https://www.dandwiki.com/w/api.php?action=feedcontributions&user=FlickerTheFlareon&feedformat=atomD&D Wiki - User contributions [en]2024-03-29T09:33:31ZUser contributionsMediaWiki 1.35.8https://www.dandwiki.com/w/index.php?title=User:FlickerTheFlareon&diff=1447828User:FlickerTheFlareon2021-03-10T10:48:58Z<p>FlickerTheFlareon: /* What I work on */</p>
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<div>===Who I am===<br />
I'm Flicker. Star Wars fan, female, Jedi Knight, DM for a Pokémon-themed campaign, Deck Master (got to level 10 thanks to the mighty Deck!), somewhere in beautiful Europe.<br />
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My Opinion on several things (if you care). Best Pokémon anime generation: Sun and Moon (VII) DMing or Playing: Playing Best DND build: by far the renowed drow fighter (gunslinger)<br />
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====My Characters====<br />
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Julie- 10th level high elf rogue, has an awakened hippogriff buddy named Aragorn after the novel character. Black hair and green eyes, intelligence 17 (Julie is as smart as a ''beholder''!)<br />
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Alydia- 8th level drow gunslinger, has a pet mechatressym called Caliope.<br />
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Flicker- 1st level sorcerer, 6th level shadow monk, fire vee, casts loads of fire bolts. Julie's apprentice. My user was named after her!<br />
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Petro- 6th level ranger, half-avariel (avariel are winged elves), has a griffon mount called Platinum.<br />
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Chriscat- 8th level Tabaxi bard (college of lore), makes a LOT of bad jokes.<br />
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===What I work on===<br />
Here's one of the pages where I pulled my weight but got reverted: [[Veee (5e Race)]] Please stop reverting my edits without announcing me first.<br />
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My custom race: [[Blessed Vee (5e Race)]], inspired by the above Vee.<br />
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Another race: [[Unusual Beholder (5e Race)]]<br />
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Also, if someone not logged in is editing my pages, that's probably me.<br />
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====Supreme "Pokétrainer" Build!====<br />
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First, get forest gnome for your race. Then, pick the druid class, get 3 levels, multiclass in ranger with 4 levels over there in beast master, and pick a panther companion. Voila, an Incineroar! Use forest gnome abillity to befriend a rat (more like a Rattata!) and then multiclass 3 levels in artificer, battle smith. Make your steel defender be...a Rotom! Take Magic Initiate and get Find Familiar, then pick a quipper, and you got a Magikarp! You now have 4 Pokémon-like creatures of average power. The panther deals damage, the rat can spy on others, the defender can give you advantage, and the quipper is, well, just cute. Druid is optional and just for flavor. You can also try to befriend an arctic fox for an Alolan Vulpix.<br />
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===Mawyo Race===<br />
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The Mawyo are mysterious, cat-like humanoids inhabiting the Eastern-themed world of Loalia. There are two kinds of Mawyo, Skrealian and Leolan. Skrealia and Leola are two continents on Loalia. Skrealian Mawyo are more focused on Yoga and Tai Chi. Leolan Mawyo are more focused on Karate and other martial arts. Skrealian Mawyo have ears that start at the top of their heads and end where a human's ears would start. Leolan Mawyo have ears that look like oversized, furry elf ones with their tips curled upwards.<br />
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Skrealian Mawyo typically have white fur and Leolan ones have golden fur. Each region of Loalia has a deity. Skrea is the moon goddess of Skrealia, and Leo is the sun god of Leola.<br />
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The cities of Skrealia are Kalia, Kaopolis, Laria, Karo City, and Kreo. <br />
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The cities of Leola are Racryss, Aari, Kredase, Saro City, and Salyss.<br />
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When a Skrealian Mawyo is born with a crescent moon on their tailtip they are known as a Child of Skrea. When a Leolan Mawyo is born with a mane, he (this happens only on males) is known as a Son of Leo.<br />
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Skrealian Mawyo wear long, waving clothing and go barefoot. This symbolizes freedom. Leolan Mawyo wear tight, rigid clothing that is still large enough to allow the legs to move properly and always wear heavy boots. This symbolizes honor and tradition.<br />
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====Mawyo Racial Traits====<br />
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Mawyo, the gracious cat-people of Loalia.<br />
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{{5e Racial Traits<br />
|abilities=Your {{5a|cha}} score increases by 1.<br />
|age=Mawyo are quite long-lived, their usual lifespan being about 600 years.<br />
|alignment=Skrealian Mawyo love freedom and are usually chaotic good. Leolan Mawyo are bound to a code of honor and tradition in battle and generally lack compassion, tending toward lawful neutral and lawful evil.<br />
|size=Skrealian Mawyo are tall and willowy, reaching even 7 feet. Leolan Mawyo are sturdy and slightly shorter, averaging about 5 feet. Your size is Medium.<br />
|speed=You have a walking speed of 30 feet. You also have a climbing speed of 20 feet while your claws are unsheathed.<br />
|languages=You can speak, read, and write Common, Mawyo, and one other language of your choice. Mawyo has several words that sound like gibberish to those that do not know it.<br />
|trait1=Claws<br />
|description1=Your paws have claws. When you make an unarmed strike using one of your paws with your claws unsheathed, you deal an extra 1d6 slashing damage. Sheathing your claws or unsheathing them does not take an action.<br />
|subrace=There are two kinds of Mawyo, Skrealian and Leolan.<br />
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}}<br />
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====Skrealian Mawyo====<br />
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The Skrealian Mawyo enjoy peace, and a few of them have developed the ability to use something resembling psionics.<br />
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{{5e Subrace Traits<br />
|abilities=Your {{5a|dex}} score increases by 2.<br />
|trait1=Artist<br />
|description1=You have expertise with your choice of mason's tools or painter's supplies.<br />
|trait2=Tai Chi<br />
|description2=Your base walking speed is 35 feet. You also have proficiency in {{5s|Acrobatics}}.<br />
|trait3=Psi Potential<br />
|description3=On character creation, roll a d100. On a natural 89 or higher, you know the mage hand cantrip and can cast it with NO componenets. The mage hand is invisible when you cast the spell using this trait.<br />
}}<br />
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====Leolan Mawyo====<br />
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The Leolan Mawyo are strict and rigid, delighting in battling others.<br />
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{{5e Subrace Traits<br />
|abilities=Your choice of {{5a|str}} or {{5a|con}} increases by 2.<br />
|trait1=Trained for Battle<br />
|description1=You are proficient with light armor, shortswords, scimitars, and longswords.<br />
|trait2=Closed Mind<br />
|description2=Leolan Mawyo are very rigid. You have advantage on rolls made to avoid being charmed or confused.<br />
|trait3=Learned<br />
|description3=You have proficiency in History. In addition, you have a +10 to rolls made related to war.<br />
}}<br />
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===D100 Art Objects for you to find (WIP)===<br />
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1. A shortsword/longsword/scimitar scabbard made from artificial leopard fur. The scabbard is studded with chunks of sapphire. This scabbard belongs to an aprentice sorcerer.<br />
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2. A beautiful, fluffy choker with a pearl. The choker can also serve as a winter scarf. This choker was made by a queen for her 10-year old daughter.<br />
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3. A golden statuette of a fox. The statuette was crafted as a gift to an elven queen.<br />
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4. A silver locket shaped like a heart. Inside is the portrait of a male arcanaloth. If you speak to the portrait, the arcanaloth depicted smiles, his eyes filled with melancholy. This locket was crafted by the arcanaloth depicted for his lover, a female rakshasa. <br />
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5. A large rug. It's so soft, it can double as a large blanket. This blanket was made by a half-elf hunter for his husky dog.<br />
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6. A beautiful portrait of a Tabaxi with black fur and green eyes. The name "Night" is written at the bottom of the canvas with blue ink.<br />
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7. An ebony figurine of a halfling tripping over a log.<br />
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8. A finely crafted stuffed catfolk with eyes from green buttons. Its ruffled orange fur is made from dyed cotton.<br />
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===What I want===<br />
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~Hope you get through the pandemic!<br />
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Oh, and, one more thing:<br />
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Caliope the {{5e|cat}} is hungry. Please donate fishes on the talk page by saying: ''Here's a fish''. Thank you if you do. Fishes so far: 1. We can do better! (:</div>FlickerTheFlareonhttps://www.dandwiki.com/w/index.php?title=User_talk:TeslaFistforge/Vee_(5e_Race)&diff=1447825User talk:TeslaFistforge/Vee (5e Race)2021-03-10T10:44:18Z<p>FlickerTheFlareon: </p>
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<div>==How I am Making This Race==<br />
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'''''Please do not edit anything on the main page without discussing it with me first, otherwise, the edit may be reverted without warning.'''''<br />
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I may not be working on this project at the moment very much but I have not abandoned it yet. For my sake and the sake of everyone who is making edits, I am going to be laying out how I designed the mechanical side of this race without having to make nine or so individual races. (That probably would have made me crazy.)<br />
====The Ability Scores====<br />
The following list was used to assign Pokemon stats to D&D ability scores: attack to strength, speed to dexterity, hit points to constitution, special attack to intelligence, defense to wisdom, and special defense to charisma. I then took the two highest stats from the respective eeveelution and applied the double ability score increase to the highest stat and the single ability score increase to the second-highest stat.<br />
====The Cantrips====<br />
My plan is for every sub-race to have innate magic in the form of two cantrips: an elemental control cantrip and a damage cantrip based on the move learned on evolution by the respective eeveelution in pokemon. A few of the control cantrips were obtained from WotC sources (such as elemental evil) but some of the control cantrips and all of the damage cantrips are being worked on by me. The elemental control cantrips are being designed in the style of official elemental control cantrips. The damage cantrips are in a more specific style. Here is a basic template of what I am using to make the damage cantrips: "The target must succeed on a saving throw. On a failed save, the target takes 1d8 damage and receives a weak secondary effect".<br />
====The Damage Resistance====<br />
The damage resistances are set up so that every sub-race is only resistant to its own element. It would be insane to try to set up all of the type match-ups that are present in the standard pokemon games as over half of the types could not be easily represented without making a full variant ruleset. However, there were still a few sub-races that didn't have anything for this slot. For the water vee, I used this slot for its aquatic capabilities but as of my writing this I have not finished the other sub-races that would have this problem.<br />
====The Ability Trait====<br />
This slot is reserved for a sub-races equivalent pokemon's ability, whether it be its standard ability or its hidden ability. The tricky thing about designing this part of the sub-races is that sometimes there is an obvious solution of how to set up the ability but it breaks the balance of the game. For example, the electric vee's ability could quite easily be "volt absorb". But then your party's wizard can now heal a party member by shooting lightning bolts at them. Even without this, it destabilizes the already quite strange hit-point economy. Also, for the sake of simplicity, I was only intending to implement one of the two abilities available, as trying to faithfully replicate both abilities would result in a very unbalanced race overall.<br />
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====The Poke-Dex Trait====<br />
This trait is the least defined of any of the other traits. They are, as the name implies, primarily influenced by the Pokedex entries. However, some of the traits in this slot are just things that make sense given the context (eg. dark vee having darkvision).<br />
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Sorry if this is at all confusing or all over the place. [[User:TeslaFistforge|TeslaFistforge]] ([[User talk:TeslaFistforge|talk]]) 11:48, 10 September 2020 (MDT)<br />
:PS. Something I noticed after looking through the race again, is that the unevolved vee does not follow the same guidelines that were used for the other sub-races. However, I believe that this is not a significant issue, as many of the traits that were discussed above would not have been compatible with the unevolved vee. [[User:TeslaFistforge|TeslaFistforge]] ([[User talk:TeslaFistforge|talk]]) 21:46, 12 September 2020 (MDT)<br />
I am "pining" (I know this isn't discord) this to the top of the page to be more visible to anyone who is viewing the talk page. [[User:TeslaFistforge|TeslaFistforge]] ([[User talk:TeslaFistforge|talk]]) 11:15, 21 September 2020 (MDT)<br />
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==My First Project==<br />
This is my first time making a race and the first time using this site so any constructive criticism would be very helpful. [[User:TeslaFistforge|TeslaFistforge]] ([[User talk:TeslaFistforge|talk]]) 00:18, 24 November 2019 (MDT)<br />
:What do you mean by Vee? Is it Eevee? And if so, shouldn't the subraces be espeon, jolteon, vaporeon, flareon, and the rest? Just my thoughts, tell me if I'm missing something. Also, sign your name with your comments. It's 4 tildes (~) and the admin get upset when you don't. --[[User:Flamestarter|Flamestarter]] ([[User talk:Flamestarter|talk]]) 07:15, 15 February 2020 (MST)<br />
::There are a few reasons I decided to call the race and sub-races “Vee” instead of Eevee. First, it's not exactly a normal Eevee from pokemon, it's a humanoid Eevee. Second, if I went with the original pokemon names, one of the sub-races would be called Sylveon. I believe there is a Sylveon race already on this wiki and I didn’t want to step on anyone’s toes. Lastly, I didn’t want the names to be an exact copy of pokemon so that the race could work in a larger variety of campaign settings. I also wanted to have a bit more creative license and freedom. (P.S. Sorry for not replying sooner. I have had writer’s block with this project, so I haven't been working on it very much and I didn’t see your message until a few weeks ago.) [[User:TeslaFistforge|TeslaFistforge]] ([[User talk:TeslaFistforge|talk]]) 11:30, 4 April 2020 (MDT)<br />
:I understand where you're coming from, and I respect your creativity. If I use this race and its subraces though, I will call them by the Pokémon names. All in all, I enjoy the idea behind this race. --[[User:Flamestarter|Flamestarter]] ([[User talk:Flamestarter|talk]]) 17:15, 11 April 2020 (MDT)<br />
:I'd like to make a suggestion: instead of simply cantrips for the innate magic in the race, make one a cantrip and the other a 1st level spell. I only say this because the best thing I could find to help out with the Fairy Vee subrace was charm person, but that's 1st level. --[[User:Flamestarter|Flamestarter]] ([[User talk:Flamestarter|talk]]) 13:55, 17 May 2020 (MDT)<br />
::I may end up doing your idea eventually if my idea doesn't work out. But for now, my plan is to make each sub-race have a control cantrip (element control not crowd control) and a damage cantrip for their respective element. The damage cantrip is going to be based on the move that the respective eeveelution gets upon evolution in the games. <br />
::On the topic of the Fairy Vee, I had thought about giving it "friends" but as I looked into it, I found out that "friends" is garbage. I may end trying to make a variant of "friends" (because it could probably use it) or make a cantrip level version of "charm person" but I am not sure at this point.<br />
::A bit of a side note but I was hoping to add a bit of lore to each of the sub-races. How hard is that to do? I haven't tried it myself yet but I heard that it is tricky. [[User:TeslaFistforge|TeslaFistforge]] ([[User talk:TeslaFistforge|talk]]) 15:18, 17 May 2020 (MDT)<br />
:::With this many subraces? That will be a bear to work with. I can help you since I know a lot about Pokémon, but you'd have to explain why different vee turn out differently and where their abilities come from. Not to mention their individual attitudes among the majority for the fluff. This is easy to do with ONE race, but take a look at my elementborn race and you'll see what I mean. I had to explain 5 different subraces and you want 9 at most. It's tough, I'll tell you that, but not impossible. Again, I can help you or find someone to help if you need it. [[User:Flamestarter|Flamestarter]] ([[User talk:Flamestarter|talk]]) 08:41, 18 May 2020 (MDT)<br />
::::I feel like I didn't communicate what I meant very well, I am sorry for that. I don't communicate very well over text. Moving on, I have a pretty good idea for what I want to do for the actual lore itself, I just didn't know if the formating would break if I tried to put it in but I just tried it earlier and it worked fine. [[User:TeslaFistforge|TeslaFistforge]] ([[User talk:TeslaFistforge|talk]]) 14:22, 18 May 2020 (MDT)<br />
:::::Oh, well, good for you. I'm glad it all worked out ok! And I don't think it was your communication, but my interpretation, so don't feel bad. :) [[User:Flamestarter|Flamestarter]] ([[User talk:Flamestarter|talk]]) 19:00, 18 May 2020 (MDT)<br />
==Variant Might Help==<br />
I'm going to change the design note to a disclaimer for clarity of the risks in this race. However, if you want to make a different version of it that is more standardized to normal 5e races, you can make a variant on the page, kind of like how the [[Alolan Marowak (5e Race)]] and [[Marilith (5e Race)]] do.--[[User:Yanied|Yanied]] ([[User talk:Yanied|talk]]) 11:53, 19 May 2020 (MDT)<br />
