Races - SolastaMods/SolastaUnfinishedBusiness GitHub Wiki

1. - Aasimar [UB]

Aasimar are divine creations formed in the shape of men to perform the will of their Deities. When they mature, they are able to take an Angelic Form depending on their nature.

Level 1

  • Ability Score Increase

Charisma +2, increase 1 other score by 1 point.

  • Angelic Form

When you reach 3rd level, you can choose an Angelic Form. All Angelic forms use your bonus action. Once you use this power, you cannot use it until you finish a long rest: • Angelic Flight: For one minute, once per turn, you deal additional Radiant damage equal to your proficiency bonus when you hit an enemy. You also gain flying speed equal to your movement speed. • Angelic Radiance: For one minute, once per turn, you deal additional Radiant damage equal to your proficiency bonus when you hit an enemy. On the end of each of your turn, you deal 1d4 Radiant damage to enemies 10 feat around you. This damage increases to 1d6, 1d8, 1d10, and 1d12 every four levels. • Angelic Visage: For one minute, once per turn, you deal additional Radiant damage equal to your proficiency bonus when you hit an enemy. On activation, every enemy need to roll Charisma saving throw against 8 + your proficiency bonus + Charisma modifier, or be frightened until the end of your next turn.

  • Darkvision

See normally in dim light, and in natural darkness as if in dim light.

  • Divine Resistance

You are resistant to Radiant and Necrotic damage.

  • Healing Touch

You can use your Action to heal an ally you can touch. The target will regain HP equal to your character level. Once you use this power, you can't use it again until you finish a long rest.

  • Languages

Common and one language of your choice.

  • Move

6◎

  • Aasimar Magic

You know the Light cantrip.

Level 3

  • Angelic Form

You may choose one of Aasimar's Angelic Forms.

2. - Dwarf [SOL]

One of the ancient dwellers of Solasta, dwarves are naturally skilled miners and craftsmen. Blocky and sturdy, they are fierce warriors and keepers of their ancestral culture and traditions.

Level 1

  • Ability Score Increase

Constitution + 2

  • Dwarven Combat Training

Proficient with Battleaxe,Handaxe,Warhammer.

  • Dwarven Resilience

Saving throw advantage against poison Resistance to poison damage

  • Heavy Armor Training

Unaffected by heavy armor penalties.

  • Move

5◎

3. - Elf [SOL]

Elves are some of the most ancient dwellers on Solasta, and used to rule a powerful empire before the Cataclysm. They are naturally gifted with magic, agile, and fast. They have innate resistances and keen senses.

Level 1

  • Ability Score Increase

Dexterity + 2

  • Darkvision

See normally in dim light, and in natural darkness as if in dim light.

  • Fey Ancestry

Saving throw advantage against Charm Immunity to magical sleep

  • Keen Senses

Proficient with the Perception skill.

  • Trance

4 hours of meditation are sufficient to rest.

4. - Fairy [UB]

The Feywild is home to many fantastic peoples, including fairies. Fairies are a wee folk, but not nearly as much so as their pixie and sprite friends. The first fairies spoke Elvish, Goblin, or Sylvan, and encounters with human visitors prompted many of them to learn Common as well.

Level 1

  • Ability Scores

Dexterity +2, Intelligence, Wisdom or Charisma +1

  • Darkvision

See normally in dim light, and in natural darkness as if in dim light.

  • Flight

As an action, you can give yourself a flying speed equal to your walking speed. You can't use this if you're wearing medium or heavy armor.

  • Languages

Common, Elvish

  • Move

6◎

  • Fairy Magic

You know the Word of Radiance cantrip. At 3rd level you learn Faerie Fire and at 5th level, Color Burst. Both can be used once per long rest.

5. - Firbolg [UB]

Filborgs are half-giants living in the frozen highlands of Solasta. They are crafty, cautious, reclusive, distrust most humanoids except elves and prefer to live far from civilization in tight-knit clans. If pressed into battle, filborgs demonstrate formidable skills with weapons and nature magic.

