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rpg:arcydea:sentients

Sentient Races of Arcydea

A list of the native sentient races of Arcydea and a synopsis of their traits, using the 5e Race Creation Guide (available here).

Wanderkin

Pointy-eared demihumans who are quite nimble, some have theorized that they might be a crossbreed between elves and either halflings or gnomes – which generally goes unappreciated by wanderkin who hear these comparisons.

Ability Score Increase (+3): Wanderkin have a +2 increase to Dexterity, and +1 to Intelligence.

Small (-1): Wanderkin are considered Small in size.

Darkvision (+0.5): Wanderkin can see in the dark out to 60 feet, in shades of grey.

Nimble (+0.5): Wanderkin can move through the space of any creature at least one size larger.

Fey Ancestry (+0.5): Wanderkin have advantage on saving throws against being charmed, and magic can't put them to sleep.

Cunning (+2): Wanderkin receive advantage on Intelligence, Wisdom, and Charisma saving throws against magic.

True-Born Vampires

The vampires of Arcydea are a peculiar bunch – many are natural-born, rather than members of the living dead. As such, they are treated with a certain measure of derision and scorn by those who are familiar with vampires from other worlds.

Sired Vampires

Interestingly, true-born vampires can still sire the undead sort, as can certain curses and the like.

rpg/arcydea/sentients.txt · Last modified: 2018/10/20 13:37 by wizardofaus_doku

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