Stout - PenguinMLG/Penguins_Custom_D-D_Content GitHub Wiki
Stocky and Sturdy, Stouts are a people made of and for craftsmanship. Every Stout alive was crafted through the combined efforts of multiple other Stouts, and have traits that reflect the material they're made of. The magic that animates them allows them to recover from injury the same way other creatures do, baring a few exceptions. This results in a people who are living, breathing works of art.
What would be considered the Dwarves of this world, Stouts - unlike their literary cousins - are cheerful and optimistic and a good touch more accepting of others, and also lack genders entirely due to the nature by which they reproduce. They are similar to their source in the fact that they still possess conservative values such as belief in a monarchy, strongly defending their borders, honoring their ancestors, and taking immense pride in their heritage.
Attributes
Ability Score Increase. You increase one Ability Score by 2 and another different Ability Score by 1, or increase three different Ability Scores by 1.
Age. Stouts come out of their carvening with the appearance of a fully formed adult, but lack the cultural and technical knowledge that is necessary for a Stout to be considered mature. Stouts generally find themselves to be adults by the age of 21, or just after their "third seven." With preferable weathering and barring any freak accidents, Stouts can live a long, long time. The eldest Stout was recorded to have made it through seventy seven sevens, or just over 539 years.
Creature Type. You are a Humanoid with a subtype of Stout.
Size. Stouts range from 3 feet to 6 feet tall, and weigh anywhere between 250 to 2000 pounds, depending on material. Your size is Medium.
Land Speed. You can move 25 feet at haste while grounded.
Low-Light Vision. Your eyes are adapted to seeing in the shadows. You can see in dim light within 60 feet of you as if it were bright light.
Dense. Due to the immense density of your body, you cannot have a swim speed.
Deadly Crush. Due to your sheer weight, falls are an extremely dangerous situation for you - and anyone below you. Instead of regular falling rules, you take 2d6 per 10 feet you fall, up to a maximum of 40d6. If there is a creature under you, the DC to avoid you falling on them increases by 1 for every 10 feet you fall. If you land on them, you split the damage as usual.
Fortune's seven. Stout culture honors the Fortunate Seven, heroic Stouts of legend. That honor empowers all Stouts, including you. When you make a weapon attack roll, if the result on the die is a 7, the attack hits, even if the resulting total does not usually beat the target's armor class.
Tool Culture. When making a skill check with any artisan tool you have proficiency with, treat a roll less than 7 as a 7. When you reach 7th level, instead treat a roll less than 14 as a 14. When you reach 14th level, instead level treat a roll less than 21 as a 21.
Languages. You can speak, read, and write in Cruish and another common language of your choice. Storm Fathers and Carvers are the most common peoples for Stouts to interact with aside from themselves, and as such Stouts will often choose to learn one of their languages if they do not choose to learn another one of their own.
Sub-Lineages
Clay
Clay Stouts are an oddity amongst their kind. Unlike most other Stouts whom are set in size after their carvening is complete, Clay Stouts can change their size to suit their situations, so long as they have access to material to grow or a space to shed into to shrink. When they are able, Clay Stouts change their size and shape as often as other peoples change clothes, Never fully comfortable with their current form.
Malleable. So long as you there is an unoccupied space within 5 feet of you, you may shed some of your body over the course of an hour, decreasing your size from medium to small. Additionally, So long as you have direct access to raw Clay, you can add some to your body over the course of an hour, increasing your size from small to medium. Finally, you can change your shape over the course of an hour to resemble another humanoid creature of the same size that you have recently seen. You become a perfect physical recreation of the creature, though your statistics, voice, and clothing don't change.
Clay Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Tool Proficiency. You gain proficiency with Potter's tools.
Gem
The objectively most impressive of the Stouts, Gem Stouts possess great people skills and get along well with just about everyone that doesn't want to shatter them. Gem Stouts have a difficult call to make when adventuring. They can willingly shatter parts of themselves in order to pay the costly gem components for spells, including ones that save lives, but will never regain that piece of themselves. It's a hard choice to make and Gem Stouts often suffer with survivors guilt because of it.
Awe-Inspiring. You have proficiency with one of the following skills: Deception, Intimidation. Persuasion, or Performance.
Fortune's Charm. Whenever you make a skill check using Charisma, if the result on the die is a 7, treat the die as though it had rolled a 20. Apply bonuses as normal. (Rolling a 20 on a skill check is not an automatic success.)
Pay In Blood. Whenever you or an ally within 5 feet of you attempt to cast a spell that has a material component that is a gemstone or crushed gemstone, as a reaction, you may expend a hit die and roll it, reduce the number by your constitution modifier, and then lose an amount of maximum Hit Points equal to the final result. After doing so, you receive the material component for that spell and can provide it to the caster for them to finish the casting. Maximum Hit Points lost this way cannot be recovered through any means short of a wish spell. If your Maximum Hit Point total goes below 1, you die, and only the spells Reincarnate, True Resurrection, and Wish can bring you back to life.
Tool Proficiency. You gain proficiency with Jeweler's tools.
Glass
Considered by many to be the most fragile of the Stouts, Glass Stouts certainly fit the bill. But that's not to say that they're delicate. Glass is a natural and strong conductor of arcane energy, and thus amongst Stouts, Glass Stouts are the best protected against - and the most adept wielders of - magic. They are still prone to shattering if they take too much force from a fall, and thus have a crippling fear of heights
Shatter-Prone. The material out of which you were made is prone to shattering, something you hope to never experience. You are vulnerable to damage taken from falling.