Level 1

  • Attribute Increase

Strength +1

  • Attribute Increase

Wisdom +2

  • Language

Common, Elvish and Giant.

  • Move

6◎

  • Powerful Build

You count your size as Large when determining your carrying capacity.

  • Vanish

As a bonus action, you can magically turn invisible for 1 round. This invisibility breaks if you take any offensive action. Once you use this ability, you can't use it again until you finish a short or long rest.

  • Druidic Magic

You know one cantrip of your choice from the Druid spell list. Wisdom is your spellcasting ability for it.

6. - Gnome [SOL]

Originating from the mountains bordering the Inner Sea, gnomes are by preference underground-dwellers. Where dwarves have mastered dourness and seriousness, life underground gave gnomes a zest for life shown in their humor, and flexible approach to honor and morality. The only trait they share with dwarves is a fascination for tinkering.

Level 1

  • Ability Score Increase

Intelligence + 2

  • Darkvision

See normally in dim light, and in natural darkness as if in dim light.

  • Gnome Cunning

You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

  • Move

5◎

7. - Goliath [UB]

Goliaths share ancestry with the giants that live in the northern regions of Solasta.

Level 1

  • Attribute Increase

Strength +2

  • Attribute Increase

Constitution +1

  • Hot-Blooded

You have resistance to cold damage. You are immune to the effects of moderately cold weather. You are also Chilled instead of Frozen in colder weather.

  • Language

Common and Giant.

  • Move

6◎

  • Natural Athlete

You have proficiency in the Athletics skill.

  • Powerful Build

You count your size as Large when determining your carrying capacity.

  • Stone's Endurance

When you are attacked, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled and reduce incoming damage by that amount. You can use this trait equal to your proficiency bonus, and regain expended uses after long rest.

8. - Halfling [SOL]

The original halflings evolved in the marshes on the northeastern part of Solasta, before spreading south, following the river, and reaching the sea. They are short and nimble, and known for their bravery despite their size.

Level 1

  • Ability Score Increase

Dexterity + 2

  • Brave

Advantage on saving throws against being frightened

  • Halfling Nimbleness

You can move through the space of any creature that is of a larger size than you.

  • Lucky

When you roll a 1 on an attack roll, ability check, or saving throw, reroll and use the new roll.

  • Move

5◎

9. - Imp [UB]

Interplanear experiments during the Manacalon era led to demons and other creatures being brought into the material plane. While many of these creatures were eventually contained or banished, the sneaky imps were able to hide away, secretly adapting and thriving in various pockets of the Badlands ever since. Now, some of them have decided to emerge and explore the world around them, even if those in it may not take kindly to their demonic nature.

Level 1

  • Darkvision

See normally in dim light, and in natural darkness as if in dim light.

  • Languages

Common and one language of your choice.

  • Move

6◎

10. - Kobold [UB]

Kobolds are small reclusive creatures. Recently, some of the more advanced tribes of kobolds have chosen to reveal themselves and interact with other races. It is not a coincidence that this is happening at the same time as the dragonborn making themselves known, as the most advanced kobolds seem to in many ways mimic the dragonborn, even naming themselves in a similar style. They may even be more advanced than other kobolds due to intermingling with the dragonborn.

Level 1

  • Darkvision

See normally in dim light, and in natural darkness as if in dim light.

  • Languages

Common, Draconic.

  • Move

6◎

11. - Lizardfolk [UB]

The saurian lizardfolk are thought by some sages to be distant cousins of dragonborn and kobolds. Despite their resemblance to those other scaled folk, however, lizardfolk are their own people and have lived on the worlds of the Material Plane since the worlds' creation. Gifted by the gods with remarkable physical defenses and a mystical connection to the natural world, lizardfolk can survive with just their wits in situations that would be deadly for other folk. Because of that fact, many lizardfolk myths state that their people were placed by the gods in the Material Plane to guard its natural wonders.

Level 1

  • Ability Score Increase

Use three boosts on ability scores in any combination of your choosing.