:I had thought about using the disclaimer instead of the note but I decided not to use it because the disclaimer can be a bit intimidating and I didn't want to scare anyone off. However, if you think it is better this way I will accept. You are an admin so you probably know better then I do. [[User:TeslaFistforge|TeslaFistforge]] ([[User talk:TeslaFistforge|talk]]) 12:37, 19 May 2020 (MDT)<br />
::The disclaimer is mainly for radical changes or notifications, which, in the case of possibly being underpowered, I think is important to highlight. If it seems overkill, you can revert it to the note.--[[User:Yanied|Yanied]] ([[User talk:Yanied|talk]]) 13:02, 19 May 2020 (MDT)<br />
==To quote from the editing screen:==<br />
"If you do not want your work to be '''''mercilessly edited and redistributed at will, then please do not submit it here.'''''<br />
This means NOBODY is allowed to say 'this page is mine and mine only don't edit without telling me'. I like your race, [[User:TeslaFistforge|TeslaFistforge]], but that doesn't mean I agree to the rule of 'this page is mine'. This is a COMMUNITY wiki. A community wiki doesn't have rules that say 'if you created a page, you own it, and no one but you is able to edit it'. {{unsigned|FlickerTheFlareon}}<br />
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:The comments here are almost a year old, and he stopped editing the page in september. What's the problem here, pal? --[[User:SwankyPants|SwankyPants]] ([[User talk:SwankyPants|talk]]) 11:21, 7 February 2021 (MST)<br />
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::Oh, nothing, I just love the page and wanted to improve. I was worried this guy would get mad for me editing the page. I'm making an account.<br />
{{unsigned|FlickerTheFlareon}}<br />
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== Excuse me? ==<br />
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Correct me if I'm wrong, but 99% of that content was either<br />
# Lore<br />
# Actually filling placeholders<br />
They improved the page, medical emergency or not. You have zero right to undo all of that. --[[User:SwankyPants|SwankyPants]] ([[User talk:SwankyPants|talk]]) 13:24, 24 February 2021 (MST)<br />
:In my obviously biased opinion, they messed up quite a lot of what I had planned and didn't listen to my request to run their edits past me. What do you think I should do? Because I feel like they are running away with a race that I worked hard on. [[User:TeslaFistforge|TeslaFistforge]] ([[User talk:TeslaFistforge|talk]]) 14:00, 24 February 2021 (MST)<br />
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''How'' were they supposed to run it by you? You were dealing with a medical emergency, and hadn't touched the wiki in months. How long were they supposed to wait for their edits(which you do not control) to be denied by someone that doesn't like the spells they picked out, or the minimal lore they added?<br />
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What was your vision? How does removing placeholders and adding spells violate that? Did you even look at what they changed? --[[User:SwankyPants|SwankyPants]] ([[User talk:SwankyPants|talk]]) 14:08, 24 February 2021 (MST)<br />
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:Yes, I did read ''all'' of their changes. The only change that didn't ruin my vision of the race was the extra names (I can keep those if you want). To answer your question: with the lore placeholders, I had planned to have relatively elaborate lore for each sub-race (to be fair, I didn't say this anywhere) but they took the shortest route and just added a single sentence; with the spells, (this should be in the "How I am Making This Race" category above) I specifically said two cantrips for each sub-race, one elemental damage and the other elemental manipulation. I had already considered all first-party cantrips and I actually have a few in the race but the rest of the cantrips I was working on myself. I don't want any 1st level spells in the sub-races but several users/ips in the past have tried to put them in the sub-races before and I have removed them. They took away the intentional vagueness of the race by adding specific pokemon names which I was trying to avoid. They also added two new unwanted subraces, one that even has resistance to all magical damage, which I believe is very imbalanced. <br />
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:Btw, it is chronic health problems that flared up over the last few years. I also frequently get writer's block, which together makes it so that I make edits very slowly. I still try to check up on my race every once and a while but over the last few months, I have had severe writer's block and have been pursuing other projects while I try to break through it. [[User:TeslaFistforge|TeslaFistforge]] ([[User talk:TeslaFistforge|talk]]) 15:29, 24 February 2021 (MST)<br />
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:I forgot to say this but I was planning to fill in the placeholders once I break through my writer's block. [[User:TeslaFistforge|TeslaFistforge]] ([[User talk:TeslaFistforge|talk]]) 16:08, 24 February 2021 (MST)<br />
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I would assume you would add to it after getting past that block, but there's still one problem, nothing was done with it. Something was better than nothing, and this was something. You are completely free to change these spells gained, but simply getting rid of all of them isn't too great. I don't entirely agree with the other new subraces, they can be fixed. <br />
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You're allowed to fix/change content, but what that edit did was ''un''finish content. I wish you luck on dealing with that writer's block. --[[User:SwankyPants|SwankyPants]] ([[User talk:SwankyPants|talk]]) 16:28, 24 February 2021 (MST)<br />
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:Thank you for the kind words. As for the sub-races we will have to agree to disagree. [[User:TeslaFistforge|TeslaFistforge]] ([[User talk:TeslaFistforge|talk]]) 17:37, 24 February 2021 (MST)<br />
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Okay definitely not what I meant. I mean leave the existing spells because it's better than absolutely no content. You can certainly change what the current spells are but you could at least leave it playable, since you just turned functional content into nonfunctional content. --[[User:SwankyPants|SwankyPants]] ([[User talk:SwankyPants|talk]]) 17:48, 24 February 2021 (MST)<br />
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:I was planning to try to get the race playable, ie. making the rest of the cantrips, tomorrow. [[User:TeslaFistforge|TeslaFistforge]] ([[User talk:TeslaFistforge|talk]]) 18:21, 24 February 2021 (MST)<br />
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::Just want to put it out there that I agree with SwankyPants' analysis of the situation. {{User:Geodude671/Signature}} . . 18:38, 24 February 2021 (MST)<br />
:::Looking over the changes, the two overpowered subraces were probably no help, but the rest of the changes that were fluff could have been integrated, though I do understand if you don't want this race to be specific with the eevee names. In general, this race definitely seems to have been designed VERY specifically by you Tesla. In that case, it may have been a better idea to construct it in a userspace before publishing it, completely finished. Keep in mind that using a WIP tag doesn't stop anyone from adding their two cents, and a WIP usually becomes a stub after a month or two of inactivity. But while it is a WIP and the user is present and active, I do think it is ok for the placeholders to remain.--[[User:Yanied|Yanied]] ([[User talk:Yanied|talk]]) 19:45, 24 February 2021 (MST)<br />
::::Unfortunately, I started working on this race before I even knew that you could work on a race on your profile, otherwise I probably would have. [[User:TeslaFistforge|TeslaFistforge]] ([[User talk:TeslaFistforge|talk]]) 10:54, 25 February 2021 (MST)<br />
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::::All right, I added some cantrips in the placeholder spots. At this point, it should technically be at a similar level of playability to the edits that I reverted but definitely not at the level of quailty I would like it to be. I will be attempting to continue to make improvements. [[User:TeslaFistforge|TeslaFistforge]] ([[User talk:TeslaFistforge|talk]]) 14:32, 25 February 2021 (MST)<br />
<br />
<br />
===Ugh.===<br />
<br />
Look, I need something to base the material for my variant off and this guy just reverted EVERYTHING. Just move it to your user namespace and learn the nr. 1 rule: You're not allowed to say "this page is mine" unless it's on your user namespace. NOW what do I do? It's horrible, I made helpful changes and you dumped them. I mean, didn't you even try to check it? I need something I can reference from. STOP. REVERTING. UNLESS. YOU. SEE. SOMETHING. WRONG! Seriously, I'll just make a Variant Vee I will reference to instead of THIS.<br />
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With quite a lot of displeasure,<br />
<br />
[[User:FlickerTheFlareon|FlickerTheFlareon]] ([[User talk:FlickerTheFlareon|talk]]) 03:44, 10 March 2021 (MST)</div>FlickerTheFlareonhttps://www.dandwiki.com/w/index.php?title=Blessed_Vee_(5e_Race)&diff=1447824Blessed Vee (5e Race)2021-03-10T10:34:56Z<p>FlickerTheFlareon: FlickerTheFlareon moved page Blessed Vee (5e Race) to User:FlickerTheFlareon/Blessed Vee (5e Race): moved to my user namespace</p>
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<div>#REDIRECT [[User:FlickerTheFlareon/Blessed Vee (5e Race)]]</div>FlickerTheFlareonhttps://www.dandwiki.com/w/index.php?title=User:FlickerTheFlareon/Blessed_Vee_(5e_Race)&diff=1447823User:FlickerTheFlareon/Blessed Vee (5e Race)2021-03-10T10:34:56Z<p>FlickerTheFlareon: FlickerTheFlareon moved page Blessed Vee (5e Race) to User:FlickerTheFlareon/Blessed Vee (5e Race): moved to my user namespace</p>
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<div><br />
Author's Note: This is meant to be a ''variant'' of [[User:TeslaFistforge]]'s Vee race, not a whole new race. Expect seeing traits from the Vee race here.<br />
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==Blessed Vee==<br />
Blessed Vees are special Vees that were blessed by Mew. Humanoid foxes, they are often mistaken for arcanaloths or kitsune.<br />
<br />
===Physical Description===<br />
Blessed Vees look like normal Vees, apart from the purple eye-shaped mark they have on one of their palms. See [[Vee (5e Race)]] for information about what regular Vees look like.<br />
<br />
<br />
<br />
===History===<br />
Blessed Vees were first created when a group of Vees searched for Mew. Those Vees were the first to be blessed. If at least one member of a Vee couple is blessed, their offspring will be blessed for sure. <br />
<br />
===Society===<br />
Blessed Vees live in all sorts of communities, and if cast out, they will firmly keep returning until they are accepted. Blessed Vees consider Mew sacred, and should they see a creature defiling a symbol of Mew, they will take the creature into custody if possible until it apologizes for its mistake. <br />
<br />
A Blessed Vee's home is often quite large, with usually at least one altar dedicated to Mew.<br />
<br />
In Blessed Vee society, one's birthday is considered a special day, and whenever a new Vee is born, the child is considered a special blessing. <br />
<br />
Blessed Vees also have large evolution ceremonies. For the ceremony, the teenage unevolved Vee is taken to the Evolution Temple which matches their element.<br />
<br />
Water Temples are built on pillars above lakes, out of marble. The inside is more of a long hall with an ultramarine blue carpet. Streams flow one the sides of the carpet, and the Evolution Stone is surrounded by white shells.<br />
<br />
Fire Temples are built entirely out of scorched stone. Numerous brass braziers burn with a bright flame, forming a path covered by a dark red carpet with burn marks on it. The Evolution Stone is in a huge fire pit.<br />
<br />
Psychic Temples are built out of stone. Their walls are covered with symbols of Mew. Tapestries showing Mew cover the walls. The Evolution Stone is carved to look like Mew's head.<br />
<br />
Lightning Temples are built out of stone, too, but with lots of lightning rods on their rooftops. The rods attract lightning to strike the Evolution Stone.<br />
<br />
Grass Temples are made out of cracked rock and are overgrown with vines. The Evolution Stone is covered in moss.<br />
<br />
Dark Temples are built in caves, lit only by a few torches burning with purple {{5e|Continual Flame}}. The Evolution stone is in the middle of one such cave temple.<br />
<br />
Fairy Temples are overgrown with flowering creepers and often have the Evolution Stone surrounded by potted flowers.<br />
<br />
Ice Temples are often dug into the side of mountains, the floor inside being frozen over. The Evolution Stones in such temples are frozen in blocks of ice.<br />
<br />
Blessed Vees also display signs that evolution is near. <br />
<br />
Will-be Fire Vees often feel cold in early autumn, and wear two jumpers.<br />
<br />
Will-be Lightning Vees often accidentally shock anything that touches them.<br />
<br />
Will-be Water Vees often shower for longer then needed and realize they can breathe underwater.<br />
<br />
Will-be Psychic Vees are plagued by nightmares and the mark on their palms glows while they sleep, indicating the displeasure their bearer suffers.<br />
<br />
Will-be Grass Vees often find themselves with leaves in their tails when there is no logical way leaves could have ended up there.<br />
<br />
Will-be Dark Vees start taking large naps during the day and finding it hard to sleep at night, their darkvision appearing.<br />
<br />
Will-be Fairy Vees often realize they have ribbons and bows stuck in their fur, but on a closer look, their fur is clean.<br />
<br />
Will-be Ice Vees often breathe chilly air and always have cold fur.<br />
<br />
===Blessed Vee Names===<br />
See [[Vee (5e Race)]] for Blessed Vee names. Do note that Psychic Blessed Vees do not know the idea of names and call fellow Vees "comrade", other creatures are called "outlanders" and other Psychic Blessed Vees are called "Mewchild".<br />
<br />
<br />
===Blessed Vee Traits===<br />
{{5e Racial Traits<br />
|summary=<!--A few Vees were blessed by Mew and gained psychic abillities.--><br />
|abilities=Your {{5a|int}} score increases by 2. Also, your subrace increases one other score by 1.<br />
|age=Blessed Vees can live up to 1000 years.<br />
|alignment=Blessed Vees tend toward neutral or good alignments.<br />
|size=Blessed Vees are taller and more slender then normal Vees, weighing at maximum 80 pounds and being about 5 feet tall. Your size is Medium.<br />
|speed=Your base walking speed is 35 feet. <br />
|trait1=Mew-blessed<br />
|description1=You have been blessed by Mew. You gain resistance to psychic damage.<br />
|trait2=Psyforce<br />
|description2=Your blessing gave you an unusual abillity to cast spells. You can cast [[Psionic Blast (5e Spell)|Psionic Blast]] at will. <br />
|trait3=Embrace the Psyforce <br />
|description3=You have advantage on {{5a|wis}} ({{5s|perception}}) checks.<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
|languages=You can speak, read, and write Common and Primordial.<br />
|subrace=All normal types of Vees but the Evolutionless may become blessed.<br />
}}<br />
<br />
<br />
====Blessed Water Vee====<br />
Blessed Water Vees, scientifically known as ''Veeus Vaporeon'', have a variety of interesting traits.<br />
<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|con}} score increases by 1.<br />
|trait1=Amphibious<br />
|description1=You have a swimming speed of 30 feet and can breathe underwater.<br />
|trait2=Marine Communication<br />
|description2=You can telepathically speak with all marine creatures within 120 feet. You may attempt to charm a marine creature with an {{5a|int}} score of 4 or less with the DC= 10 + the creature's CR. Use your {{5a|cha}} modifier for this check. If you charm it, the creature listens to your telepathic commands. You can have only 2 creatures charmed this way at once. <br />
|trait3=Living Water<br />
|description3=You have immunity to nonmagical fire damage if you are at least half submerged in water.<br />
|trait4=Water Magic<br />
|description4=You know the ''shape water'' cantrip.<br />
<br />
}}<br />
<br />
====Psychic Blessed Vee====<br />
Psychic Blessed Vees are mysterious, with no idea of names whatsoever. Their scientific name is ''Veeus Espeon''.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|wis}} score increases by 1.<br />
|trait1=Blessed<br />
|description1=You gain immunity to psychic damage.<br />
|trait2=Telepathy<br />
|description2=You can communicate telepathically with any creature that understands a language you speak.<br />
|trait3=Superior Psyforce<br />
|description3=You radiate an aura of psychic energy which can be detected if someone casts {{5e|detect magic}}. This aura can also be sensed by Beholders and Beholderkin. Such creatures will hesitate to attack you and try to neutralize you if attacked. <br />
<br />
}}<br />
<br />
====Blessed Fire Vee====<br />
Blessed Fire Vees, their scientific name being ''Veeus Flareon'', are often short-tempered.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|cha}} score increases by 1.<br />
|trait1=Flameproof Hide<br />
|description1=You are resistant to fire damage.<br />
|trait2=Blessed Flame<br />
|description2=Your tail burns with a bright flame. This effect does not harm you. You may extinguish or re-light the flame at any time. While lit the flame sheds bright light in a 30-foot sphere.<br />
|trait3=Friend of the Flame<br />
|description3=Fire-related creatures, such as {{5e|Efreeti}} and {{5e|Fire Elemental}}s view you as friendly. This does not work on fiends.<br />
|trait4=Fire Magic <br />
|description4=You know the {{5e|Fire Bolt}} cantrip and the {{5e|Burning Hands}} spell.<br />
<br />
}}<br />
<br />
====Blessed Electric Vee====<br />
Blessed Electric Vees are scientifically named ''Veeus Jolteon''. They are quick and alert.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|dex}} score increases by 1.<br />
|trait1=Lightning Speed<br />
|description1=Your base walking speed is 40 feet.<br />
|trait2=Born of Electricity<br />
|description2=You have resistance to lightning damage.<br />
|trait3=Electrically Charged<br />
|description3=For every hour you wear metal armor, you lose one hit point.<br />
|trait4=Electro-magic<br />
|description4=You know the {{5e|Shocking Grasp}} cantrip.<br />
}}<br />
<br />
====Blessed Grass Vee====<br />
Blessed Grass Vees bear the scientific name ''Veeus Leafeon''.<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|con}} score increases by 1.<br />
|trait1=Born of Nature<br />
|description1=You have resistance to damage from plant type creatures.<br />
|trait2=Earth Magic<br />
|description2=You know the ''mold earth'' cantrip.<br />
|trait3=Photosyntethis<br />
|description3=If you finish a short rest in sunlight, you are fully fed for the day.<br />
<br />
}}<br />
<br />
====Blessed Fairy Vee====<br />
Blessed Fairy Vees are playful. Their scientific name is ''Veeus Sylveon''.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|cha}} score increases by 1.<br />
|trait1=Fairy Luck<br />
|description1=If you roll a 1 on an ability check, saving throw, or attack roll, you may reroll the die and must use the new roll.<br />
|trait2=Faerie Tongue<br />
|description2=You can read, speak, and write Sylvan.<br />
|trait3=Born of the Light<br />
|description3=You have resistance to radiant damage.<br />
<br />
}}<br />
<br />
====Blessed Dark Vee====<br />
Blessed Dark Vees are scientifically known as ''Veeus Umbreon''. They are quite reclusive.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|dex}} score increases by 1.<br />
|trait1=Darkvision<br />
|description1=You can see in darkness within 60 feet of you as if it were dim light, and in dim light within 60 feet of you as if it were bright light.<br />
