>Shifters are about the same size as humans. Your size is Medium. Speed.<\/strong> <\/span>Your base walking speed is 30 feet. Darkvision.<\/strong> <\/span>Your lycanthropic heritage grants you the ability to see in dark conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Shifting.<\/strong> <\/span>On your turn, you can shift as a bonus action. Shifting lasts for 1 minute or until you end it on your turn as a bonus action. Languages.<\/strong> <\/span>You can speak, read, and write Common and Sylvan. Subrace. <\/span>Several subraces of shifter exist, each with its own animalistic features. Choose one of the options below. Beasthide<\/strong> Cliffwalk Longstride Longtooth Razorclaw Wildhunt The warforged were made as the ideal soldiers to serve in the devastating Last War. Although they are constructs, they have much in common with living creatures, including emotions and social bonds, and perhaps even souls. Traits Ability Score Increase.<\/strong> <\/span>Your Strength and Constitution scores increase by 1. Size.<\/strong> <\/span>Warforged are generally broader and heavier than humans. Your size is Medium. Speed.<\/strong> <\/span>Your base walking speed is 30 feet. Composite Plating.<\/strong> <\/span>Your construction incorporates wood and metal, granting you a +1 bonus to Armor Class. Living Construct.<\/strong> <\/span>Even though you were constructed, you are a living creature. You are immune to disease. You do not need to eat or breathe, but you can ingest food and drink if you wish. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal. <\/span><\/p> Languages.<\/strong> <\/span>You can speak, read, and write Common and one other language of your choice.<\/span> <\/p>","reference":"Usergen"},{"id":501,"name":"Minotaur","full_text":" In the world of Krynn, the setting of the Dragonlance saga, minotaurs live in an honor\u2010based society where strength determines power in both the gladiatorial arenas and in daily life. At home on both land and sea, the minotaurs of Krynn are ferocious sea raiders who rank as the ablest and most dangerous sailors in the world. <\/span><\/p> Minotaurs embrace the notion that the weak should perish and that the strong must rule—and that they themselves are the strongest and most powerful race on Krynn. They believe their destiny is to rule the world, and that their dominion will be one of conquest and military might. To that end, all minotaurs are trained in weapons, armor, and tactics from a young age. The minotaurs’ arrogance stems from a combination of strength, cunning, and intellect—three virtues they hold dear, and which they deem the foundation of their greatness. They believe that this combination of traits is what sets them apart from their rivals. <\/span><\/p> Minotaur society is built on the principle that might makes right, and that considerations of justice are unnecessary. The minotaurs are led by an emperor served by a council of eight minotaurs called the Supreme Circle. All posts within the government, including the emperor’s, are won by the strongest and cleverest minotaurs, as proved by combat in the Circus. The Circus is the only means by which a minotaur can rise in society. It is a grand, annual display of single combat in which minotaurs battle each other for supremacy. Minotaur youths must prove themselves in the Circus to earn their passage to adulthood. Participation in the Circus is yet another reason why minotaurs look down on other folk. To the minotaurs, death and glory in battle are a natural process. Combat is the key to ensuring that the strong survive, and that the weak are set aside before they can undermine their superiors’ grand schemes of conquest. <\/span><\/p> For all their cruelty, minotaurs are bound by a powerful sense of honor. Each victory brings greater honor to both individual minotaurs and their families. Defeat invokes a stain that only death can fully wash away. <\/span>Honor demands that minotaurs keep their word once it is offered, and each minotaur remains faithful to friends and clan above all else. Minotaurs rarely befriend folk of other races, as they all too often encounter them only in battle. If a minotaur does strike up a friendship, it is typically with other creatures that display the minotaurs’ virtues and love of battle. To such friends, a minotaur becomes an ally whose support will never waver. <\/span><\/p> In the world of Krynn, the