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Expanded Race Options

Illithid - The Fallen Mindflayers

  After the Elderburn, the Illithid suffered a catastrophic severance of their psionic connections.  No more were they were bound to one another, and the experience killed most of them.  Those who survived have only a fraction of their original power, wandering the surface - disconnected from all that they know - many uncertain of who they were before this Age or what they are meant to do.  In a way, they are just as broken as the rest of us.

Traits and Features

Ability Score Increase: Your Intelligence score increases by 2.  Due to your Aberrant nature, your choice of Wisdom OR Charisma also increases by 1.
Age: Illithids fully complete ceremorphosis by the age of 9, and have become fully mature and complete in their education by age 15.  Illithids live longer than humans, some reaching up to 200 years.  This life expectancy has diminished in the Age of Firma, as Illithid are often hunted for their valuable tentacles and lingering psionic minds.
Size and Speed:  Most illithids are at least as tall as tall humans, standing at least a few inches shy of six feet, but their bodies very slender and emaciated, weighing much less than an average being of their stature. Your size is Medium, with a walking speed of 30 feet.
Superior Darkvision. Your kin have lived for ages in the Underdark, allowing your sight to adapt. You can see in dim light within 120 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 (ha, you see what I did there?).
Lingering Psionics: You know the friends cantrip. When you reach 3rd level, you can cast detect thoughts once using this trait.  When you reach 5th level, you can cast levitate once using this trait. Intelligence is your spellcasting ability for these spells. When cast in this way, none of these spells require any components.  You may cast of these spells once using this trait, and this trait recharges after a Long Rest.
Telepathy. You can start a telepathic conversation with a creature that shares at least one language with you within 30 feet of yourself. You must keep concentration on this, like a spell, or the telepathy ends.
Mind Blast. You can use your action to unleash a powerful psionic force from your mind. At 1st Level, when you use your mind blast, each creature (including allies) in a 15 ft. cone emanating from yourself must make an Intelligence saving throw.  A creature takes 2d8 psychic damage and is stunned until the end of their next turn on a failed save, or half as much damage without the stun on a successful save. The DC for this saving throw equals 8 + your Intelligence modifier + your proficiency bonus. The damage of your mind blast increases to 3d8 at 6th level - and you may arc the blast around allies, 4d8 at 11th level, and 5d10 at 16th level. After you use your mind blast, you can't use it again until you complete a short or long rest.
Extract Brain. As an action while within 5 feet of an unconscious creature, you can attempt to devour the creature's brain.  You must make a Constitution save against your own DC.  Devouring a creature's brain that has been dead longer than 1 minute will taint your body, and you will suffer 1d10 + your Intelligence modifier poison damage (and will vomit up the brain matter, gaining no benefits).  If you are successful in devouring the brain, you gain temporary hit points equal to your Intelligence modifier plus the creature's Intelligence score, and these temporary hit points last for an hour.  
  **Devour Memories (6th Level).  Able to tap into your alien heritage, you may choose to extract information from the recently dead mine, as in the Speak With Dead spell, instead of gaining temporary hit points.  You also learn random fact about the creature's life; it could be a name, a quirk, or a deep secret - this morsel of information is randomly decided by your Dungeon Master.
Languages. You can speak, read, and write Common and Deep Speech, and you can "read" Qualith. Qualith is a system of tactile writing (similar to braille) which is read by an illithid's tentacles. Qualith is written in four-line stanzas and is so alien in construction that non-illithids must resort to magic to discern its meaning.

Gnoll - The Clan Canis

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  Gnolls have persisted over the land of Io in concentrated packs and tribes, but are often manipulated by more organized or domineering entities into being soldiers, skirmishers, or cannon fodder.  When left to their own devices, gnoll tribes organize to help feed their unending hunger, grow, and expand...but often, society has other plans.  Gnolls are viewed as little more than ravagers; vermin upon the face of Io, and some adventurers find it easy coin to fell them wherever they lie.