|trait2=Dark Magic<br />
|description2=You know the {{5e|Darkness}} spell and one cantrip of your choice from the Warlock spell list.<br />
|trait3=Deathly Endurance<br />
|description3=You have resistance to necrotic damage.<br />
<br />
}}<br />
<br />
====Blessed Ice Vee====<br />
Blessed Ice Vees, scientifically known as ''Veeus Glaceon'', are hardy and often turn down company.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|con}} score increases by 1.<br />
|trait1=Born of Snow<br />
|description1=You have resistance to cold damage.<br />
|trait2=Living Snow<br />
|description2=You have advantage on {{5a|dex}} ({{5s|Stealth}}) checks made to hide in snowy terrain.<br />
<br />
}}<br />
====Blessed Crossbred Vee====<br />
Different subraces of Blessed Vee sometimes breed. The resulting Vee has mysterious powers. The same rules for non-compatibility between types the Crossbred Vee subrace uses apply.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Increase the ability score that your major ancestry increases by 1.<br />
|trait1=Major Ancestry<br />
|description1=You have one type of Blessed Vee subrace apart from Crossbred as your Major Ancestry. You gain one trait of your choice from your Major Ancestry.<br />
|trait2=Minor Ancestry<br />
|description2=You have one type of Vee ([[Vee (5e Race)]]) subrace as your Minor Ancestry. You have two traits from your Minor Ancestry. Those traits cannot be damage resistances.<br />
|trait3=Combined Psyforce<br />
|description3=The Psyforce your parents wielded has combined into a special sort of energy you can harness. You learn any two cantrips.<br />
<br />
}}<br />
<br />
''More coming soon!''<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Blessed Vee<br />
|feet=5<br />
|inches=<!--base height inches--><br />
|heightmod=2d10<br />
|weight=70 <br />
|weightmod=1d4<br />
}}<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
<vote type=1 /><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Pokémon franchise]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>FlickerTheFlareonhttps://www.dandwiki.com/w/index.php?title=User:FlickerTheFlareon/Blessed_Vee_(5e_Race)&diff=1447822User:FlickerTheFlareon/Blessed Vee (5e Race)2021-03-10T10:33:52Z<p>FlickerTheFlareon: </p>
<hr />
<div><br />
Author's Note: This is meant to be a ''variant'' of [[User:TeslaFistforge]]'s Vee race, not a whole new race. Expect seeing traits from the Vee race here.<br />
<br />
==Blessed Vee==<br />
Blessed Vees are special Vees that were blessed by Mew. Humanoid foxes, they are often mistaken for arcanaloths or kitsune.<br />
<br />
===Physical Description===<br />
Blessed Vees look like normal Vees, apart from the purple eye-shaped mark they have on one of their palms. See [[Vee (5e Race)]] for information about what regular Vees look like.<br />
<br />
<br />
<br />
===History===<br />
Blessed Vees were first created when a group of Vees searched for Mew. Those Vees were the first to be blessed. If at least one member of a Vee couple is blessed, their offspring will be blessed for sure. <br />
<br />
===Society===<br />
Blessed Vees live in all sorts of communities, and if cast out, they will firmly keep returning until they are accepted. Blessed Vees consider Mew sacred, and should they see a creature defiling a symbol of Mew, they will take the creature into custody if possible until it apologizes for its mistake. <br />
<br />
A Blessed Vee's home is often quite large, with usually at least one altar dedicated to Mew.<br />
<br />
In Blessed Vee society, one's birthday is considered a special day, and whenever a new Vee is born, the child is considered a special blessing. <br />
<br />
Blessed Vees also have large evolution ceremonies. For the ceremony, the teenage unevolved Vee is taken to the Evolution Temple which matches their element.<br />
<br />
Water Temples are built on pillars above lakes, out of marble. The inside is more of a long hall with an ultramarine blue carpet. Streams flow one the sides of the carpet, and the Evolution Stone is surrounded by white shells.<br />
<br />
Fire Temples are built entirely out of scorched stone. Numerous brass braziers burn with a bright flame, forming a path covered by a dark red carpet with burn marks on it. The Evolution Stone is in a huge fire pit.<br />
<br />
Psychic Temples are built out of stone. Their walls are covered with symbols of Mew. Tapestries showing Mew cover the walls. The Evolution Stone is carved to look like Mew's head.<br />
<br />
Lightning Temples are built out of stone, too, but with lots of lightning rods on their rooftops. The rods attract lightning to strike the Evolution Stone.<br />
<br />
Grass Temples are made out of cracked rock and are overgrown with vines. The Evolution Stone is covered in moss.<br />
<br />
Dark Temples are built in caves, lit only by a few torches burning with purple {{5e|Continual Flame}}. The Evolution stone is in the middle of one such cave temple.<br />
<br />
Fairy Temples are overgrown with flowering creepers and often have the Evolution Stone surrounded by potted flowers.<br />
<br />
Ice Temples are often dug into the side of mountains, the floor inside being frozen over. The Evolution Stones in such temples are frozen in blocks of ice.<br />
<br />
Blessed Vees also display signs that evolution is near. <br />
<br />
Will-be Fire Vees often feel cold in early autumn, and wear two jumpers.<br />
<br />
Will-be Lightning Vees often accidentally shock anything that touches them.<br />
<br />
Will-be Water Vees often shower for longer then needed and realize they can breathe underwater.<br />
<br />
Will-be Psychic Vees are plagued by nightmares and the mark on their palms glows while they sleep, indicating the displeasure their bearer suffers.<br />
<br />
Will-be Grass Vees often find themselves with leaves in their tails when there is no logical way leaves could have ended up there.<br />
<br />
Will-be Dark Vees start taking large naps during the day and finding it hard to sleep at night, their darkvision appearing.<br />
<br />
Will-be Fairy Vees often realize they have ribbons and bows stuck in their fur, but on a closer look, their fur is clean.<br />
<br />
Will-be Ice Vees often breathe chilly air and always have cold fur.<br />
<br />
===Blessed Vee Names===<br />
See [[Vee (5e Race)]] for Blessed Vee names. Do note that Psychic Blessed Vees do not know the idea of names and call fellow Vees "comrade", other creatures are called "outlanders" and other Psychic Blessed Vees are called "Mewchild".<br />
<br />
<br />
===Blessed Vee Traits===<br />
{{5e Racial Traits<br />
|summary=<!--A few Vees were blessed by Mew and gained psychic abillities.--><br />
|abilities=Your {{5a|int}} score increases by 2. Also, your subrace increases one other score by 1.<br />
|age=Blessed Vees can live up to 1000 years.<br />
|alignment=Blessed Vees tend toward neutral or good alignments.<br />
|size=Blessed Vees are taller and more slender then normal Vees, weighing at maximum 80 pounds and being about 5 feet tall. Your size is Medium.<br />
|speed=Your base walking speed is 35 feet. <br />
|trait1=Mew-blessed<br />
|description1=You have been blessed by Mew. You gain resistance to psychic damage.<br />
|trait2=Psyforce<br />
|description2=Your blessing gave you an unusual abillity to cast spells. You can cast [[Psionic Blast (5e Spell)|Psionic Blast]] at will. <br />
|trait3=Embrace the Psyforce <br />
|description3=You have advantage on {{5a|wis}} ({{5s|perception}}) checks.<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
|languages=You can speak, read, and write Common and Primordial.<br />
|subrace=All normal types of Vees but the Evolutionless may become blessed.<br />
}}<br />
<br />
<br />
====Blessed Water Vee====<br />
Blessed Water Vees, scientifically known as ''Veeus Vaporeon'', have a variety of interesting traits.<br />
<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|con}} score increases by 1.<br />
|trait1=Amphibious<br />
|description1=You have a swimming speed of 30 feet and can breathe underwater.<br />
|trait2=Marine Communication<br />
|description2=You can telepathically speak with all marine creatures within 120 feet. You may attempt to charm a marine creature with an {{5a|int}} score of 4 or less with the DC= 10 + the creature's CR. Use your {{5a|cha}} modifier for this check. If you charm it, the creature listens to your telepathic commands. You can have only 2 creatures charmed this way at once. <br />
|trait3=Living Water<br />
|description3=You have immunity to nonmagical fire damage if you are at least half submerged in water.<br />
|trait4=Water Magic<br />
|description4=You know the ''shape water'' cantrip.<br />
<br />
}}<br />
<br />
====Psychic Blessed Vee====<br />
Psychic Blessed Vees are mysterious, with no idea of names whatsoever. Their scientific name is ''Veeus Espeon''.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|wis}} score increases by 1.<br />
|trait1=Blessed<br />
|description1=You gain immunity to psychic damage.<br />
|trait2=Telepathy<br />
|description2=You can communicate telepathically with any creature that understands a language you speak.<br />
|trait3=Superior Psyforce<br />
|description3=You radiate an aura of psychic energy which can be detected if someone casts {{5e|detect magic}}. This aura can also be sensed by Beholders and Beholderkin. Such creatures will hesitate to attack you and try to neutralize you if attacked. <br />
<br />
}}<br />
<br />
====Blessed Fire Vee====<br />
Blessed Fire Vees, their scientific name being ''Veeus Flareon'', are often short-tempered.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|cha}} score increases by 1.<br />
|trait1=Flameproof Hide<br />
|description1=You are resistant to fire damage.<br />
|trait2=Blessed Flame<br />
|description2=Your tail burns with a bright flame. This effect does not harm you. You may extinguish or re-light the flame at any time. While lit the flame sheds bright light in a 30-foot sphere.<br />
|trait3=Friend of the Flame<br />
|description3=Fire-related creatures, such as {{5e|Efreeti}} and {{5e|Fire Elemental}}s view you as friendly. This does not work on fiends.<br />
|trait4=Fire Magic <br />
|description4=You know the {{5e|Fire Bolt}} cantrip and the {{5e|Burning Hands}} spell.<br />
<br />
}}<br />
<br />
====Blessed Electric Vee====<br />
Blessed Electric Vees are scientifically named ''Veeus Jolteon''. They are quick and alert.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|dex}} score increases by 1.<br />
|trait1=Lightning Speed<br />
|description1=Your base walking speed is 40 feet.<br />
|trait2=Born of Electricity<br />
|description2=You have resistance to lightning damage.<br />
|trait3=Electrically Charged<br />
|description3=For every hour you wear metal armor, you lose one hit point.<br />
|trait4=Electro-magic<br />
|description4=You know the {{5e|Shocking Grasp}} cantrip.<br />
}}<br />
<br />
====Blessed Grass Vee====<br />
Blessed Grass Vees bear the scientific name ''Veeus Leafeon''.<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|con}} score increases by 1.<br />
|trait1=Born of Nature<br />
|description1=You have resistance to damage from plant type creatures.<br />
|trait2=Earth Magic<br />
|description2=You know the ''mold earth'' cantrip.<br />
|trait3=Photosyntethis<br />
|description3=If you finish a short rest in sunlight, you are fully fed for the day.<br />
<br />
}}<br />
<br />
====Blessed Fairy Vee====<br />
Blessed Fairy Vees are playful. Their scientific name is ''Veeus Sylveon''.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|cha}} score increases by 1.<br />
|trait1=Fairy Luck<br />
|description1=If you roll a 1 on an ability check, saving throw, or attack roll, you may reroll the die and must use the new roll.<br />
|trait2=Faerie Tongue<br />
|description2=You can read, speak, and write Sylvan.<br />
|trait3=Born of the Light<br />
|description3=You have resistance to radiant damage.<br />
<br />
}}<br />
<br />
====Blessed Dark Vee====<br />
Blessed Dark Vees are scientifically known as ''Veeus Umbreon''. They are quite reclusive.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|dex}} score increases by 1.<br />
|trait1=Darkvision<br />
|description1=You can see in darkness within 60 feet of you as if it were dim light, and in dim light within 60 feet of you as if it were bright light.<br />
|trait2=Dark Magic<br />
|description2=You know the {{5e|Darkness}} spell and one cantrip of your choice from the Warlock spell list.<br />
|trait3=Deathly Endurance<br />
|description3=You have resistance to necrotic damage.<br />
<br />
}}<br />
<br />
====Blessed Ice Vee====<br />
Blessed Ice Vees, scientifically known as ''Veeus Glaceon'', are hardy and often turn down company.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|con}} score increases by 1.<br />
|trait1=Born of Snow<br />
|description1=You have resistance to cold damage.<br />
|trait2=Living Snow<br />
|description2=You have advantage on {{5a|dex}} ({{5s|Stealth}}) checks made to hide in snowy terrain.<br />
<br />
}}<br />
====Blessed Crossbred Vee====<br />
Different subraces of Blessed Vee sometimes breed. The resulting Vee has mysterious powers. The same rules for non-compatibility between types the Crossbred Vee subrace uses apply.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Increase the ability score that your major ancestry increases by 1.<br />
|trait1=Major Ancestry<br />
|description1=You have one type of Blessed Vee subrace apart from Crossbred as your Major Ancestry. You gain one trait of your choice from your Major Ancestry.<br />
|trait2=Minor Ancestry<br />
|description2=You have one type of Vee ([[Vee (5e Race)]]) subrace as your Minor Ancestry. You have two traits from your Minor Ancestry. Those traits cannot be damage resistances.<br />
|trait3=Combined Psyforce<br />
|description3=The Psyforce your parents wielded has combined into a special sort of energy you can harness. You learn any two cantrips.<br />
<br />
}}<br />
<br />
''More coming soon!''<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Blessed Vee<br />
|feet=5<br />
|inches=<!--base height inches--><br />
|heightmod=2d10<br />
|weight=70 <br />
|weightmod=1d4<br />
}}<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
<vote type=1 /><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Pokémon franchise]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>FlickerTheFlareonhttps://www.dandwiki.com/w/index.php?title=User:FlickerTheFlareon/Blessed_Vee_(5e_Race)&diff=1447821User:FlickerTheFlareon/Blessed Vee (5e Race)2021-03-10T10:32:32Z<p>FlickerTheFlareon: </p>
<hr />
<div>{{WIP}}<br />
{{stub|Incomplete}}<br />
<br />
Author's Note: This is meant to be a ''variant'' of [[User:TeslaFistforge]], not a whole new race. Expect seeing traits from the Vee race here.<br />
==Blessed Vee==<br />
Blessed Vees are special Vees that were blessed by Mew. Humanoid foxes, they are often mistaken for arcanaloths or kitsune.<br />
<br />
===Physical Description===<br />
Blessed Vees look like normal Vees, apart from the purple eye-shaped mark they have on one of their palms. See [[Vee (5e Race)]] for information about what regular Vees look like.<br />
<br />
<br />
<br />
===History===<br />
Blessed Vees were first created when a group of Vees searched for Mew. Those Vees were the first to be blessed. If at least one member of a Vee couple is blessed, their offspring will be blessed for sure. <br />
<br />
===Society===<br />
Blessed Vees live in all sorts of communities, and if cast out, they will firmly keep returning until they are accepted. Blessed Vees consider Mew sacred, and should they see a creature defiling a symbol of Mew, they will take the creature into custody if possible until it apologizes for its mistake. <br />
<br />
A Blessed Vee's home is often quite large, with usually at least one altar dedicated to Mew.<br />
<br />
In Blessed Vee society, one's birthday is considered a special day, and whenever a new Vee is born, the child is considered a special blessing. <br />
<br />
Blessed Vees also have large evolution ceremonies. For the ceremony, the teenage unevolved Vee is taken to the Evolution Temple which matches their element.<br />
<br />
Water Temples are built on pillars above lakes, out of marble. The inside is more of a long hall with an ultramarine blue carpet. Streams flow one the sides of the carpet, and the Evolution Stone is surrounded by white shells.<br />
<br />
Fire Temples are built entirely out of scorched stone. Numerous brass braziers burn with a bright flame, forming a path covered by a dark red carpet with burn marks on it. The Evolution Stone is in a huge fire pit.<br />
<br />
Psychic Temples are built out of stone. Their walls are covered with symbols of Mew. Tapestries showing Mew cover the walls. The Evolution Stone is carved to look like Mew's head.<br />
<br />
Lightning Temples are built out of stone, too, but with lots of lightning rods on their rooftops. The rods attract lightning to strike the Evolution Stone.<br />
<br />
Grass Temples are made out of cracked rock and are overgrown with vines. The Evolution Stone is covered in moss.<br />
<br />
Dark Temples are built in caves, lit only by a few torches burning with purple {{5e|Continual Flame}}. The Evolution stone is in the middle of one such cave temple.<br />
<br />
Fairy Temples are overgrown with flowering creepers and often have the Evolution Stone surrounded by potted flowers.<br />
<br />
Ice Temples are often dug into the side of mountains, the floor inside being frozen over. The Evolution Stones in such temples are frozen in blocks of ice.<br />
<br />
Blessed Vees also display signs that evolution is near. <br />
<br />
Will-be Fire Vees often feel cold in early autumn, and wear two jumpers.<br />
<br />
Will-be Lightning Vees often accidentally shock anything that touches them.<br />
<br />
Will-be Water Vees often shower for longer then needed and realize they can breathe underwater.<br />
<br />
Will-be Psychic Vees are plagued by nightmares and the mark on their palms glows while they sleep, indicating the displeasure their bearer suffers.<br />
<br />
Will-be Grass Vees often find themselves with leaves in their tails when there is no logical way leaves could have ended up there.<br />
<br />
Will-be Dark Vees start taking large naps during the day and finding it hard to sleep at night, their darkvision appearing.<br />
<br />
Will-be Fairy Vees often realize they have ribbons and bows stuck in their fur, but on a closer look, their fur is clean.<br />
<br />
Will-be Ice Vees often breathe chilly air and always have cold fur.<br />
<br />
===Blessed Vee Names===<br />
See [[Vee (5e Race)]] for Blessed Vee names. Do note that Psychic Blessed Vees do not know the idea of names and call fellow Vees "comrade", other creatures are called "outlanders" and other Psychic Blessed Vees are called "Mewchild".<br />
<br />
<br />
===Blessed Vee Traits===<br />
{{5e Racial Traits<br />
|summary=<!--A few Vees were blessed by Mew and gained psychic abillities.--><br />
|abilities=Your {{5a|int}} score increases by 2. Also, your subrace increases one other score by 1.<br />
|age=Blessed Vees can live up to 1000 years.<br />
|alignment=Blessed Vees tend toward neutral or good alignments.<br />
|size=Blessed Vees are taller and more slender then normal Vees, weighing at maximum 80 pounds and being about 5 feet tall. Your size is Medium.<br />
|speed=Your base walking speed is 35 feet. <br />
|trait1=Mew-blessed<br />
|description1=You have been blessed by Mew. You gain resistance to psychic damage.<br />
|trait2=Psyforce<br />
|description2=Your blessing gave you an unusual abillity to cast spells. You can cast [[Psionic Blast (5e Spell)|Psionic Blast]] at will. <br />
|trait3=Embrace the Psyforce <br />
|description3=You have advantage on {{5a|wis}} ({{5s|perception}}) checks.<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