  • Claws

You can use your claws to make an unarmed strike. Attacking with them deal 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.

  • Darkvision

See normally in dim light, and in natural darkness as if in dim light.

  • Feeding Claws

You can throw yourself into a feeding frenzy. As a bonus action, you can make a special attack with your claws. If the attack hits, it deals its normal damage, and you gain temporary hit points equal to your proficiency bonus. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

  • Languages

Common and one language of your choice.

  • Move

6◎

  • Natural Armor

When you aren't wearing armor, your base AC is 13 + your Dexterity modifier. A shield's benefits apply as normal while you use your natural armor.

  • Nature's Intuition

You are proficient with one of the following skills of your choice: Animal Handling, Medicine, Nature, Perception, Stealth, Survival.

12. - Oni [UB]

Oni are Demon-like creatures from far eastern island kingdom of Himoto. They came to Solasta through activated major gates.

Level 1

  • Attribute Increase

Strength +2, Wisdom +1

  • Darkvision

See normally in dim light, and in natural darkness as if in dim light.

  • Languages

Common and one language of your choice.

  • Move

6◎

  • Ogre Might

You are proficient with Martial Weapons.

  • Third-eye

You have proficiency with Perception skill.

  • Ogre Magic

At 3rd level, you can cast Thunderous Smite once per long rest. Wisdom is your spellcasting ability for it.

13. - Warforged [UB]

The battleborn are results of arcane experiments, blending flesh, alchemy and magic to create perfect battlefield soldiers. Created to serve as weapons, they must now find a purpose beyond war. A battleborn can be a loyal ally, a cold-hearted killing machine, or a wandering soul-searching for purpose and meaning.

Level 1

  • Ability Score Increase

Constitution +2, increase 1 other score by 1 point.

  • Arcane Resilience

You were created to have remarkable fortitude, represented by the following benefits: • You gain a +1 bonus to AC. • You have advantage on saving throws against being poisoned, and you have resistance to poison damage. • You are immune to disease. • You don't need to sleep, and magic can't put you to sleep.

  • Languages

Common and one language of your choice.

  • Move

6◎

  • Specialized Infusion

You gain one skill proficiency and one tool proficiency of your choice.

14. - Wendigo [UB]

Wendigos arrived in Solasta through the rift during the Cataclysm. Stealthy despite their size, Wendigos would lunge at unsuspecting victims with their long arms.

Level 1

  • Attribute Increase

Strength +2

  • Attribute Increase

Dexterity +1

  • Darkvision

See normally in dim light, and in natural darkness as if in dim light.

  • Language

Common and Goblin.

  • Move

6◎

  • Natural Lunger

Your melee attack increases by 5 feet. Should not stack with features that increase melee range.

  • Powerful Build

You count your size as Large when determining your carrying capacity.

  • Stalker

You have proficiency in Stealth skill.

  • Sucker Punch

On the first round of combat, if you hit a creature with an attack roll, and it's initiative is lower than you, the creature takes an extra 2d6 damage.

15. - Wildling [UB]

Wildlings are offsprings of humans and tieflings that mostly inherited the tiefling parent's feral characteristics. Different in looks and nature, wildlings have spent most of their lives in forests or other less inhabited regions of Solasta as self-sufficient hunters and travelers.

Level 1

  • Ability Score Increase

Dexterity +2, Charisma +1

  • Claws

You can use your claws to make unarmed strike. Attacking with them deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.

  • Darkvision

See normally in dim light, and in natural darkness as if in dim light.

  • Expert Climber

Your climbing speed is same as your walking speed.

  • Feral Agility

Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

  • Languages

Common and one language of your choice.

  • Move

6◎

  • Natural Instincts

You have proficiency in Perception and Stealth skills.

16. - Wyrmkin [UB]

Wyrmkins are larger cousins of Dragonborns descended from another race of dragons. Unlike Dragonborns, they can see in the dark.

Level 1

  • Darkvision

See normally in dim light, and in natural darkness as if in dim light.

  • Languages

Common, Draconic.

  • Move

6◎