Traits and Features

Ability Score Increase: Gnolls are often strong and fast, but work themselves into distinct roles.  Your choice of Strength or Dexterity increases by 1.
Age: Gnolls grow quickly, reaching maturity at the age of 3 and living to around 50, though their lives can be violent and dangerous.
Size and Speed: Gnolls stand well over 7 feet tall.  Your size is Medium and your walking speed is 30 feet.
Darkvision: 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.
Tooth and Claw: you have natural weapons and they serve you well in your fight for survival.  You may make a Bite or Claw attack using your Strength modifier and proficiency bonus.  You deal 1d6 slashing damage with this attack.
Rampage: if you reduce a creature to 0 Hit Points, you may spend your Bonus Action to move up to half your speed and make a Bite or Claw attack.
Growl: you can choose to emit a frightening presence.  Your fur flares out, standing on end, and you naturally hunch threateningly.  You gain proficiency in the Intimidation skill.
Yeenoghu's Madness: the gnolls of the past carry the curse of unending hunger.  It is the thing that drives the creatures to the ends of madness, and, in many ways, keeps them from attaining their natural enlightenment.  Only those who can control their voracious hunger rise through the ranks of their clans, barely touching the potential of their race.  This Hunger is felt always, and if a gnoll continues without food, specifically meat, for more than 2 hours, she must make a Wisdom saving throw or go Berserk.  The DC for this save is 10 at 1st level; it increases to 12 at 4th level, 13 at 8th level, and 14 at 12th level.  
-- Yeenoghu's Berserker: while under the effect of being Berserk, a gnoll gains an increase of 8 to their Strength score, and a decrease of 4 to their Wisdom and Intelligence scores (each to a minimum of 1).  They gain advantage on all attack rolls, but attack rolls against them also have advantage (Reckless), and they gain one additional attack when they take the attack action.  She also has advantage against mind-altering spells or effects.  While Berserk, all entities are considered hostile to the gnoll.  This effect lasts until either the gnoll eats meat, is rendered unconscious, or if its mind is affected, as in Charm Person (for example)

Unaraeso's Peace and Entraga's Blood
​(Sub-Races)

  Sometime in the Age of Empyr, the gnoll clans were blessed by an entity called Unaraeso.  This dog-like angel has little documented on it, and the Loremasters know not why it appeared and affected such a race so profoundly.  For many of the canis, the blessing did not take, resisted by Yeenoghu's influence, but for others, a shred of enlightenment found its way into the body and soul.  For the first time since their inception, members of the canis could breathe, think, and dream.  
  And these dreams opened the door to another being known only as Entraga.  Described as a tall humanoid of white fur, it appears to a gnoll early in life, and shares its blood with them.  When the chosen gnoll awakens, their bloodline has been altered into one of three paths.
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PATH OF THE WOLF
Ability Score Increase: strong and observant, a Wolf increases both their Strength and Wisdom scores by 1.
Big Paws: a Wolf's base speed increases by 5 feet.
Tracker: a Wolf gains proficiency in the Survival skill.
Pack Tactics: The Wolf has advantage on an Attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't Incapacitated. 
Smell Fear/Keen Scent: a Wolf has advantage on Insight, Perception, and Survival checks that use smell.  

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PATH OF THE JACKAL
​Ability Score Increase: quick and beguiling, the Jackal increases both their Dexterity and Charisma scores by 1.
Fast Tongue: a Jackal gains proficiency in the Persuasion skill.
Dodgy Mind: a Jackal has advantage on all Intelligence, Wisdom, and Charisma saving throws.
Knack: a Jackal has proficiency in Thieves' Tools.
Twitchy: always a little fidgety and spastic, the Jackal has disadvantage on all Stealth and Sleight of Hand checks (unless this check involves Thieves' Tools).


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PATH OF THE COYOTE
Ability Score Increase: fast and smart, the Coyote increases both their Dexterity and Intelligence scores by 1.
​Secret Keeper: a Coyote gains proficiency in the Deception skill.
Devil's Luck: if you roll a 1 on an Attack roll, skill check, or saving throw, you may re-roll it but you must keep the new result.  You can only use this feature once per Long Rest.
Fox Feint: using their speed and cunning, a Coyote may attempt a Deception roll against a creature's Passive Perception score.  If they meet or beat it, they gain advantage on their next attack against that creature, AND if they hit, they add one additional die of damage of the same type.  This feature can be used a number of times equal to their Intelligence modifier, once per turn, and recharges completely after a Long Rest.

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  • The Nexus
  • Adamus Drake Music
  • GM's Corner
    • The Gray Owls Fiction
    • Voidspeaker
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  • Legacy Archives
    • D&D 5E Resources >
      • Character Creation - D&D >
        • Home-brew Feats
      • Knight Owls Armory >
        • Home-brew Races
        • Home-brew Class Options
        • Protection
        • Potions, Scrolls, and Consumables
        • Weaponry
        • Adventurer Essentials
      • Spell Compendium - D&D 5e >
        • Custom Crafted
        • Expanded Invocations List
    • Game Master Resume
    • DM Podcast
    • Owls History >
      • KO Event Dates - Descriptions