|languages=You can speak, read, and write Common and Primordial.<br />
|subrace=All normal types of Vees but the Evolutionless may become blessed.<br />
}}<br />
<br />
<br />
====Blessed Water Vee====<br />
Blessed Water Vees, scientifically known as ''Veeus Vaporeon'', have a variety of interesting traits.<br />
<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|con}} score increases by 1.<br />
|trait1=Amphibious<br />
|description1=You have a swimming speed of 30 feet and can breathe underwater.<br />
|trait2=Marine Communication<br />
|description2=You can telepathically speak with all marine creatures within 120 feet. You may attempt to charm a marine creature with an {{5a|int}} score of 4 or less with the DC= 10 + the creature's CR. Use your {{5a|cha}} modifier for this check. If you charm it, the creature listens to your telepathic commands. You can have only 2 creatures charmed this way at once. <br />
|trait3=Living Water<br />
|description3=You have immunity to nonmagical fire damage if you are at least half submerged in water.<br />
|trait4=Water Magic<br />
|description4=You know the ''shape water'' cantrip.<br />
<br />
}}<br />
<br />
====Psychic Blessed Vee====<br />
Psychic Blessed Vees are mysterious, with no idea of names whatsoever. Their scientific name is ''Veeus Espeon''.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|wis}} score increases by 1.<br />
|trait1=Blessed<br />
|description1=You gain immunity to psychic damage.<br />
|trait2=Telepathy<br />
|description2=You can communicate telepathically with any creature that understands a language you speak.<br />
|trait3=Superior Psyforce<br />
|description3=You radiate an aura of psychic energy which can be detected if someone casts {{5e|detect magic}}. This aura can also be sensed by Beholders and Beholderkin. Such creatures will hesitate to attack you and try to neutralize you if attacked. <br />
<br />
}}<br />
<br />
====Blessed Fire Vee====<br />
Blessed Fire Vees, their scientific name being ''Veeus Flareon'', are often short-tempered.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|cha}} score increases by 1.<br />
|trait1=Flameproof Hide<br />
|description1=You are resistant to fire damage.<br />
|trait2=Blessed Flame<br />
|description2=Your tail burns with a bright flame. This effect does not harm you. You may extinguish or re-light the flame at any time. While lit the flame sheds bright light in a 30-foot sphere.<br />
|trait3=Friend of the Flame<br />
|description3=Fire-related creatures, such as {{5e|Efreeti}} and {{5e|Fire Elemental}}s view you as friendly. This does not work on fiends.<br />
|trait4=Fire Magic <br />
|description4=You know the {{5e|Fire Bolt}} cantrip and the {{5e|Burning Hands}} spell.<br />
<br />
}}<br />
<br />
====Blessed Electric Vee====<br />
Blessed Electric Vees are scientifically named ''Veeus Jolteon''. They are quick and alert.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|dex}} score increases by 1.<br />
|trait1=Lightning Speed<br />
|description1=Your base walking speed is 40 feet.<br />
|trait2=Born of Electricity<br />
|description2=You have resistance to lightning damage.<br />
|trait3=Electrically Charged<br />
|description3=For every hour you wear metal armor, you lose one hit point.<br />
|trait4=Electro-magic<br />
|description4=You know the {{5e|Shocking Grasp}} cantrip.<br />
}}<br />
<br />
====Blessed Grass Vee====<br />
Blessed Grass Vees bear the scientific name ''Veeus Leafeon''.<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|con}} score increases by 1.<br />
|trait1=Born of Nature<br />
|description1=You have resistance to damage from plant type creatures.<br />
|trait2=Earth Magic<br />
|description2=You know the ''mold earth'' cantrip.<br />
|trait3=Photosyntethis<br />
|description3=If you finish a short rest in sunlight, you are fully fed for the day.<br />
<br />
}}<br />
<br />
====Blessed Fairy Vee====<br />
Blessed Fairy Vees are playful. Their scientific name is ''Veeus Sylveon''.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|cha}} score increases by 1.<br />
|trait1=Fairy Luck<br />
|description1=If you roll a 1 on an ability check, saving throw, or attack roll, you may reroll the die and must use the new roll.<br />
|trait2=Faerie Tongue<br />
|description2=You can read, speak, and write Sylvan.<br />
|trait3=Born of the Light<br />
|description3=You have resistance to radiant damage.<br />
<br />
}}<br />
<br />
====Blessed Dark Vee====<br />
Blessed Dark Vees are scientifically known as ''Veeus Umbreon''. They are quite reclusive.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|dex}} score increases by 1.<br />
|trait1=Darkvision<br />
|description1=You can see in darkness within 60 feet of you as if it were dim light, and in dim light within 60 feet of you as if it were bright light.<br />
|trait2=Dark Magic<br />
|description2=You know the {{5e|Darkness}} spell and one cantrip of your choice from the Warlock spell list.<br />
|trait3=Deathly Endurance<br />
|description3=You have resistance to necrotic damage.<br />
<br />
}}<br />
<br />
====Blessed Ice Vee====<br />
Blessed Ice Vees, scientifically known as ''Veeus Glaceon'', are hardy and often turn down company.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|con}} score increases by 1.<br />
|trait1=Born of Snow<br />
|description1=You have resistance to cold damage.<br />
|trait2=Living Snow<br />
|description2=You have advantage on {{5a|dex}} ({{5s|Stealth}}) checks made to hide in snowy terrain.<br />
<br />
}}<br />
====Blessed Crossbred Vee====<br />
Different subraces of Blessed Vee sometimes breed. The resulting Vee has mysterious powers. The same rules for non-compatibility between types the Crossbred Vee subrace uses apply.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Increase the ability score that your major ancestry increases by 1.<br />
|trait1=Major Ancestry<br />
|description1=You have one type of Blessed Vee subrace apart from Crossbred as your Major Ancestry. You gain one trait of your choice from your Major Ancestry.<br />
|trait2=Minor Ancestry<br />
|description2=You have one type of Vee ([[Vee (5e Race)]]) subrace as your Minor Ancestry. You have two traits from your Minor Ancestry. Those traits cannot be damage resistances.<br />
|trait3=Combined Psyforce<br />
|description3=The Psyforce your parents wielded has combined into a special sort of energy you can harness. You learn any two cantrips.<br />
<br />
}}<br />
<br />
''More coming soon!''<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Blessed Vee<br />
|feet=5<br />
|inches=<!--base height inches--><br />
|heightmod=2d10<br />
|weight=70 <br />
|weightmod=1d4<br />
}}<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
<vote type=1 /><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Pokémon franchise]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>FlickerTheFlareonhttps://www.dandwiki.com/w/index.php?title=User:FlickerTheFlareon&diff=1445668User:FlickerTheFlareon2021-03-04T20:24:05Z<p>FlickerTheFlareon: /* Leolan Mawyo */</p>
<hr />
<div>===Who I am===<br />
I'm Flicker. Star Wars fan, female, Jedi Knight, DM for a Pokémon-themed campaign, Deck Master (got to level 10 thanks to the mighty Deck!), somewhere in beautiful Europe.<br />
<br />
My Opinion on several things (if you care). Best Pokémon anime generation: Sun and Moon (VII) DMing or Playing: Playing Best DND build: by far the renowed drow fighter (gunslinger)<br />
<br />
<br />
====My Characters====<br />
<br />
Julie- 10th level high elf rogue, has an awakened hippogriff buddy named Aragorn after the novel character. Black hair and green eyes, intelligence 17 (Julie is as smart as a ''beholder''!)<br />
<br />
Alydia- 8th level drow gunslinger, has a pet mechatressym called Caliope.<br />
<br />
Flicker- 1st level sorcerer, 6th level shadow monk, fire vee, casts loads of fire bolts. Julie's apprentice. My user was named after her!<br />
<br />
Petro- 6th level ranger, half-avariel (avariel are winged elves), has a griffon mount called Platinum.<br />
<br />
Chriscat- 8th level Tabaxi bard (college of lore), makes a LOT of bad jokes.<br />
<br />
===What I work on===<br />
Here's one of the pages where I pulled my weight: [[Vee (5e Race)]]<br />
<br />
My custom race: [[Blessed Vee (5e Race)]], inspired by the above Vee.<br />
<br />
Another race: [[Unusual Beholder (5e Race)]]<br />
<br />
Also, if someone not logged in is editing my pages, that's probably me.<br />
<br />
====Supreme "Pokétrainer" Build!====<br />
<br />
First, get forest gnome for your race. Then, pick the druid class, get 3 levels, multiclass in ranger with 4 levels over there in beast master, and pick a panther companion. Voila, an Incineroar! Use forest gnome abillity to befriend a rat (more like a Rattata!) and then multiclass 3 levels in artificer, battle smith. Make your steel defender be...a Rotom! Take Magic Initiate and get Find Familiar, then pick a quipper, and you got a Magikarp! You now have 4 Pokémon-like creatures of average power. The panther deals damage, the rat can spy on others, the defender can give you advantage, and the quipper is, well, just cute. Druid is optional and just for flavor. You can also try to befriend an arctic fox for an Alolan Vulpix.<br />
<br />
===Mawyo Race===<br />
<br />
<br />
The Mawyo are mysterious, cat-like humanoids inhabiting the Eastern-themed world of Loalia. There are two kinds of Mawyo, Skrealian and Leolan. Skrealia and Leola are two continents on Loalia. Skrealian Mawyo are more focused on Yoga and Tai Chi. Leolan Mawyo are more focused on Karate and other martial arts. Skrealian Mawyo have ears that start at the top of their heads and end where a human's ears would start. Leolan Mawyo have ears that look like oversized, furry elf ones with their tips curled upwards.<br />
<br />
<br />
Skrealian Mawyo typically have white fur and Leolan ones have golden fur. Each region of Loalia has a deity. Skrea is the moon goddess of Skrealia, and Leo is the sun god of Leola.<br />
<br />
The cities of Skrealia are Kalia, Kaopolis, Laria, Karo City, and Kreo. <br />
<br />
The cities of Leola are Racryss, Aari, Kredase, Saro City, and Salyss.<br />
<br />
When a Skrealian Mawyo is born with a crescent moon on their tailtip they are known as a Child of Skrea. When a Leolan Mawyo is born with a mane, he (this happens only on males) is known as a Son of Leo.<br />
<br />
Skrealian Mawyo wear long, waving clothing and go barefoot. This symbolizes freedom. Leolan Mawyo wear tight, rigid clothing that is still large enough to allow the legs to move properly and always wear heavy boots. This symbolizes honor and tradition.<br />
<br />
====Mawyo Racial Traits====<br />
<br />
Mawyo, the gracious cat-people of Loalia.<br />
<br />
{{5e Racial Traits<br />
|abilities=Your {{5a|cha}} score increases by 1.<br />
|age=Mawyo are quite long-lived, their usual lifespan being about 600 years.<br />
|alignment=Skrealian Mawyo love freedom and are usually chaotic good. Leolan Mawyo are bound to a code of honor and tradition in battle and generally lack compassion, tending toward lawful neutral and lawful evil.<br />
|size=Skrealian Mawyo are tall and willowy, reaching even 7 feet. Leolan Mawyo are sturdy and slightly shorter, averaging about 5 feet. Your size is Medium.<br />
|speed=You have a walking speed of 30 feet. You also have a climbing speed of 20 feet while your claws are unsheathed.<br />
|languages=You can speak, read, and write Common, Mawyo, and one other language of your choice. Mawyo has several words that sound like gibberish to those that do not know it.<br />
|trait1=Claws<br />
|description1=Your paws have claws. When you make an unarmed strike using one of your paws with your claws unsheathed, you deal an extra 1d6 slashing damage. Sheathing your claws or unsheathing them does not take an action.<br />
|subrace=There are two kinds of Mawyo, Skrealian and Leolan.<br />
<br />
}}<br />
<br />
<br />
====Skrealian Mawyo====<br />
<br />
The Skrealian Mawyo enjoy peace, and a few of them have developed the ability to use something resembling psionics.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|dex}} score increases by 2.<br />
|trait1=Artist<br />
|description1=You have expertise with your choice of mason's tools or painter's supplies.<br />
|trait2=Tai Chi<br />
|description2=Your base walking speed is 35 feet. You also have proficiency in {{5s|Acrobatics}}.<br />
|trait3=Psi Potential<br />
|description3=On character creation, roll a d100. On a natural 89 or higher, you know the mage hand cantrip and can cast it with NO componenets. The mage hand is invisible when you cast the spell using this trait.<br />
}}<br />
<br />
<br />
====Leolan Mawyo====<br />
<br />
The Leolan Mawyo are strict and rigid, delighting in battling others.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your choice of {{5a|str}} or {{5a|con}} increases by 2.<br />
|trait1=Trained for Battle<br />
|description1=You are proficient with light armor, shortswords, scimitars, and longswords.<br />
|trait2=Closed Mind<br />
|description2=Leolan Mawyo are very rigid. You have advantage on rolls made to avoid being charmed or confused.<br />
|trait3=Learned<br />
|description3=You have proficiency in History. In addition, you have a +10 to rolls made related to war.<br />
}}<br />
<br />
===D100 Art Objects for you to find (WIP)===<br />
<br />
1. A shortsword/longsword/scimitar scabbard made from artificial leopard fur. The scabbard is studded with chunks of sapphire. This scabbard belongs to an aprentice sorcerer.<br />
<br />
2. A beautiful, fluffy choker with a pearl. The choker can also serve as a winter scarf. This choker was made by a queen for her 10-year old daughter.<br />
<br />
3. A golden statuette of a fox. The statuette was crafted as a gift to an elven queen.<br />
<br />
4. A silver locket shaped like a heart. Inside is the portrait of a male arcanaloth. If you speak to the portrait, the arcanaloth depicted smiles, his eyes filled with melancholy. This locket was crafted by the arcanaloth depicted for his lover, a female rakshasa. <br />
<br />
5. A large rug. It's so soft, it can double as a large blanket. This blanket was made by a half-elf hunter for his husky dog.<br />
<br />
6. A beautiful portrait of a Tabaxi with black fur and green eyes. The name "Night" is written at the bottom of the canvas with blue ink.<br />
<br />
7. An ebony figurine of a halfling tripping over a log.<br />
<br />
8. A finely crafted stuffed catfolk with eyes from green buttons. Its ruffled orange fur is made from dyed cotton.<br />
<br />
===What I want===<br />
<br />
~Hope you get through the pandemic!<br />
<br />
Oh, and, one more thing:<br />
<br />
Caliope the {{5e|cat}} is hungry. Please donate fishes on the talk page by saying: ''Here's a fish''. Thank you if you do. Fishes so far: 1. We can do better! (:</div>FlickerTheFlareonhttps://www.dandwiki.com/w/index.php?title=User:FlickerTheFlareon&diff=1445667User:FlickerTheFlareon2021-03-04T20:18:35Z<p>FlickerTheFlareon: </p>
<hr />
<div>===Who I am===<br />
I'm Flicker. Star Wars fan, female, Jedi Knight, DM for a Pokémon-themed campaign, Deck Master (got to level 10 thanks to the mighty Deck!), somewhere in beautiful Europe.<br />
<br />
My Opinion on several things (if you care). Best Pokémon anime generation: Sun and Moon (VII) DMing or Playing: Playing Best DND build: by far the renowed drow fighter (gunslinger)<br />
<br />
<br />
====My Characters====<br />
<br />
Julie- 10th level high elf rogue, has an awakened hippogriff buddy named Aragorn after the novel character. Black hair and green eyes, intelligence 17 (Julie is as smart as a ''beholder''!)<br />
<br />
Alydia- 8th level drow gunslinger, has a pet mechatressym called Caliope.<br />
<br />
Flicker- 1st level sorcerer, 6th level shadow monk, fire vee, casts loads of fire bolts. Julie's apprentice. My user was named after her!<br />
<br />
Petro- 6th level ranger, half-avariel (avariel are winged elves), has a griffon mount called Platinum.<br />
<br />
Chriscat- 8th level Tabaxi bard (college of lore), makes a LOT of bad jokes.<br />
<br />
===What I work on===<br />
Here's one of the pages where I pulled my weight: [[Vee (5e Race)]]<br />
<br />
My custom race: [[Blessed Vee (5e Race)]], inspired by the above Vee.<br />
<br />
Another race: [[Unusual Beholder (5e Race)]]<br />
<br />
Also, if someone not logged in is editing my pages, that's probably me.<br />
<br />
====Supreme "Pokétrainer" Build!====<br />
<br />
First, get forest gnome for your race. Then, pick the druid class, get 3 levels, multiclass in ranger with 4 levels over there in beast master, and pick a panther companion. Voila, an Incineroar! Use forest gnome abillity to befriend a rat (more like a Rattata!) and then multiclass 3 levels in artificer, battle smith. Make your steel defender be...a Rotom! Take Magic Initiate and get Find Familiar, then pick a quipper, and you got a Magikarp! You now have 4 Pokémon-like creatures of average power. The panther deals damage, the rat can spy on others, the defender can give you advantage, and the quipper is, well, just cute. Druid is optional and just for flavor. You can also try to befriend an arctic fox for an Alolan Vulpix.<br />
<br />
===Mawyo Race===<br />
<br />
<br />
The Mawyo are mysterious, cat-like humanoids inhabiting the Eastern-themed world of Loalia. There are two kinds of Mawyo, Skrealian and Leolan. Skrealia and Leola are two continents on Loalia. Skrealian Mawyo are more focused on Yoga and Tai Chi. Leolan Mawyo are more focused on Karate and other martial arts. Skrealian Mawyo have ears that start at the top of their heads and end where a human's ears would start. Leolan Mawyo have ears that look like oversized, furry elf ones with their tips curled upwards.<br />
<br />
<br />
Skrealian Mawyo typically have white fur and Leolan ones have golden fur. Each region of Loalia has a deity. Skrea is the moon goddess of Skrealia, and Leo is the sun god of Leola.<br />
<br />
The cities of Skrealia are Kalia, Kaopolis, Laria, Karo City, and Kreo. <br />
<br />
The cities of Leola are Racryss, Aari, Kredase, Saro City, and Salyss.<br />
<br />
When a Skrealian Mawyo is born with a crescent moon on their tailtip they are known as a Child of Skrea. When a Leolan Mawyo is born with a mane, he (this happens only on males) is known as a Son of Leo.<br />
<br />
Skrealian Mawyo wear long, waving clothing and go barefoot. This symbolizes freedom. Leolan Mawyo wear tight, rigid clothing that is still large enough to allow the legs to move properly and always wear heavy boots. This symbolizes honor and tradition.<br />
<br />
====Mawyo Racial Traits====<br />
<br />
Mawyo, the gracious cat-people of Loalia.<br />
<br />
{{5e Racial Traits<br />
|abilities=Your {{5a|cha}} score increases by 1.<br />
|age=Mawyo are quite long-lived, their usual lifespan being about 600 years.<br />
|alignment=Skrealian Mawyo love freedom and are usually chaotic good. Leolan Mawyo are bound to a code of honor and tradition in battle and generally lack compassion, tending toward lawful neutral and lawful evil.<br />
|size=Skrealian Mawyo are tall and willowy, reaching even 7 feet. Leolan Mawyo are sturdy and slightly shorter, averaging about 5 feet. Your size is Medium.<br />
|speed=You have a walking speed of 30 feet. You also have a climbing speed of 20 feet while your claws are unsheathed.<br />
|languages=You can speak, read, and write Common, Mawyo, and one other language of your choice. Mawyo has several words that sound like gibberish to those that do not know it.<br />
|trait1=Claws<br />
|description1=Your paws have claws. When you make an unarmed strike using one of your paws with your claws unsheathed, you deal an extra 1d6 slashing damage. Sheathing your claws or unsheathing them does not take an action.<br />
|subrace=There are two kinds of Mawyo, Skrealian and Leolan.<br />
<br />
}}<br />
<br />
<br />
====Skrealian Mawyo====<br />
<br />