Magic Resistance. You have advantage on saving throws against spells and other magical effects.
Magic Fortune. Whenever you make a spell attack roll, if the result on the die is a 7, the attack hits, even if the resulting total does not usually beat the target's armor class.
Tool Proficiency. You gain proficiency with Glassblower's tools.
Loom
One of the stranger Stouts, Loom Stouts are known for their dexterous capabilities and grip like iron. They are often viewed by outsiders as the dishonorable among Stouts, but Loom Stouts can use their many skills and abilities for more than just crime, and make for great bouncers, explorers, and searchers and rescuers. They are quite opposite to Wood Stouts, not being able to fully relax unless wedged into a crevasse or bundled up tightly in a chest or barrel.
Smothering grasp. You have advantage on skill checks made to initiate and maintain a grapple, as well as with skill checks made to escape a grapple. As a bonus action, while grappling a creature, you may choose to smother it for the duration of the grapple or until you spend a bonus action to end the smother. While smothered, that creature is unable to fulfill the verbal requirements of spells, and cannot speak.
Sneaky. You have proficiency in the Stealth skill.
Slithering Cloth. While you are not wearing armor or carrying a shield and not heavily encumbered, you have advantage on Stealth skill checks and can fit through gaps as small as the largest thing you're carrying or one inch, whichever is greater. You still must squeeze to fit through these gaps, as usual.
Tool Proficiency. You gain proficiency with Weaver's tools.
Metal
The most determined of the Stouts, Metal Stouts are constantly in pursuit of the glory that can only be earned in battle. Literally forged to excel with their weapon of choice and being able to take a beating, Metal Stouts are among the most fearsome warriors in the world... With a key flaw that keeps their power in check; Severe hydrophobia.
Rust-Prone. The magic that animates you makes you prone to rust, and for anyone that asks, you can confidently say it's an incredibly uncomfortable and horrifying experience. For every hour you spend directly exposed to wet conditions, such as in an ocean, river, rain, or other similar conditions, you suffer one level of exhaustion.
True Weapon Master. Pick one weapon type you have proficiency with. You can add double your proficiency bonus to attacks made with weapons of that type. Whenever you reach an ASI, you can move this bonus to a different weapon type you have proficiency with.
Tool Proficiency. You gain proficiency with smith's tools.
Stone
Being the most common of the Stouts, Stone Stouts are the 'older brothers and sisters' of their people, often taking up protector roles and being the most likely to jump to a friend's defense, whether from physical attack or verbal. They are also the most enamored by the legends of the Fortunate Seven, drawing even greater power from the stories. They often feel directly responsible for other's wellbeing, preferring to suffer greatly themselves rather than see those they care about suffering instead.
Fortune's strike. Whenever you make a weapon attack roll, if the result on the die is a 7, you score a critical hit.
Protector. If you are within 5 feet of an ally targeted by an attack or being subjected to an effect that targets only them, before knowing if the attack would hit or if the target would fail their save, you may use your reaction to become the target of the attack or effect instead. If you do so, if it was an attack, the attack hits regardless of if the result would beat your AC or not, and if it was an effect, you automatically fail the save against that effect.
Stalwart Step. Difficult Terrain does not cost you extra movement if you're using your land speed. Additionally, As a bonus action, you prevent all forced movement that would be incurred upon you until the start of your next turn.
Tool Proficiency. You gain proficiency with mason's tools.
Wood
Embracing the role nature has in life, Wood Stouts enjoy the call of birds, the sound of water in a creek, and the smell of nature. They are easily the lightest of step amongst their people. Of their kind, Wood Stouts get along with the Alphs best. Wood Stouts long for sunshine and open skies, and thus hate small, enclosed spaces.
Land Speed. You can move 30 feet at haste while grounded, instead of the regular 25 feet for Stouts.
Draw From Nature. Pick a Lesser Alph Trait from the listed options.
- Skittish. You can add your proficiency bonus to your initiative rolls.
- Beastial Senses. You have advantage on perception checks that rely on sound or smell.
- Ambush Predator. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, dim light, and other natural phenomena.
- Hasty. When you're dashing, you ignore difficult terrain and are not subjected to the effects of Caltrops and Ball Bearings.
- Lunging Striker. You can make a running long jump or a running high jump without moving first.
- Motherly Instincts. When an ally you can see within 60 feet of you is reduced to 0 hit points, until the end of your next turn, Your movement speed is doubled and you have resistance to damage from opportunity attacks.
- Cornered Ferocity. If your current hit points are equal to or less than twice your level, you have advantage on all attack rolls.
- Bioluminescence. You can cast the Light spell, targeting one of your body parts rather than something you touch or hold. The spell ends if you cast it again.
- Carrion Consumer. You are immune to disease, have advantage on saving throws against being poisoned, and have resistance to poison damage.
- Water Aptitude. You can hold your breath for up to 15 minutes, and you have a swim speed equal to your land speed.
- Climber. You have a climbing speed equal to your land speed and have resistance to damage taken from falling.
Float. The Dense trait does not prevent you from having a swim speed. Additionally, while partially or fully submerged in water or a similar liquid and carrying less than your drag weight, you may spend a bonus action to rise to the surface of the liquid at a rate of 60 feet per round, not sinking until the start of your next turn.
Tool Proficiency. You gain proficiency with woodcarver's tools.