minotaurs rule a chain of islands dominated by the isles of Mithas and Kothas. Bound by the sea on all sides, the minotaurs focused their tenacity, strength, and cunning to become some of the most skilled and ferocious mariners in the world. They range across the water in their ships, raiding and pillaging as they wish. Minotaurs sometimes engage in trade, but they much prefer to take what they want by force. After all, as the strongest of all folk, they deserve the treasures and goods that lesser creatures have gathered. <\/span><\/p> Minotaur clan names originate with a great hero whose descendants take on that name as their own, doing their best to live up to the ideals of their ancestor. On Krynn, clan names are always preceded by the prefix “es\u2010” for minotaurs from lands controlled by the island of Mithas, or “de\u2010” for minotaurs from areas under the sway of Kothas.<\/span><\/p> Male Names:<\/span><\/strong> Beliminorgath, Cinmac, Dastrun, Edder, Galdar, Ganthirogani, Hecariverani, Kyris, Tosher, Zurgas Your minotaur character possesses a number of traits that reflect the power and superiority of your kind. Ability Score Increase.<\/span><\/strong> Your Strength score increases by 1. When creating a minotaur character rooted in Krynn (or in any campaign that draws on the backstory presented here), you can use the following table of bonds to help flesh out your character. Use this table in addition to or in place of your background’s bond or a bond of your creation. <\/span><\/p> We chose the minotaurs of Krynn as the model for our depiction of this race for a very specific reason. Tying them to the sea and a distinct culture helps give minotaurs more flavor than serving as just another big, brutish monster race. After all, we already have half\u2010orcs in the <\/span>Player’s Handbook <\/span>and the goliath in our <\/span>Elemental Evil Player’s Companion. <\/span>As an added bonus, these minotaurs are Medium (as opposed to Large for the monstrous version) and are thus much easier to
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While shifting, you gain temporary hit points equal to your level + your Constitution bonus (minimum of 1). You also gain a feature that depends on your shifter subrace, described below.
You must finish a short or long rest before you can shift again.
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<\/span>As a beasthide shifter, you are especially tough and persistent in battle.
<\/span>Ability Score Increase.<\/strong> <\/span>Your Constitution score increases by 1.
<\/span>Shifting Feature.<\/strong> <\/span>While shifting, you gain a +1 bonus to AC.
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<\/span><\/strong>Your cliffwalk heritage grants you the agility of a mountain goat.
<\/span>Ability Score Increase.<\/strong> <\/span>Your Dexterity score increases by 1.
<\/span>Shifting Feature.<\/strong> <\/span>While shifting, you gain a climb speed of 30 feet.
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<\/span><\/strong>Longstride shifters are fleet and elusive.
<\/span>Ability Score Increase.<\/strong> <\/span>Your Dexterity score increases by 1.
<\/span>Shifting Feature.<\/strong> <\/span>While shifting, you can use the Dash action as a bonus action.
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<\/span><\/strong>As a longtooth shifter, you are a ferocious combatant.
<\/span>Ability Score Increase.<\/strong> <\/span>Your Strength score increases by 1.
<\/span>Shifting Feature.<\/strong> <\/span>While shifting, you can make a bite attack as an action. This is a melee weapon attack that uses Strength for its attack roll and damage bonus and deals 1d6 piercing damage. If this attack hits a target that is your size or smaller, the target is also grappled.
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<\/span><\/strong>As a razorclaw shifter, you make swift, slashing strikes in battle.
<\/span>Ability Score Increase.<\/strong> <\/span>Your Dexterity score increases by 1.
<\/span>Shifting Feature.<\/strong> <\/span>While shifting, you can make an unarmed strike as a bonus action. You can use your Dexterity for its attack roll and damage bonus, and this attack deals slashing damage.<\/span><\/p>
<\/span><\/strong>Your wildhunt heritage makes you a consummate tracker and survivor.
<\/span>Ability Score Increase.<\/strong> <\/span>Your Wisdom score increases by 1.