The Skrealian Mawyo enjoy peace, and a few of them have developed the ability to use something resembling psionics.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|dex}} score increases by 2.<br />
|trait1=Artist<br />
|description1=You have expertise with your choice of mason's tools or painter's supplies.<br />
|trait2=Tai Chi<br />
|description2=Your base walking speed is 35 feet. You also have proficiency in {{5s|Acrobatics}}.<br />
|trait3=Psi Potential<br />
|description3=On character creation, roll a d100. On a natural 89 or higher, you know the mage hand cantrip and can cast it with NO componenets. The mage hand is invisible when you cast the spell using this trait.<br />
}}<br />
<br />
<br />
====Leolan Mawyo====<br />
<br />
The Leolan Mawyo are strict and rigid, delighting in battling others.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your choice of {{5a|str}} or {{5a|con}} increases by 2.<br />
|trait1=Trained for Battle<br />
|description1=You are proficient with light armor, shortswords, scimitars, and longswords.<br />
|trait2=Closed Mind<br />
|description2=Leolan Mawyo are very rigid. You have advantage on rolls made to avoid being charmed or confused.<br />
<br />
}}<br />
<br />
<br />
<br />
===D100 Art Objects for you to find (WIP)===<br />
<br />
1. A shortsword/longsword/scimitar scabbard made from artificial leopard fur. The scabbard is studded with chunks of sapphire. This scabbard belongs to an aprentice sorcerer.<br />
<br />
2. A beautiful, fluffy choker with a pearl. The choker can also serve as a winter scarf. This choker was made by a queen for her 10-year old daughter.<br />
<br />
3. A golden statuette of a fox. The statuette was crafted as a gift to an elven queen.<br />
<br />
4. A silver locket shaped like a heart. Inside is the portrait of a male arcanaloth. If you speak to the portrait, the arcanaloth depicted smiles, his eyes filled with melancholy. This locket was crafted by the arcanaloth depicted for his lover, a female rakshasa. <br />
<br />
5. A large rug. It's so soft, it can double as a large blanket. This blanket was made by a half-elf hunter for his husky dog.<br />
<br />
6. A beautiful portrait of a Tabaxi with black fur and green eyes. The name "Night" is written at the bottom of the canvas with blue ink.<br />
<br />
7. An ebony figurine of a halfling tripping over a log.<br />
<br />
8. A finely crafted stuffed catfolk with eyes from green buttons. Its ruffled orange fur is made from dyed cotton.<br />
<br />
===What I want===<br />
<br />
~Hope you get through the pandemic!<br />
<br />
Oh, and, one more thing:<br />
<br />
Caliope the {{5e|cat}} is hungry. Please donate fishes on the talk page by saying: ''Here's a fish''. Thank you if you do. Fishes so far: 1. We can do better! (:</div>FlickerTheFlareonhttps://www.dandwiki.com/w/index.php?title=Pok%C3%A9mon_(5e_Campaign_Setting)&diff=1445421Pokémon (5e Campaign Setting)2021-03-04T06:17:05Z<p>FlickerTheFlareon: </p>
<hr />
<div>[[File:PokemonCoverImage.png]]<br />
<br />
<br />
<br />
<br />
==Introduction==<br />
<br />
Pokémon has been around for a very long time, since it very first made its appearance in 1996. Since then, millions of people have begun the path of becoming a Pokémon Trainer through Nintendo Pokémon games on the Gameboy, DS, and 3DS. Pokémon also has a huge following in its trading card game, TV shows, manga, and merchandise. As of March 2017, Pokémon has made 70 billion US dollars in revenue.<br />
<br />
==Step By Step Characters==<br />
<br />
Creating a character for Pokémon will differ a little from creating a character for Dungeons and Dragons, so we will revise the Step By Step Characters section already present in the Player's Handbook.<br />
<br />
Of course, I will leave out parts that have already been explained in the PHB, but I will still put the steps in so it is not confusing for those who like having a proper order.<br />
<br />
===[[Pokémon (5e Sourcebook)/Chapter 1: Classes|1. Choose a Class]]===<br />
<br />
The reason the first step is not to choose a race is because the character's statistics do not matter as much as the Pokémon's, and also, many Trainers are humans. However, if you and/or your Programmer wish to give a different race to your Trainer, that is perfectly fine.<br />
<br />
Everyone can be called a Trainer, however, what makes a Trainer's class unique is that each Trainer may have a different outlook on life, which will differ them in their fighting style, their Pokémon preferences, their skills, and sometimes their interaction with other Pokémon or people. The classes listed here will also include what alignment your Trainer tends toward.<br />
<br />
None of the classes presented in this sourcebook are complete themselves. Instead, along with the unique classes, there will be a basic "Pokémon Trainer" class that will be applied to every Trainer, and then the player chooses a unique class that will provide alignment, proficiencies, skills, features, and details on their interaction with life.<br />
<br />
===2. Determine Ability Scores and Feats===<br />
<br />
Step 3 on page 12 of the Player's Handbook for determining your ability score.<br />
<br />
===3. Describe Your Character===<br />
<br />
Step 4 on page 13 of the Player's Handbook.<br />
<br />
===4. Choose Your Equipment===<br />
<br />
Pokémon Trainers do not wear armor or use weapons, except for very rare cases. Also, in the world of Pokémon, there is rarely a need for equipment necessary to survive in the wild, mainly because the Pokémon is not as sparsely populated as the worlds of Dungeons and Dragons are, and Trainers can usually find lodgings for the night. Some Trainers, however, do make it a habit to live in the wild, such as Pokémon Trainers and Hikers. This makes survival equipment not as important as other equipment, but will still hold value with many Trainers in an emergency event.<br />
<br />
Almost all Trainers purchase some kind of bag to store their items in for the journey. These bags can range from backpacks to purses to briefcases. The items can include potions (healing items for Pokémon), Pokéballs (capsules to capture Pokémon), Battle Items (items that power up a Pokémon temporarily), and a variety of Technical Machines (discs that can teach Pokémon new moves).<br />
<br />
In the Pokémon world, wealth is determined not in gold or silver, but Pokédollars, slips of paper with a big P with two lines slashing through it horizontally in the center. [[File:Pokedollar.png]]<br />
<br />
===5. Come Together===<br />
<br />
Step 6 on page 15 of the Player's Handbook.<br />
<br />
== Pokémon Trainer ==<br />
<br />
A Pokémon Trainer is what every player will be if adventuring in the cross-world of Dungeons and Dragons and Pokémon. Pokémon Trainers are people who have adopted a lifestyle of having Pokémon at their sides at all times as devoted partners. Pokémon Trainers and their Pokémon go on journeys together to explore a world of wonder and magic (I don't mean literal magic). Below are Pokémon Trainer classes that you can choose. They will help make you unique to other trainers and allow yourselves to gain abilities to better conquer the dangers you will face.<br />
<br />
One thing that will be different about classes in this sourcebook is that you will be able to change classes when you want to. In order to do so, you must meet the prerequisites that each class gives, and devote an amount of time and money that the class says. This will count as downtime. Once this has been accomplished, then you will have successfully changed your class. I have planned it out this way for two reasons; 1. In the games, you are able to change what kind of Trainer you are; and 2. Some classes like the Gym Leader don't start as Gym Leaders from the beginning.<br />
<br />
All Pokémon Trainers have the statistics below ---<br />
<br />
<br />
<br />
=== Possible Pokémon Trainer Types ===<br />
<br />
*Breeder<br />
<br />
As a Breeder, you have the following additional traits:<br />
<br />
-You may subtract your proficiency bonus from d100 rolls Pokémon make to breed.<br />
<br />
-You have a +4 to Animal Handling checks made to calm a Pokémon down.<br />
<br />
*Ace <br />
<br />
*Artist <br />
<br />
*Athlete <br />
<br />
*Biker<br />
<br />
*Bird Keeper <br />
<br />
As a Bird Keeper, you have the following additional traits:<br />
<br />
-You are considered to have expertise in Animal Handling when making such a check to control or direct a bird-like Pokémon.<br />
<br />
-You may spend 2 hours with cook's utensils to make special food for your bird Pokémon. If you give them this food, they have a +5 to attack rolls for 1 hour. You may only make this food once per day.<br />
<br />
*Bug Catcher<br />
<br />
-Same as with the Bird Keeper, but with bugs.<br />
<br />
*Hiker<br />
<br />
*Scientist<br />
<br />
*Dragon Tamer<br />
<br />
*Psychic<br />
<br />
*Pokémon Ranger<br />
<br />
*Black Belt<br />
<br />
*Poké Fan<br />
<br />
=== Equipment ===<br />
Most of the equipment found in the Player's Handbook is also available in Poké Marts around the Pokémon world. 1000 Pokédollars equal to 1 gp, which means that 100 Pokédollars equal to 1 sp, and 10 Pokédollars equal to 1 cp. The only armor in the Pokémon world, however, is a padded type of jacket which functions as leather armor.<br />
<br />
Moves are taught by Technical Machines. Any TM for a move of average power costs about 500 Pokédollars in a specialized shop. Powerful moves, such as Z-moves in Alola, are usually not for sale on TMs.<br />
<br />
=== Other Rules ===<br />
*[[Breeding (Rule)|Breeding]]<br />
*[[Capturing (Rule)|Capturing]]<br />
*[[Classes (Rule)|Classes]]<br />
*[[Gym Warfare (Rule)|Gym Warfare]]<br />
*[[Joining a Gym (Rule)|Joining a Gym]]<br />
*[[Mounts (Rule)|Mounts]]<br />
*[[Starting a Gym (Rule)|Starting a Gym]]<br />
*[[Capture Variant (Rule)|Capture Variant ]]<br />
<br />
----<br />
{{5e Sourcebooks Breadcrumb}}<br />
{{Copyright Disclaimer|owner=Creatures, Inc.''', '''Game Freak''', and '''Nintendo|franchise=Pokémon}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Sourcebook]]</div>FlickerTheFlareonhttps://www.dandwiki.com/w/index.php?title=Pok%C3%A9mon_(5e_Campaign_Setting)&diff=1445420Pokémon (5e Campaign Setting)2021-03-04T06:11:47Z<p>FlickerTheFlareon: /* Possible Pokémon Trainer Types */</p>
<hr />
<div><br />
[[File:PokemonCoverImage.png]]<br />
<br />
<br />
<br />
<br />
==Introduction==<br />
<br />
Pokémon has been around for a very long time, since it very first made its appearance in 1996. Since then, millions of people have begun the path of becoming a Pokémon Trainer through Nintendo Pokémon games on the Gameboy, DS, and 3DS. Pokémon also has a huge following in its trading card game, TV shows, manga, and merchandise. As of March 2017, Pokémon has made 70 billion US dollars in revenue.<br />
<br />
==Step By Step Characters==<br />
<br />
Creating a character for Pokémon will differ a little from creating a character for Dungeons and Dragons, so we will revise the Step By Step Characters section already present in the Player's Handbook.<br />
<br />
Of course, I will leave out parts that have already been explained in the PHB, but I will still put the steps in so it is not confusing for those who like having a proper order.<br />
<br />
===[[Pokémon (5e Sourcebook)/Chapter 1: Classes|1. Choose a Class]]===<br />
<br />
The reason the first step is not to choose a race is because the character's statistics do not matter as much as the Pokémon's, and also, many Trainers are humans. However, if you and/or your Programmer wish to give a different race to your Trainer, that is perfectly fine.<br />
<br />
Everyone can be called a Trainer, however, what makes a Trainer's class unique is that each Trainer may have a different outlook on life, which will differ them in their fighting style, their Pokémon preferences, their skills, and sometimes their interaction with other Pokémon or people. The classes listed here will also include what alignment your Trainer tends toward.<br />
<br />
None of the classes presented in this sourcebook are complete themselves. Instead, along with the unique classes, there will be a basic "Pokémon Trainer" class that will be applied to every Trainer, and then the player chooses a unique class that will provide alignment, proficiencies, skills, features, and details on their interaction with life.<br />
<br />
===2. Determine Ability Scores and Feats===<br />
<br />
Step 3 on page 12 of the Player's Handbook for determining your ability score.<br />
<br />
===3. Describe Your Character===<br />
<br />
Step 4 on page 13 of the Player's Handbook.<br />
<br />
===4. Choose Your Equipment===<br />
<br />
Pokémon Trainers do not wear armor or use weapons. Also, in the world of Pokémon, there is rarely a need for equipment necessary to survive in the wild, mainly because the Pokémon is not as sparsely populated as the worlds of Dungeons and Dragons are, and Trainers can usually find lodgings for the night. Some Trainers, however, do make it a habit to live in the wild, such as Pokémon Trainers and Hikers. This makes survival equipment not as important as other equipment, but will still hold value with many Trainers in an emergency event.<br />
<br />
Almost all Trainers purchase some kind of bag to store their items in for the journey. These bags can range from backpacks to purses to briefcases. The items can include potions (healing items for Pokémon), Pokéballs (capsules to capture Pokémon), Battle Items (items that power up a Pokémon temporarily), and a variety of Technical Machines (discs that can teach Pokémon new moves).<br />
<br />
In the Pokémon world, wealth is determined not in gold or silver, but Pokédollars, slips of paper with a big P with two lines slashing through it horizontally in the center. [[File:Pokedollar.png]]<br />
<br />
===5. Come Together===<br />
<br />
Step 6 on page 15 of the Player's Handbook.<br />
<br />
== Pokémon Trainer ==<br />
<br />
A Pokémon Trainer is what every player will be if adventuring in the cross-world of Dungeons and Dragons and Pokémon. Pokémon Trainers are people who have adopted a lifestyle of having Pokémon at their sides at all times as devoted partners. Pokémon Trainers and their Pokémon go on journeys together to explore a world of wonder and magic (I don't mean literal magic). Below are Pokémon Trainer classes that you can choose. They will help make you unique to other trainers and allow yourselves to gain abilities to better conquer the dangers you will face.<br />
<br />
One thing that will be different about classes in this sourcebook is that you will be able to change classes when you want to. In order to do so, you must meet the prerequisites that each class gives, and devote an amount of time and money that the class says. This will count as downtime. Once this has been accomplished, then you will have successfully changed your class. I have planned it out this way for two reasons; 1. In the games, you are able to change what kind of Trainer you are; and 2. Some classes like the Gym Leader don't start as Gym Leaders from the beginning.<br />
<br />
All Pokémon Trainers have the statistics below ---<br />
<br />
<br />
<br />
=== Possible Pokémon Trainer Types ===<br />
<br />
*Breeder<br />
<br />
As a Breeder, you have the following additional traits:<br />
<br />
-You may subtract your proficiency bonus from d100 rolls Pokémon make to breed.<br />
<br />
-You have a +4 to Animal Handling checks made to calm a Pokémon down.<br />
<br />
*Ace <br />
<br />
*Artist <br />
<br />
*Athlete <br />
<br />
*Biker<br />
<br />
*Bird Keeper <br />
<br />
As a Bird Keeper, you have the following additional traits:<br />
<br />
-You are considered to have expertise in Animal Handling when making such a check to control or direct a bird-like Pokémon.<br />
<br />
-You may spend 2 hours with cook's utensils to make special food for your bird Pokémon. If you give them this food, they have a +5 to attack rolls for 1 hour. You may only make this food once per day.<br />
<br />
*Bug Catcher<br />
<br />
-Same as with the Bird Keeper, but with bugs.<br />
<br />
*Hiker<br />
<br />
*Scientist<br />
<br />
*Dragon Tamer<br />
<br />
*Psychic<br />
<br />
*Pokémon Ranger<br />
<br />
*Black Belt<br />
<br />
*Poké Fan<br />
<br />
=== Equipment ===<br />
Most of the equipment found in the Player's Handbook is also available in Poké Marts around the Pokémon world. 1000 Pokédollars equal to 1 gp, which means that 100 Pokédollars equal to 1 sp, and 10 Pokédollars equal to 1 cp.<br />
<br />
=== Other Rules ===<br />
*[[Breeding (Rule)|Breeding]]<br />
*[[Capturing (Rule)|Capturing]]<br />
*[[Classes (Rule)|Classes]]<br />
*[[Gym Warfare (Rule)|Gym Warfare]]<br />
*[[Joining a Gym (Rule)|Joining a Gym]]<br />
*[[Mounts (Rule)|Mounts]]<br />
*[[Starting a Gym (Rule)|Starting a Gym]]<br />
*[[Capture Variant (Rule)|Capture Variant ]]<br />
<br />
----<br />
{{5e Sourcebooks Breadcrumb}}<br />
{{Copyright Disclaimer|owner=Creatures, Inc.''', '''Game Freak''', and '''Nintendo|franchise=Pokémon}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Sourcebook]]</div>FlickerTheFlareonhttps://www.dandwiki.com/w/index.php?title=Awakened_Animal_(5e_Template)&diff=1443503Awakened Animal (5e Template)2021-02-27T11:44:39Z<p>FlickerTheFlareon: /* Statistics */</p>
<hr />
<div><br />
{{5e Template<br />
|summary=Animals that have had their intelligence awakened and increased to near-human levels because of exposure to magic. <br />
|recalculate=yes<br />
}}<br />
===Awakened Animal===<br />
A group of adventurers travel through a forest on a quest, suddenly they stop because they notice they are surrounded on all sides. Unexpectedly a bunch of different animals emerge from the brush. A wolf steps forward, opens his maw, and says "We'll only ask you once, leave this place!"<br />
<br />
An Awakened Animal looks just like any animal you’d see while adventuring, the only thing that sets them apart from other animals is the unusual amount of intelligence in their eyes and their ability to communicate in humanoid speech. <br />
<br />
Awakened Animals have existed as long as magic has existed in the world. In areas with high concentrations of magic the animals slowly begin to have their minds awakened hence the name given to them. This awakening terrified and fascinated the other races at the same time. Races like the elves and the gnomes embraced the animals and brought them into their societies. Other Races like Humans, Halflings, and Dwarves rejected them seeing them as slightly smarter animals. Eventually the awakened animals decided to make their own societies where they live together, those that did leave tended to adventure and eventually made their way back home.<br />
<br />
Awakened Animals have become a reclusive race forming tightly knit villages deep in forests. They value their intelligence highly while keeping their commune with nature alive. Typically they are lead by a village shaman and the villages are similar to more primitive human society with hunters, gatherers, and warriors. Villages also don’t tend to consist of one species of animal. The species work together using their collective strengths to overcome individual weaknesses. Awakened Animals that don’t live in their villages tend to be more nomadic as most places aren’t totally accepting of them, but when they find a place accepting of them they adapt to the new society rather well.<br />
<br />
;Prerequisite<br />
<!--How does a creature qualify for this template--><br />
<br />
====Statistics====<br />
'''Equipment.''' Some animals would may never get to use weapons so the natural weapons should be considered magical for the sake of overcoming resistances.<br />
<br />
'''Abilities.''' Your {{5a|int}} score increases by 4. Your {{5a|cha}} or {{5a|wis}} score also increases by 2. You can't increase an ability score above 20 using this feature.<br />
<br />
'''Age.''' Awakened animals mature appropriately based on their species, however their lifespans have been extended greatly by the magic that awakened them and they can live as long as a human can if they would have shorter lifespans.<br />
<br />
'''Languages.''' Awakened Animals speak Common and are able to communicate simple ideas and emotions to regular animals and can glean these simple things from animals as well.<br />
<br />
'''Skills.''' You have proficiency in your choice of Stealth or Survival.<br />
<br />
'''Alignment''' Awakened Animals in their own villages have a tendency towards law since the village and its traditions are most important to them. However, those who live outside of them have a tendency towards chaos as they are given the freedom to do what they want.<br />
<br />
====Traits====<br />
'''''Natural Armor:''''' All awakened animals have a unarmored AC of 12 plus their {{5a|dex}} modifier. This can be used with shields.<br />
<br />
====Actions====<br />
'''''Natural Weapons.''''' 1d4 + Str or Dex(higher score) piercing/slashing damage. <br />
<br />
''Use common creatures listed in last section of Monster Manual as point of reference, following type listed.''<br />
<br />
===CR Calculation===<br />
<!--If CR needs recalculating, state here how effective hit points, AC and per-round damage is modified--><br />
If a beast of low CR(<1), had lower AC or damage avg than it does now, it is bumped up to the next CR step(0 to 1/4, 1/4 to 1/2, etc etc)<br />
<br />
----<br />
{{5e Templates Breadcrumb}}[[Category:5e]][[Category:User]][[Category:Template]]</div>FlickerTheFlareonhttps://www.dandwiki.com/w/index.php?title=D%26D_Wiki:Sandbox&diff=1443404D&D Wiki:Sandbox2021-02-26T21:47:42Z<p>FlickerTheFlareon: </p>
<hr />
<div><noinclude>This is a sandbox. It will be periodically cleaned. Play around in this sandbox to see how things look like, however please do not edit above the line!<br />
<br />
[[Category:Editing]]<br />
<br />
''Last cleaned by'' {{User:Geodude671/Signature}} . . 10:06, 28 January 2021 (MST)<br />
----<br />
<!--<br />
* Welcome to the sandbox! *<br />
* Please leave this part alone *<br />
* The page is cleared regularly *<br />
* Feel free to try your editing skills below *<br />
■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■--></noinclude><br />
<br />
<br />
[[5e|Magic Missile]] is the wizard's basic non-cantrip damage spell. Get yourself a [[5e|Wand of Magic Missiles]] and use it sparingly, congratulations. You just got yourself an infinite damage source. With enough time to recharge and sparing use of charges to avoid "You-rolled-a-natural-1-and-your-wand-crumbled-to-dust", great job my friend!<br />
<br />
Chainlock + Pseudodragon + Eldritch Blast= Loads of damage for early levels<br />
<br />
You do ''not'' want to make Caliope the cat angry. Donate fishes (:<br />
<br />
<br />
<br />
Meow + Tressym + Tabaxi Race = Cat-lover's perfect character<br />
<br />
Testing testing. Is this working? Oh well, might as well see for myself.<br />
<br />
''Ahem''<br />
<br />
<u>Me:</u> Hey have you ever used a telescope before?<br />
<br />
<u>Friend:</u> No, is it fun?<br />
<br />
<u>Me:</u> Yeah it’s great!<br />
<br />
<br />
<u>Me, grinning widely:</u> You should LOOK INTO IT!<br />
<br />
<br />
I have created the big ugly box of death, and NO ONE CAN STOP ME!!! MWAHAHAHAHA!!!</div>FlickerTheFlareonhttps://www.dandwiki.com/w/index.php?title=User:FlickerTheFlareon&diff=1443402User:FlickerTheFlareon2021-02-26T21:36:24Z<p>FlickerTheFlareon: </p>
<hr />
<div>===Who I am===<br />
I'm Flicker. Star Wars fan, female, Jedi Knight, DM for a Pokémon-themed campaign, Deck Master (got to level 10 thanks to the mighty Deck!), somewhere in beautiful Europe.<br />
<br />
<br />
====My Characters====<br />
<br />
Julie- 10th level high elf rogue, has an awakened hippogriff buddy named Aragorn after the novel character. Black hair and green eyes, intelligence 17 (Julie is as smart as a ''beholder''!)<br />
<br />
Alydia- 8th level drow gunslinger, has a pet mechatressym called Caliope.<br />
<br />
Flicker- 1st level sorcerer, 6th level shadow monk, fire vee, casts loads of fire bolts. Julie's apprentice. My user was named after her!<br />
<br />
Petro- 6th level ranger, half-avariel (avariel are winged elves), has a griffon mount called Platinum.<br />
<br />
Chriscat- 8th level Tabaxi bard (college of lore), makes a LOT of bad jokes.<br />
<br />
===What I work on===<br />
Here's one of the pages where I pulled my weight: [[Vee (5e Race)]]<br />
<br />
My custom race: [[Blessed Vee (5e Race)]], inspired by the above Vee.<br />
<br />
Another race: [[Unusual Beholder (5e Race)]]<br />
<br />
Also, if someone not logged in is editing my pages, that's probably me.<br />
<br />
====Supreme "Pokétrainer" Build!====<br />
<br />
First, get forest gnome for your race. Then, pick the druid class, get 3 levels, multiclass in ranger with 4 levels over there in beast master, and pick a panther companion. Voila, an Incineroar! Use forest gnome abillity to befriend a rat (more like a Rattata!) and then multiclass 3 levels in artificer, battle smith. Make your steel defender be...a Rotom! Take Magic Initiate and get Find Familiar, then pick a quipper, and you got a Magikarp! You now have 4 Pokémon-like creatures of average power. The panther deals damage, the rat can spy on others, the defender can give you advantage, and the quipper is, well, just cute. Druid is optional and just for flavor. You can also try to befriend an arctic fox for an Alolan Vulpix.<br />
<br />
===Mawyo Race===<br />
<br />
<br />
The Mawyo are mysterious, cat-like humanoids inhabiting the Eastern-themed world of Loalia. There are two kinds of Mawyo, Skrealian and Leolan. Skrealia and Leola are two continents on Loalia. Skrealian Mawyo are more focused on Yoga and Tai Chi. Leolan Mawyo are more focused on Karate and other martial arts. Skrealian Mawyo have ears that start at the top of their heads and end where a human's ears would start. Leolan Mawyo have ears that look like oversized, furry elf ones with their tips curled upwards.<br />
<br />
<br />
Skrealian Mawyo typically have white fur and Leolan ones have golden fur. Each region of Loalia has a deity. Skrea is the moon goddess of Skrealia, and Leo is the sun god of Leola.<br />
<br />
The cities of Skrealia are Kalia, Kaopolis, Laria, Karo City, and Kreo. <br />
<br />
The cities of Leola are Racryss, Aari, Kredase, Saro City, and Salyss.<br />
<br />
When a Skrealian Mawyo is born with a crescent moon on their tailtip they are known as a Child of Skrea. When a Leolan Mawyo is born with a mane, he (this happens only on males) is known as a Son of Leo.<br />
<br />
Skrealian Mawyo wear long, waving clothing and go barefoot. This symbolizes freedom. Leolan Mawyo wear tight, rigid clothing that is still large enough to allow the legs to move properly and always wear heavy boots. This symbolizes honor and tradition.<br />
<br />
====Mawyo Racial Traits====<br />
<br />
Mawyo, the gracious cat-people of Loalia.<br />
<br />
{{5e Racial Traits<br />
|abilities=Your {{5a|cha}} score increases by 1.<br />
|age=Mawyo are quite long-lived, their usual lifespan being about 600 years.<br />
|alignment=Skrealian Mawyo love freedom and are usually chaotic good. Leolan Mawyo are bound to a code of honor and tradition in battle and generally lack compassion, tending toward lawful neutral and lawful evil.<br />
|size=Skrealian Mawyo are tall and willowy, reaching even 7 feet. Leolan Mawyo are sturdy and slightly shorter, averaging about 5 feet. Your size is Medium.<br />
|speed=You have a walking speed of 30 feet. You also have a climbing speed of 20 feet while your claws are unsheathed.<br />
|languages=You can speak, read, and write Common, Mawyo, and one other language of your choice. Mawyo has several words that sound like gibberish to those that do not know it.<br />
|trait1=Claws<br />
|description1=Your paws have claws. When you make an unarmed strike using one of your paws with your claws unsheathed, you deal an extra 1d6 slashing damage. Sheathing your claws or unsheathing them does not take an action.<br />
|subrace=There are two kinds of Mawyo, Skrealian and Leolan.<br />
<br />
}}<br />
<br />
<br />
====Skrealian Mawyo====<br />
<br />
The Skrealian Mawyo enjoy peace, and a few of them have developed the ability to use something resembling psionics.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|dex}} score increases by 2.<br />
|trait1=Artist<br />
|description1=You have expertise with your choice of mason's tools or painter's supplies.<br />
|trait2=Tai Chi<br />
|description2=Your base walking speed is 35 feet. You also have proficiency in {{5s|Acrobatics}}.<br />
<br />
}}<br />
<br />
<br />
====Leolan Mawyo====<br />
<br />
The Leolan Mawyo are strict and rigid, delighting in battling others.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your choice of {{5a|str}} or {{5a|con}} increases by 2.<br />
|trait1=Trained for Battle<br />
|description1=You are proficient with light armor, shortswords, scimitars, and longswords.<br />
|trait2=Closed Mind<br />
|description2=Leolan Mawyo are very rigid. You have advantage on rolls made to avoid being charmed or confused.<br />
<br />
}}<br />
<br />
<br />
<br />
===D100 Art Objects for you to find (WIP)===<br />
<br />
1. A shortsword/longsword/scimitar scabbard made from artificial leopard fur. The scabbard is studded with chunks of sapphire. This scabbard belongs to an aprentice sorcerer.<br />
<br />
2. A beautiful, fluffy choker with a pearl. The choker can also serve as a winter scarf. This choker was made by a queen for her 10-year old daughter.<br />
<br />
3. A golden statuette of a fox. The statuette was crafted as a gift to an elven queen.<br />
<br />
4. A silver locket shaped like a heart. Inside is the portrait of a male arcanaloth. If you speak to the portrait, the arcanaloth depicted smiles, his eyes filled with melancholy. This locket was crafted by the arcanaloth depicted for his lover, a female rakshasa. <br />
<br />
5. A large rug. It's so soft, it can double as a large blanket. This blanket was made by a half-elf hunter for his husky dog.<br />
<br />
6. A beautiful portrait of a Tabaxi with black fur and green eyes. The name "Night" is written at the bottom of the canvas with blue ink.<br />
<br />
7. An ebony figurine of a halfling tripping over a log.<br />
<br />
8. A finely crafted stuffed catfolk with eyes from green buttons. Its ruffled orange fur is made from dyed cotton.<br />
<br />
===What I want===<br />
<br />
~Hope you get through the pandemic!<br />
<br />
Oh, and, one more thing:<br />
<br />
Caliope the {{5e|cat}} is hungry. Please donate fishes on the talk page by saying: ''Here's a fish''. Thank you if you do. Fishes so far: 1. We can do better! (:</div>FlickerTheFlareonhttps://www.dandwiki.com/w/index.php?title=User_talk:FlickerTheFlareon&diff=1443400User talk:FlickerTheFlareon2021-02-26T21:32:07Z<p>FlickerTheFlareon: </p>
<hr />
<div>===This is where you can ask me questions!===<br />
Please post like this:<br />
<br />
(your message, without the brackets)<br />
[[User:FlickerTheFlareon|FlickerTheFlareon]] ([[User talk:FlickerTheFlareon|talk]]) 03:54, 9 February 2021 (MST)<br />
<br />
Write 4 tildes (~) after your post<br />
<br />
-Flicker the Flareon<br />
<br />
== Welcome to D&D Wiki! == <br />
<br />
;Welcome!<br />
Hello FlickerTheFlareon, and welcome to D&D Wiki! I hope you are enjoying D&D Wiki and have been finding the information here useful. Before you start contributing, we recommend you make sure your [[Special:Preferences|user preferences]] match your preferences.<br />
;Questions:<br />
If you have any questions about a specific page please ask it on that page's [[Help:Talk Pages|talk page]]. If you have a D&D-related question, you can ask it on [[DnD Discussion]]s. Everything relating to D&D Wiki's administration can be asked [[User talk:Admin|here]]. If you need to contact another user, please use their talk page.<br />
;Formatting<br />
Syntax can be very difficult, and if you need help a good place to start is [http://en.wikipedia.org/wiki/Help:Editing Help:Editing] on Wikipedia (or even their [http://en.wikipedia.org/wiki/Wikipedia:Introduction Introduction] page). This will explain basic wiki formatting and should provide quite a few useful links that explain more specific areas of wiki formatting. [[Help:Portal]] also provides detailed explanation of information important specifically to this community.<br />
;Community<br />
A strong and welcoming community exists on D&D Wiki, and I'm sure you will find us friendly. To enable the community to function, a number of [[Help:Behavioral Policy|policies]] are in effect. Most importantly, we follow and expect you to follow Wikipedia's guidelines on [http://en.wikipedia.org/wiki/Wikipedia:Civility civility] and [http://en.wikipedia.org/wiki/Wikipedia:Etiquette etiquette] when discussing anything. As most work has multiple authors, please do not delete content without following our [[Help:Improving, Reviewing, and Removing Templates|removal process]]. When posting a comment on a talk page, please ensure you sign your name with four tildes (<nowiki>~~~~</nowiki>) or by clicking on the signature icon ([[Image:Signature_icon.png]]). This will automatically produce your name and the date. I hope you come to enjoy D&D Wiki and the community. Welcome again, you are now a D&D Wikian. --[[User:SirSprinkles|SirSprinkles]] ([[User talk:SirSprinkles|talk]]) 12:56, 8 February 2021 (MST)<br />
<br />
==Thanks!==<br />
Also, I didn't know that a ~ was called a tilde.<br />
[[User:FlickerTheFlareon|FlickerTheFlareon]] ([[User talk:FlickerTheFlareon|talk]]) 03:52, 9 February 2021 (MST)[[User:FlickerTheFlareon]]<br />
==Fish==<br />
Here is a fish for Caliope. --[[User:Yanied|Yanied]] ([[User talk:Yanied|talk]]) 19:49, 24 February 2021 (MST)<br />
<br />
===Thanks for the Fish===</div>FlickerTheFlareonhttps://www.dandwiki.com/w/index.php?title=User:FlickerTheFlareon&diff=1442163User:FlickerTheFlareon2021-02-24T11:23:03Z<p>FlickerTheFlareon: </p>
<hr />
<div>===Who I am===<br />
I'm Flicker. Star Wars fan, female, Jedi Knight, DM for a Pokémon-themed campaign, Deck Master (got to level 10 thanks to the mighty Deck!), somewhere in beautiful Europe.<br />
<br />
<br />
====My Characters====<br />
<br />
Julie- 10th level high elf rogue, has an awakened hippogriff buddy named Aragorn after the novel character. Black hair and green eyes, intelligence 17 (Julie is as smart as a ''beholder''!)<br />
<br />
Alydia- 8th level drow gunslinger, has a pet mechatressym called Caliope.<br />
<br />
Flicker- 1st level sorcerer, 6th level shadow monk, fire vee, casts loads of fire bolts. Julie's apprentice. My user was named after her!<br />
<br />
Petro- 6th level ranger, half-avariel (avariel are winged elves), has a griffon mount called Platinum.<br />
<br />
Chriscat- 8th level Tabaxi bard (college of lore), makes a LOT of bad jokes.<br />
<br />
===What I work on===<br />
Here's one of the pages where I pulled my weight: [[Vee (5e Race)]]<br />
<br />
My custom race: [[Blessed Vee (5e Race)]], inspired by the above Vee.<br />
<br />
Another race: [[Unusual Beholder (5e Race)]]<br />
<br />
Also, if someone not logged in is editing my pages, that's probably me.<br />
<br />
====Supreme "Pokétrainer" Build!====<br />
<br />
First, get forest gnome for your race. Then, pick the druid class, get 3 levels, multiclass in ranger with 4 levels over there in beast master, and pick a panther companion. Voila, an Incineroar! Use forest gnome abillity to befriend a rat (more like a Rattata!) and then multiclass 3 levels in artificer, battle smith. Make your steel defender be...a Rotom! Take Magic Initiate and get Find Familiar, then pick a quipper, and you got a Magikarp! You now have 4 Pokémon-like creatures of average power. The panther deals damage, the rat can spy on others, the defender can give you advantage, and the quipper is, well, just cute. Druid is optional and just for flavor. You can also try to befriend an arctic fox for an Alolan Vulpix.<br />
<br />
===Mawyo Race===<br />
<br />
<br />
The Mawyo are mysterious, cat-like humanoids inhabiting the Eastern-themed world of Loalia. There are two kinds of Mawyo, Skrealian and Leolan. Skrealia and Leola are two continents on Loalia. Skrealian Mawyo are more focused on Yoga and Tai Chi. Leolan Mawyo are more focused on Karate and other martial arts. Skrealian Mawyo have ears that start at the top of their heads and end where a human's ears would start. Leolan Mawyo have ears that look like oversized, furry elf ones with their tips curled upwards.<br />
<br />
<br />
Skrealian Mawyo typically have white fur and Leolan ones have golden fur. Each region of Loalia has a deity. Skrea is the moon goddess of Skrealia, and Leo is the sun god of Leola.<br />
<br />
The cities of Skrealia are Kalia, Kaopolis, Laria, Karo City, and Kreo. <br />
<br />
The cities of Leola are Racryss, Aari, Kredase, Saro City, and Salyss.<br />
<br />
When a Skrealian Mawyo is born with a crescent moon on their tailtip they are known as a Child of Skrea. When a Leolan Mawyo is born with a mane, he (this happens only on males) is known as a Son of Leo.<br />
<br />
Skrealian Mawyo wear long, waving clothing and go barefoot. This symbolizes freedom. Leolan Mawyo wear tight, rigid clothing that is still large enough to allow the legs to move properly and always wear heavy boots. This symbolizes honor and tradition.<br />
<br />
====Mawyo Racial Traits====<br />
<br />
Mawyo, the gracious cat-people of Loalia.<br />
<br />
{{5e Racial Traits<br />
|abilities=Your {{5a|cha}} score increases by 1.<br />
|age=Mawyo are quite long-lived, their usual lifespan being about 600 years.<br />
|alignment=Skrealian Mawyo love freedom and are usually chaotic good. Leolan Mawyo are bound to a code of honor and tradition in battle and generally lack compassion, tending toward lawful neutral and lawful evil.<br />
|size=Skrealian Mawyo are tall and willowy, reaching even 7 feet. Leolan Mawyo are sturdy and slightly shorter, averaging about 5 feet. Your size is Medium.<br />
|speed=You have a walking speed of 30 feet. You also have a climbing speed of 20 feet while your claws are unsheathed.<br />
|languages=You can speak, read, and write Common, Mawyo, and one other language of your choice. Mawyo has several words that sound like gibberish to those that do not know it.<br />
|trait1=Claws<br />
|description1=Your paws have claws. When you make an unarmed strike using one of your paws with your claws unsheathed, you deal an extra 1d6 slashing damage. Sheathing your claws or unsheathing them does not take an action.<br />
|subrace=There are two kinds of Mawyo, Skrealian and Leolan.<br />
<br />
}}<br />
<br />
<br />
====Skrealian Mawyo====<br />
<br />
The Skrealian Mawyo enjoy peace, and a few of them have developed the ability to use something resembling psionics.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|dex}} score increases by 2.<br />
|trait1=Artist<br />
|description1=You have expertise with your choice of mason's tools or painter's supplies.<br />
|trait2=Tai Chi<br />
|description2=Your base walking speed is 35 feet. You also have proficiency in {{5s|Acrobatics}}.<br />
<br />
}}<br />
<br />
<br />
====Leolan Mawyo====<br />
<br />
The Leolan Mawyo are strict and rigid, delighting in battling others.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your choice of {{5a|str}} or {{5a|con}} increases by 2.<br />
|trait1=Trained for Battle<br />
|description1=You are proficient with light armor, shortswords, scimitars, and longswords.<br />
|trait2=Closed Mind<br />
|description2=Leolan Mawyo are very rigid. You have advantage on rolls made to avoid being charmed or confused.<br />
<br />
}}<br />
<br />
<br />
<br />
===D100 Art Objects for you to find (WIP)===<br />
<br />
1. A shortsword/longsword/scimitar scabbard made from artificial leopard fur. The scabbard is studded with chunks of sapphire. This scabbard belongs to an aprentice sorcerer.<br />
<br />