<\/span>Shifting Feature.<\/strong> <\/span>While shifting, you gain advantage on all Wisdom-based checks and saving throws.<\/span> <\/p>","reference":"Usergen"},{"id":500,"name":"Warforged","full_text":"
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<\/span>As a warforged, you have the following racial traits.
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<\/span><\/p>Minotaur (Krynn)<\/span><\/h1>
Arrogant Conquerors<\/span><\/h2>
Trial by Combat
<\/span><\/h2>Honor above All
<\/span><\/h2>Sea Reavers
<\/span><\/h2>Minotaur Names <\/span><\/h2>
<\/span>Female Names:<\/span><\/strong> Ayasha, Calina, Fliara, Helati, Keeli, Kyri, Mogara, Sekra, Tariki, Telia
<\/span>Clan Names:<\/span><\/strong> Athak, Bregan, Entragath, Kaziganthi, Lagrangli, Mascun, Orilg, Sumarr, Teskos, Zhakan
<\/span><\/p>Minotaur Traits
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<\/span>Conqueror’s Virtue.<\/span><\/strong> From a young age, you focused on one of the three virtues of strength, cunning, or intellect. Your choice of your Strength, Intelligence, or Wisdom score increases by 1.
<\/span>Age.<\/span><\/strong> Minotaurs enter adulthood at around the age of 17 and can live up to 150 years.
<\/span>Alignment.<\/span><\/strong> Minotaurs believe in a strict code of honor, and thus tend toward law. They are loyal to the death and make implacable enemies, even as their brutal culture and disdain for weakness push them toward evil.
<\/span>Size.<\/span><\/strong> Minotaurs typically stand well over 6 feet tall and weigh an average of 300 pounds. Your size is Medium.
<\/span>Speed.<\/span><\/strong> Your base walking speed is 30 feet.
<\/span>Horns.<\/span><\/strong> You are never unarmed. You are proficient with your horns, which are a melee weapon that deals 1d10 piercing damage. Your horns grant you advantage on all checks made to shove a creature, but not to avoid being shoved yourself.
<\/span>Goring Rush.<\/span><\/strong> When you use the Dash action during your turn, you can make a melee attack with your horns as a bonus action.
<\/span>Hammering Horns.<\/span><\/strong> When you use the Attack action during your turn to make a melee attack, you can attempt to shove a creature with your horns as a bonus action. You cannot use this shove attempt to knock a creature prone.
<\/span>Labyrinthine Recall.<\/span><\/strong> You can perfectly recall any path you have traveled.
<\/span>Sea Reaver.<\/span><\/strong> You gain proficiency with navigator’s tools and vehicles (water).
<\/span>Languages.<\/span><\/strong> You can speak, read, and write Common.
<\/span><\/p>Minotaur Bonds
<\/span><\/h2>d6 Bond
<\/span><\/h3>Minotaurs in Your Campaign
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balance against the <\/span>Player’s Handbook <\/span>races. Casting minotaurs as conquest\u2010minded, honorable pirates gives them a distinct flavor while providing many roleplaying hooks for players. When adding a new race to your own campaign, it’s always a good idea to think about its culture, its relationship to other folk, and how the two can combine to give it a unique place in your world. Creating a table of bonds such as the one provided for minotaurs can be a good place to start. Casting minotaurs as mariners has some interesting implications for a setting. The Labyrinthine Recall ability makes minotaurs perfect sailors, as they can travel the eas with little fear of becoming lost or losing their way. A minotaur navigator is an unmatched master of the sea. When adapting races to your campaign, look for similar hooks that might be buried in special abilities or elements of a creature’s story that you might otherwise overlook. Remember that the story we provide is only a starting point. Modifying this minotaur to move it away from its roots in Krynn is as easy as swapping the proficiencies provided by Sea Reaver for some other option that better reflects your setting. As a guideline, consider swapping the tool proficiencies for proficiency in any one skill, for proficiency with thieves’ tools, or for proficiency with two tools other than thieves’ tools.<\/span><\/p>","reference":"Usergen"}],[],[],[],[]]