2. A beautiful, fluffy choker with a pearl. The choker can also serve as a winter scarf. This choker was made by a queen for her 10-year old daughter.<br />
<br />
3. A golden statuette of a fox. The statuette was crafted as a gift to an elven queen.<br />
<br />
4. A silver locket shaped like a heart. Inside is the portrait of a male arcanaloth. If you speak to the portrait, the arcanaloth depicted smiles, his eyes filled with melancholy. This locket was crafted by the arcanaloth depicted for his lover, a female rakshasa. <br />
<br />
5. A large rug. It's so soft, it can double as a large blanket. This blanket was made by a half-elf hunter for his husky dog.<br />
<br />
6. A beautiful portrait of a Tabaxi with black fur and green eyes. The name "Night" is written at the bottom of the canvas with blue ink.<br />
<br />
7. An ebony figurine of a halfling tripping over a log.<br />
<br />
8. A finely crafted stuffed catfolk with eyes from green buttons. Its ruffled orange fur is made from dyed cotton.<br />
<br />
===What I want===<br />
<br />
~Hope you get through the pandemic!<br />
<br />
Oh, and, one more thing:<br />
<br />
Caliope the {{5e|cat}} is hungry. Please donate fishes on the talk page by saying: ''Here's a fish''. Thank you if you do.</div>FlickerTheFlareonhttps://www.dandwiki.com/w/index.php?title=User_talk:Admin&diff=1442160User talk:Admin2021-02-24T11:08:17Z<p>FlickerTheFlareon: </p>
<hr />
<div>{{helpportal}}<br />
{{Meta Pages Breadcrumb}}<br />
[[Category:Admin User Talk]]<br />
----<br />
<br />
{{Archives<br />
|label1= Archive 1 (Discussions 1 &ndash; 30)<br />
|label2= Archive 2 (Discussions 31 &ndash; 60)<br />
|label3= Archive 3 (Discussions 61 &ndash; 90)<br />
|label4= Archive 4 (Discussions 91 &ndash; 120)<br />
|label5= Archive 5 (Discussions 121 &ndash; 150)<br />
}}<br />
<br />
==Vandals==<br />
Some IP has been vandalizing this page [[Starcraft Marine (5e Class)]]. I am not sure if you guys think it is worth dealing with but I figured bring it to your attention. {{unsigned|TeslaFistforge}}<br />
:SirSprinkles appears to have handled this. {{User:Geodude671/Signature}} . . 17:31, 10 September 2020 (MDT)<br />
Several IPs have been editing this [[Satori_(5e_Race)|page]] despite the author asking this to not be done. I reverted the changes but the IPs in question have also been causing problems elsewhere, so I figured I would bring it to your attention. [[User:TeslaFistforge|TeslaFistforge]] ([[User talk:TeslaFistforge|talk]]) 22:24, 20 September 2020 (MDT)<br />
<br />
==Some Questions==<br />
Hopefully I am not bothering anyone but I have a few questions. I have been doing cleaning up by reverting malicious edits, and I was wondering: one, how do you revert an entire page back to a point before any of the malicious edits were made, as often times people will make multiple edits and the revert feature only does one edit at a time; two, would the administration as a whole rather that I report it here or just fix it myself? [[User:TeslaFistforge|TeslaFistforge]] ([[User talk:TeslaFistforge|talk]]) 13:44, 12 September 2020 (MDT)<br />
:1) If you click on the timestamp of when the edit was made in the "history" tab, it will show you what the page looked like at the time of that edit. If you then click "edit", the edit screen will warn you that you are editing an old version of the page. If you change nothing and click "Save", you'll revert the edits made since then.<br />
:2) There's no real need to report vandalism if you have already cleaned it up yourself, unless you judge the edits to be particularly problematic. {{User:Geodude671/Signature}} . . 20:44, 12 September 2020 (MDT)<br />
::Alright, thanks for the help! [[User:TeslaFistforge|TeslaFistforge]] ([[User talk:TeslaFistforge|talk]]) 21:16, 12 September 2020 (MDT)<br />
<br />
== Homebrewing Subclasses and Subraces for an existing Homebrew Class ==<br />
<br />
I've been hanging around looking at some of the homebrew here for quite a few years now, with little actually making of my own. The other day I thought about trying and making a couple subraces for a homebrew race that I thought could do with more, but then I realised that as said race was locked it probably wouldn't be a good idea to add subraces directly to it. Then, today I thought about perhaps trying to make a subclass or two for an existing homebrew class, but then as well as thinking against it but remembering the previous time. I then thought - would it be possible to have a separate page for a homebrew subrace/class for a homebrew race/class, similar to how we have those for existing races and classes? If, what would be the recommended thing for me to do? {{User|Flamechar33}} . . 17:49, 20 September 2020 (BST)<br />
<br />
:Creating all the homebrew entries is not really good, because you need to use the homebrew page anyway for the reference. For this reason, everything should be accessible from the main page for the homebrew creation. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 14:16, 20 September 2020 (MDT)<br />
<br />
::What I think GD means is that if you make your own sub(race/class) for an already homebrew race or class, it will end up as an orphaned page because there aren't any DPLs for sub-parts of homebrew races/classes. Although, this could be rectified easily by just adding an "other/uncategorized" section to [[5e Subclasses]], and there is already such a section for [[5e Subraces]]. If you make your own sub-part for a homebrew page, though, I think the general preference is for it to be added to the existing homebrew page for that race or class. {{User:Geodude671/Signature}} . . 15:12, 20 September 2020 (MDT)<br />
<br />
:::Ok, I understand. Sorry for the late answer/thanks, and thanks! {{User|Flamechar33}} . . 19:58, 24 September 2020 (BST)<br />
<br />
== Keyblade Edit Warring ==<br />
<br />
I'm afraid [[User:Hypershadic46||Hypershadic46]] and I are [[Keyblade (5e Equipment)|at it again]]. I'd like to request that the page be locked.--[[User:SlaadSack|SlaadSack]] ([[User talk:SlaadSack|talk]]) 11:36, 16 October 2020 (MDT)<br />
<br />
== Intentionally Collaborative Environment or Campaign Development ==<br />
<br />
I'm interested in starting an environment or campaign development of "Sunken Rlyeh" which is H.P. Lovecraft's city where dead Cthulhu waits dreaming... I have developed some ideas about the nature of this underwater city, its inhabitants, and some special rules pertaining to interactions and the city's non-Euclidean geometry. I've also made some encounter tables and a table of city locations/structures. The concept is that below the surface of a prime material ocean, at the point farthest from any surface landmass, is a gate to the Elemental Plane of Water. On the other side of the gate is the city of Rlyeh, which sank and reformed itself as an underwater sphere. The sunken city is dark and sinister and slimy, and filled with many horrific denizens (but appropriate for the level of the adventuring party). The encounter tables include one for the prime material ocean surface, a deep water table appropriate for either side of the gate area, and one for the city itself. The encounters include creatures from standard 5e material, as well as many D&D Wiki creatures. I am hopeful that others would contribute significantly to this effort, especially those who have submitted Lovecraft-based creatures and races. Has anything like this been attempted, and has it worked out? Any suggestions/advice? If it seems doable and has a chance to succeed, how might I get started?<br />
<br />
--[[User:Dain|Dain]] ([[User talk:Dain|talk]]) 22:20, 28 October 2020 (MDT)<br />
<br />
:Hello there Dain, it is good to see that you are interested in starting up a large project. Working with other users on large scale projects will be difficult, but has been done before. Off the top of my head, a notable example I remember are the several issues of [[D&D Wiki Magazine]], which went well, but has since fallen off in recent times. To start making the project a reality, I would suggest reaching out to users who have recently make Lovecraft inspired homebrew on their talk pages and ask them whether they would be interested in working together to create the campaign/environment. Besides that, you can also reach out to a bunch of other users on the D&D Wiki discord. For more information on the discord, you can check out the [[D%26D_Wiki:Social_Media#Discord|D&D Wiki Social Media]] page. Either way, gl on the project.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 21:18, 5 November 2020 (MST)<br />
<br />
::Should I attempt contact via the discussion page or the relevant material, or via the original contributor's "talk button" on the history page, or some other means? Or does it matter how I do it? I'm assuming that the person I'm attempting to contact will get an email from the dandwiki alerting them to a message? Thanks... --[[User:Dain|Dain]] ([[User talk:Dain|talk]]) 20:41, 6 November 2020 (MST)<br />
<br />
:::I would suggest reaching out to them on their talk/discussion page, but it doesn't matter too much how you go about contacting the user. If a user has not disabled emails from the wiki and has watched a page, when you contact them on a page they have watched they should get an email.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 19:18, 7 November 2020 (MST)<br />
<br />
==Captcha problems==<br />
When trying to create a page, D&D Wiki asks me to solve four captchas at once. Even after doing so multiple times it still won't let me post. I suspect this might have something to do with the captchas appearing both above and below on the same page: [https://i.gyazo.com/9e67391d86355eaa7b806ce0afdf48d6.png this screenshot shows what I mean]. [[Special:Contributions/2405:8100:8000:5CA1:0:0:C9:A916|2405:8100:8000:5CA1:0:0:C9:A916]] 13:06, 13 November 2020 (MST)<br />
<br />
:Hey there anonymous, while it unclear what exactly caused D&D Wiki to cause you to solve so many captchas, you can resolve the issue by creating an account as users don't have to solve captchas. You can create by yourself or contact [https://www.dandwiki.com/w/index.php?title=User_talk:Blue_Dragon&action=edit&section=new blue dragon] on their talk page as they are the admin in charge of technical stuff on the wiki with your IP address / desired username / ect. info. I am sorry that you have issues with the wiki's captcha and wish you the best.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 12:55, 17 November 2020 (MST)<br />
<br />
::Did you change the same thing with adding content into the page? --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 11:12, 18 November 2020 (MST)<br />
<br />
This is the same anonymous user again. If the solution is to require a user to create an account in order to create a page, why bother with this step at all? I don't know who here has access to LocalSettings, but it's fairly easy to deny a user group the permission to create a page. [https://www.mediawiki.org/wiki/Manual:User_rights] Fewer users would be alienated that way, I imagine. <br/>I appreciate your input Green Dragon but I'm not sure what you're asking, and I'm not very sure if you're addressing Blobby383b or myself. To clarify, I have this problem whenever I try to create any new page. When I try to edit an already existing page (like this one), I only receive one set of captchas and those captchas are able to resolve. [[Special:Contributions/2A0B:F4C2:2:0:0:0:0:1|2A0B:F4C2:2:0:0:0:0:1]] 07:57, 19 November 2020 (MST)<br />
<br />
:::Unregistered users can create pages. I just am asking if you tried the steps you did above with adding information into the page? Maybe it has something to do with your cookie settings, or forms. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 10:27, 20 November 2020 (MST)<br />
<br />
== Redirect Retraction. ==<br />
<br />
I'll cut to the chase. I'm am relatively new and barely understand the mechanics of this wiki. I have contributed already because I know basics of other wikis, but I'm figuring out the finer details on this one. Anyhow, I have finished reading the editing help page and learned a lot of what I needed to know. So I redirected an empty template my page made to a category. I realized the further I read on what a template does. Once I try to edit said template I realized what I've just done. So I would like to request all redirects going to the "Category:Mark of Prestige" category I made be removed/wiped or however this is resolved. Please and thank you.<br />
<br />
PS. I am working on an empty page for a setting, so I thought I'd spend my time working on it because I am currently in a campaign for said setting. It's more work than I expected, but I'll get it done.<br />
<br />
:Thanks for letting us know about the issues you have been having. It seems like the major issue was that in 5e, there are blessings so you can use the already existing template and formatting to create homebrew blessing for a campaign setting, but marks of prestige are an original thing that is only really used in the Hyrule campaign setting, and as such, a template did not exist for it. Because of this, I have gone ahead and made a template for it, moved the mark of prestige page so it has the (Hyrule Supplement) identifier, and fixed up how the [[Marks of Prestige (Hyrule Supplement)]] and [[Hero of Hyrule (Hyrule Supplement)]] work. In the future, you can use the existing formatting on [[Hero of Hyrule (Hyrule Supplement)]] for all new marks of prestige.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 10:13, 20 November 2020 (MST)<br />
<br />
== Upsetting Article ==<br />
<br />
Hello moderators,<br />
<br />
I am writing you concerning the following article: https://www.dandwiki.com/wiki/Lizardfolk_Biology_(Paludia_Supplement)<br />
<br />
It was brought to my attention after one of my fellow players was looking for information regarding her race in DnD, she had stumbled onto this article believing it to be the official class. We’ve all made this mistake at least once, we’re not concerned with her not recognizing this wiki’s purpose. Instead we (her entire DnD group) were appalled with the content of this page. This race is written with an inherent sexist bias that is unrealistic and harmful. It isn’t super clear on your Warning Policy page if this sort of speech is accepted. <br />
<br />
Here are a few of the upsetting ideals written into this race:<br />
<br />
“Hence, '''the lizardfolk have inferior endurance, especially the females,''' who have even more serious problems metabolizing lactic acid. In a long fight, a lizardfolk will tire faster than a human and will probably retreat if the fight isn't won in a couple of minutes.”<br />
<br />
“An average male requires an average of 8 hours of sleep, while a female requires an average of 10 hours of sleep, '''although many females prefer to sleep for 12 hours'''.”<br />
<br />
"Without exception, within the same species, male lizardfolk are larger, heavier, stronger, faster, more durable, more resistant to pain, fatigue and sickness, and less easily tired than female lizardfolk. Additionally, male lizardfolk have higher average intelligence and are wiser than female lizardfolk. This is due to the need for the males to do the hunting and fighting for the tribe. Additionally, male lizardfolk naturally live longer than females, but the habits of war and violence tend to equalize their lifespans with the females. '''In no case does a female lizardfolk ever control a tribe, clan, or village; the purpose of the female lizardfolk consorts is to make heirs, not to rule.''' If a chief were to die and a daughter or wife was his only relative, then the strongest males would fight to see which one of them was the strongest, and the winner would become the new chief.<br />
<br />
It should be obvious that male lizardfolk are excellent front line soldiers. With more strength and constitution than an average human, they ought to make great fighters. At home, they are excellent hunters and fishers, and can apply their hunting skills to aid whatever party of adventurers they may join. The males can also make skilled rangers.<br />
<br />
'''Female lizardfolk are often unable to take care of themselves''', as they aren't very good at competing with males for hunting or fishing grounds; the very few that have ever tried have been outclassed in every way. As a result, they have to find a mate or else depend on male relatives. In isolation, a female lizardfolk actually would be able to do some hunting or fishing, but even the least competition from a male will be enough to see her outdone. '''Female lizardfolk are more flexible than their male counterparts, but not nearly so much so that they would get any bonus to dexterity because of it.'''<br />
<br />
'''For game purposes, to get the stats of a female lizardfolk, first calculate the stats normally for the male, and then factor in the following:<br />
<br />
-4 strength, -4 constitution, -2 intelligence, -2 wisdom. Female lizardfolk also only have +2 natural armor instead of the male +5 natural armor (in common lizardfolk, but in no case do females have more than, or as much natural armor as the males, no matter the species.)''' Females can only hold their breath for only three times its constitution score before drowning (instead of 4X for the male.) '''Females by necessity, are supposed to lay eggs and raise children''', thus ensuring the continued survival of the race. Biologically, this necessitates certain physiological adjustments that may impede the females from combat, but in no way reduce their value to the race; in fact, t'''heir value actually increases in some ways because they can lay eggs.''' Lizardfolk females are acutely aware of this, and very few females will live their lives without reproducing.<br />
<br />
In comparison to a human, a typical female lizardfolk has -2 strength, constitution, wisdom, and -4 intelligence (minimum of 3). In an adventuring party, this can prove to be quite a problem. Being neither good at combat nor skilled in magic, '''the female lizardfolk would at first glance appear to be a liability for any party'''. However, this weakness can be turned into a strength... of a sort. Having little combat proficiency frees the female lizardfolk PCs from having to develop such skills, enabling them to class as bards and rogues and develop other skills. With little need to give them fighting skills, one can develop a female character's non-combat skills, and use them to the party's advantage. '''Female Paludian lizardfolk bards receive a +2 charisma bonus upon entering that class and lose it when leaving it.''' This reflects the exotic, eye-catching nature of the females; this is only able to be exploited by a class which requires the female to be looked at and paid attention to. For a female fighter or paladin, appearance and grace matter less, and the rest of the world knows it, '''so only the bard would logically receive a bonus for being eye-catching in a performance.<br />
'''<br />
Skills for the female lizardfolk that are worth focusing on include Balance, Diplomacy, Disguise, Escape Artist, Gather information, Move Silently,Open Lock, Perform, and Sleight of hand. Chances are, one can easily fit an exotic, alluring female lizardfolk into a party, especially if one's party needs someone agile and charismatic (while there is no particular bonus for dexterity, it ought to be focused on in order to make the PC worthwhile.) These can be good PCs because they can excel in certain niche roles that a party might need from time to time, such as having to send someone to balance on a narrow plank in order to get an item, or having to sneak through a dark room.<br />
<br />
'''During the prime mating season (spring, roughly 1/4 of the year), females receive a special +4 modifier to certain charisma checks to represent the release of pheromones and their greater desire to mate (though females always wish to mate more than the males do, but even more so during mating season), but it wears off after the season ends.''' In the wider world, female lizardfolk are considered to be rare, exotic and eye-catching, whereas the ferocious males simply intimidate and frighten others. Hence, the outside observer can see a dichotomy between the two roles of the lizardfolk sexes; male strength vs female exoticness.<br />
<br />
There is one native Paludian class which allows female lizardfolk to circumvent some of their disadvantages, that of the Hierodule, a divine casting class with no offensive capability. The education required for this class enables the females to avoid the -2 intelligence and -2 wisdom penalty, and this will apply only for the female if her first class is that of Heirodule. For no other class does the training for being a Heirodule apply, so if the female should switch classes, the penalties to intelligence and wisdom apply."<br />
<br />
“Like all other species of lizardfolk, the males are much heavier, larger, stronger, and more durable in every way than the females, who only weigh between 90-120 pounds (on average), are at least a foot shorter, are nowhere near as strong, and have softer skin, weaker bones, and less resistance to pain, fatigue, and injury. The females also have a lesser capacity for logic and reason, being creatures of hormones, feelings, and passions. The common lizardfolk are the most numerous type of in Paludia, forming a plurality of the entire lizardfolk population in Paludia.”<br />
<br />
I understand the desire to create races that mimic animals and cultures but no animal puts this strong of a disadvantage on all females. This article appears to be written with a ridiculous amount of harmful language and ideals towards females. It explicitly states that women of this race are useless for all things other than mating, it frequently uses the problematic work “exotic” and only gives women any use if they are used as a sex object as a bard and any advantage they get from that goes away if they leave the party. I’m not sure if the class started this way or was added later. Regardless, it seems inappropriate to have an article like this for a game that should be about inclusion and acceptance.<br />
<br />
I am posting this for all of the moderators so the article can be reviewed. I understand if this isn’t found to be against your community guidelines but please do consider the harm this type of article might impose on someone who might be quick to make parallels with human females or young females who might believe this about themselves.<br />
<br />
Thank you {{unsigned|ConcernedViewer}}<br />
<br />
:Hi there ConcernedViewer, I agree with your analysis of this page. Looking at the talk page, it seems the intent of the sexual dimorphism was to mirror the size advantage that real-life male monitor lizards have over the females, but I agree with you that the implementation of this is problematic to say the least. I'm going to trim down or remove the issues you pointed out. Thanks for bringing this to our attention. {{User:Geodude671/Signature}} . . 21:07, 3 December 2020 (MST)<br />
<br />
== [[Steel Balls (5e Equipment)]] ==<br />
<br />
Would a third party mind assisting with the appropriate use of a copyright disclaimer. I'd rather not edit war. [[User:Red Leg Leo|Red Leg Leo]] ([[User talk:Red Leg Leo|talk]]) 09:56, 10 December 2020 (MST)<br />
<br />
==Page Lock==<br />
Good Evening, I make homebrew here specifically for a 5e westmarch. I submit it there and have it approved, and balance it according to the mods suggestions. After repeatedly asking for people NOT to edit my pages, because they do give useful feedback, and after being ignored many times. I would like to request that my pages<br />
https://www.dandwiki.com/wiki/Revised_Shield_Master_(5e_Feat) and https://www.dandwiki.com/wiki/Revised_Champion_(5e_Subclass) be locked from editing outside of d&dwiki admins and myself. As going through the process due to edits from other users would be a pain, and having to go through an edit war would not be desirable. I appreciate feedback, but I would prefer if people used the discussion part of the page, before blatantly editing it.<br />
[[User talk: ChckenNoodlez|ChckenNoodlez|talk]] 8:10pm, 2, 16, 2021<br />
<br />
:Hi there ChckenNoodlez, you should consider moving that feat and subclass to a sub-userpage, perhaps [[User:ChckenNoodlez/Revised Shield Master]] and [[User:ChckenNoodlez/Revised Champion]]. In general, pages in the main space are open to edit by most everyone, barring a few exceptions. If you copy that content to your userspace, other users will not be allowed to edit them (or at least, to do so would be considered very rude), except for admins to remove content that breaks sitewide rules. If you need help, please let me or another helper know. {{User:Geodude671/Signature}} . . 19:22, 16 February 2021 (MST)<br />
<br />
==What are Awards?==<br />
<br />
So, I just wanted to see who were some of the most noteworthy contributors and I found [[User:Green Dragon]]. They have an 'Awards' page and several awards noting that they made x edits to the wiki. Are there any other awards? Who gives awards? Please help.<br />
<br />
[[User:FlickerTheFlareon|FlickerTheFlareon]] ([[User talk:FlickerTheFlareon|talk]]) 04:08, 24 February 2021 (MST)</div>FlickerTheFlareonhttps://www.dandwiki.com/w/index.php?title=User:FlickerTheFlareon&diff=1442158User:FlickerTheFlareon2021-02-24T10:59:14Z<p>FlickerTheFlareon: </p>
<hr />
<div>===Who I am===<br />
Hi! I'm Flicker! I love Pokemon and Animal Jam. I also love Flareons! Other things I like are ''Star Wars'', ''Harry Potter'', and the video game ''Transformice Adventures''. I am a DM and my AJ user is Pinguthepenguin18.<br />
<br />
====My Characters====<br />
<br />
Julie- 10th level high elf rogue, has an awakened hippogriff buddy named Aragorn after the novel character. Black hair and green eyes, intelligence 17 (Julie is as smart as a ''beholder''!)<br />
<br />
Alydia- 8th level drow gunslinger, has a pet mechatressym called Caliope.<br />
<br />
Flicker- 1st level sorcerer, 6th level shadow monk, fire vee, casts loads of fire bolts. Julie's apprentice. My user was named after her!<br />
<br />
Petro- 6th level ranger, half-avariel (avariel are winged elves), has a griffon mount called Platinum.<br />
<br />
Chriscat- 8th level Tabaxi bard (college of lore), makes a LOT of bad jokes.<br />
<br />
===What I work on===<br />
Here's one of the pages where I pulled my weight: [[Vee (5e Race)]]<br />
<br />
My custom race: [[Blessed Vee (5e Race)]]<br />
<br />
Another race: [[Unusual Beholder (5e Race)]]<br />
<br />
Also, if someone not logged in is editing my pages, that's probably me.<br />
<br />
====Supreme "Pokétrainer" Build!====<br />
<br />
First, get forest gnome for your race. Then, pick the druid class, get 3 levels, multiclass in ranger with 4 levels over there in beast master, and pick a panther companion. Voila, an Incineroar! Use forest gnome abillity to befriend a rat (more like a Rattata!) and then multiclass 3 levels in artificer, battle smith. Make your steel defender be...a Rotom! Take Magic Initiate and get Find Familiar, then pick a quipper, and you got a Magikarp! You now have 4 Pokémon-like creatures of average power. The panther deals damage, the rat can spy on others, the defender can give you advantage, and the quipper is, well, just cute. Druid is optional and just for flavor. You can also try to befriend an arctic fox for an Alolan Vulpix.<br />
<br />
===Mawyo Race===<br />
<br />
<br />
The Mawyo are mysterious, cat-like humanoids inhabiting the Eastern-themed world of Loalia. There are two kinds of Mawyo, Skrealian and Leolan. Skrealia and Leola are two continents on Loalia. Skrealian Mawyo are more focused on Yoga and Tai Chi. Leolan Mawyo are more focused on Karate and other martial arts. Skrealian Mawyo have ears that start at the top of their heads and end where a human's ears would start. Leolan Mawyo have ears that look like oversized, furry elf ones with their tips curled upwards.<br />
<br />
<br />
Skrealian Mawyo typically have white fur and Leolan ones have golden fur. Each region of Loalia has a deity. Skrea is the moon goddess of Skrealia, and Leo is the sun god of Leola.<br />
<br />
The cities of Skrealia are Kalia, Kaopolis, Laria, Karo City, and Kreo. <br />
<br />
The cities of Leola are Racryss, Aari, Kredase, Saro City, and Salyss.<br />
<br />
When a Skrealian Mawyo is born with a crescent moon on their tailtip they are known as a Child of Skrea. When a Leolan Mawyo is born with a mane, he (this happens only on males) is known as a Son of Leo.<br />
<br />
Skrealian Mawyo wear long, waving clothing and go barefoot. This symbolizes freedom. Leolan Mawyo wear tight, rigid clothing that is still large enough to allow the legs to move properly and always wear heavy boots. This symbolizes honor and tradition.<br />
<br />
====Mawyo Racial Traits====<br />
<br />
Mawyo, the gracious cat-people of Loalia.<br />
<br />
{{5e Racial Traits<br />
|abilities=Your {{5a|cha}} score increases by 1.<br />
|age=Mawyo are quite long-lived, their usual lifespan being about 600 years.<br />
|alignment=Skrealian Mawyo love freedom and are usually chaotic good. Leolan Mawyo are bound to a code of honor and tradition in battle and generally lack compassion, tending toward lawful neutral and lawful evil.<br />
|size=Skrealian Mawyo are tall and willowy, reaching even 7 feet. Leolan Mawyo are sturdy and slightly shorter, averaging about 5 feet. Your size is Medium.<br />
|speed=You have a walking speed of 30 feet. You also have a climbing speed of 20 feet while your claws are unsheathed.<br />
|languages=You can speak, read, and write Common, Mawyo, and one other language of your choice. Mawyo has several words that sound like gibberish to those that do not know it.<br />
|trait1=Claws<br />
|description1=Your paws have claws. When you make an unarmed strike using one of your paws with your claws unsheathed, you deal an extra 1d6 slashing damage. Sheathing your claws or unsheathing them does not take an action.<br />
|subrace=There are two kinds of Mawyo, Skrealian and Leolan.<br />
<br />
}}<br />
<br />
<br />
====Skrealian Mawyo====<br />
<br />
The Skrealian Mawyo enjoy peace, and a few of them have developed the ability to use something resembling psionics.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|dex}} score increases by 2.<br />
|trait1=Artist<br />
|description1=You have expertise with your choice of mason's tools or painter's supplies.<br />
|trait2=Tai Chi<br />
|description2=Your base walking speed is 35 feet. You also have proficiency in {{5s|Acrobatics}}.<br />
<br />
}}<br />
<br />
<br />
====Leolan Mawyo====<br />
<br />
The Leolan Mawyo are strict and rigid, delighting in battling others.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your choice of {{5a|str}} or {{5a|con}} increases by 2.<br />
|trait1=Trained for Battle<br />
|description1=You are proficient with light armor, shortswords, scimitars, and longswords.<br />
|trait2=Closed Mind<br />
|description2=Leolan Mawyo are very rigid. You have advantage on rolls made to avoid being charmed or confused.<br />
<br />
}}<br />
<br />
<br />
<br />
===D100 Art Objects for you to find (WIP)===<br />
<br />
1. A shortsword/longsword/scimitar scabbard made from artificial leopard fur. The scabbard is studded with chunks of sapphire. This scabbard belongs to an aprentice sorcerer.<br />
<br />
2. A beautiful, fluffy choker with a pearl. The choker can also serve as a winter scarf. This choker was made by a queen for her 10-year old daughter.<br />
<br />
3. A golden statuette of a fox. The statuette was crafted as a gift to an elven queen.<br />
<br />
4. A silver locket shaped like a heart. Inside is the portrait of a male arcanaloth. If you speak to the portrait, the arcanaloth depicted smiles, his eyes filled with melancholy. This locket was crafted by the arcanaloth depicted for his lover, a female rakshasa. <br />
<br />
5. A large rug. It's so soft, it can double as a large blanket. This blanket was made by a half-elf hunter for his husky dog.<br />
<br />
6. A beautiful portrait of a Tabaxi with black fur and green eyes. The name "Night" is written at the bottom of the canvas with blue ink.<br />
<br />
7. An ebony figurine of a halfling tripping over a log.<br />
<br />
8. A finely crafted stuffed catfolk with eyes from green buttons. Its ruffled orange fur is made from dyed cotton.<br />
<br />
===What I want===<br />
<br />
~Hope you get through the pandemic!<br />
<br />
Oh, and, one more thing:<br />
<br />
Caliope the {{5e|cat}} is hungry. Please donate fishes on the talk page by saying: ''Here's a fish''. Thank you if you do.</div>FlickerTheFlareonhttps://www.dandwiki.com/w/index.php?title=User:FlickerTheFlareon&diff=1441799User:FlickerTheFlareon2021-02-23T09:59:11Z<p>FlickerTheFlareon: </p>
<hr />
<div>===Who I am===<br />
Hi! I'm Flicker! I love Pokemon and Animal Jam. I also love Flareons! Other things I like are ''Star Wars'', ''Harry Potter'', and the video game ''Transformice Adventures''. <br />
<br />
I am a DM and my AJ user is Pinguthepenguin18.<br />
<br />
====My Characters====<br />
<br />
Julie- 10th level high elf rogue, has an awakened hippogriff buddy named Aragorn after the novel character. Black hair and green eyes, intelligence 17 (Julie is as smart as a ''beholder''!)<br />
<br />
Alydia- 8th level drow gunslinger, has a pet mechatressym called Caliope.<br />
<br />
Flicker- 1st level sorcerer, 6th level shadow monk, fire vee, casts loads of fire bolts. Julie's apprentice. My user was named after her!<br />
<br />
Petro- 6th level ranger, half-avariel (avariel are winged elves), has a griffon mount called Platinum.<br />
<br />
Chriscat- 8th level Tabaxi bard (college of lore), makes a LOT of bad jokes.<br />
<br />
===What I work on===<br />
Here's one of the pages where I pulled my weight: [[Vee (5e Race)]]<br />
<br />
My custom race: [[Blessed Vee (5e Race)]]<br />
<br />
Another race: [[Unusual Beholder (5e Race)]]<br />
<br />
Also, if someone not logged in is editing my pages, that's probably me.<br />
<br />
====Supreme "Pokétrainer" Build!====<br />
<br />
First, get forest gnome for your race. Then, pick the druid class, get 3 levels, multiclass in ranger with 4 levels over there in beast master, and pick a panther companion. Voila, an Incineroar! Use forest gnome abillity to befriend a rat (more like a Rattata!) and then multiclass 3 levels in artificer, battle smith. Make your steel defender be...a Rotom! Take Magic Initiate and get Find Familiar, then pick a quipper, and you got a Magikarp! You now have 4 Pokémon-like creatures of average power. The panther deals damage, the rat can spy on others, the defender can give you advantage, and the quipper is, well, just cute. Druid is optional and just for flavor. You can also try to befriend an arctic fox for an Alolan Vulpix.<br />
<br />
===Mawyo Race===<br />
<br />
<br />
The Mawyo are mysterious, cat-like humanoids inhabiting the Eastern-themed world of Loalia. There are two kinds of Mawyo, Skrealian and Leolan. Skrealia and Leola are two continents on Loalia. Skrealian Mawyo are more focused on Yoga and Tai Chi. Leolan Mawyo are more focused on Karate and other martial arts. Skrealian Mawyo have ears that start at the top of their heads and end where a human's ears would start. Leolan Mawyo have ears that look like oversized, furry elf ones with their tips curled upwards.<br />
<br />
<br />
Skrealian Mawyo typically have white fur and Leolan ones have golden fur. Each region of Loalia has a deity. Skrea is the moon goddess of Skrealia, and Leo is the sun god of Leola.<br />
<br />
The cities of Skrealia are Kalia, Kaopolis, Laria, Karo City, and Kreo. <br />
<br />
The cities of Leola are Racryss, Aari, Kredase, Saro City, and Salyss.<br />
<br />
When a Skrealian Mawyo is born with a crescent moon on their tailtip they are known as a Child of Skrea. When a Leolan Mawyo is born with a mane, he (this happens only on males) is known as a Son of Leo.<br />
<br />
Skrealian Mawyo wear long, waving clothing and go barefoot. This symbolizes freedom. Leolan Mawyo wear tight, rigid clothing that is still large enough to allow the legs to move properly and always wear heavy boots. This symbolizes honor and tradition.<br />
<br />
====Mawyo Racial Traits====<br />
<br />
Mawyo, the gracious cat-people of Loalia.<br />
<br />
{{5e Racial Traits<br />
|abilities=Your {{5a|cha}} score increases by 1.<br />
|age=Mawyo are quite long-lived, their usual lifespan being about 600 years.<br />
|alignment=Skrealian Mawyo love freedom and are usually chaotic good. Leolan Mawyo are bound to a code of honor and tradition in battle and generally lack compassion, tending toward lawful neutral and lawful evil.<br />
|size=Skrealian Mawyo are tall and willowy, reaching even 7 feet. Leolan Mawyo are sturdy and slightly shorter, averaging about 5 feet. Your size is Medium.<br />
|speed=You have a walking speed of 30 feet. You also have a climbing speed of 20 feet while your claws are unsheathed.<br />
|languages=You can speak, read, and write Common, Mawyo, and one other language of your choice. Mawyo has several words that sound like gibberish to those that do not know it.<br />
|trait1=Claws<br />
|description1=Your paws have claws. When you make an unarmed strike using one of your paws with your claws unsheathed, you deal an extra 1d6 slashing damage. Sheathing your claws or unsheathing them does not take an action.<br />
|subrace=There are two kinds of Mawyo, Skrealian and Leolan.<br />
<br />
}}<br />
<br />
<br />
====Skrealian Mawyo====<br />
<br />
The Skrealian Mawyo enjoy peace, and a few of them have developed the ability to use something resembling psionics.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|dex}} score increases by 2.<br />
|trait1=Artist<br />
|description1=You have expertise with your choice of mason's tools or painter's supplies.<br />
|trait2=Tai Chi<br />
|description2=Your base walking speed is 35 feet. You also have proficiency in {{5s|Acrobatics}}.<br />
<br />
}}<br />
<br />
<br />
====Leolan Mawyo====<br />
<br />
The Leolan Mawyo are strict and rigid, delighting in battling others.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your choice of {{5a|str}} or {{5a|con}} increases by 2.<br />
|trait1=Trained for Battle<br />
|description1=You are proficient with light armor, shortswords, scimitars, and longswords.<br />
|trait2=Closed Mind<br />
|description2=Leolan Mawyo are very rigid. You have advantage on rolls made to avoid being charmed or confused.<br />
<br />
}}<br />
<br />
<br />
<br />
===D100 Art Objects for you to find (WIP)===<br />
<br />
1. A shortsword/longsword/scimitar scabbard made from artificial leopard fur. The scabbard is studded with chunks of sapphire. This scabbard belongs to an aprentice sorcerer.<br />
<br />
2. A beautiful, fluffy choker with a pearl. The choker can also serve as a winter scarf. This choker was made by a queen for her 10-year old daughter.<br />
<br />
3. A golden statuette of a fox. The statuette was crafted as a gift to an elven queen.<br />
<br />
4. A silver locket shaped like a heart. Inside is the portrait of a male arcanaloth. If you speak to the portrait, the arcanaloth depicted smiles, his eyes filled with melancholy. This locket was crafted by the arcanaloth depicted for his lover, a female rakshasa. <br />
<br />
5. A large rug. It's so soft, it can double as a large blanket. This blanket was made by a half-elf hunter for his husky dog.<br />
<br />
6. A beautiful portrait of a Tabaxi with black fur and green eyes. The name "Night" is written at the bottom of the canvas with blue ink.<br />
<br />
7. An ebony figurine of a halfling tripping over a log.<br />
<br />
8. A finely crafted stuffed catfolk with eyes from green buttons. Its ruffled orange fur is made from dyed cotton.<br />
<br />
===What I want===<br />
<br />
~Hope you get through the pandemic!<br />
<br />
Oh, and, one more thing:<br />
<br />
Caliope the {{5e|cat}} is hungry. Please donate fishes on the talk page by saying: ''Here's a fish''. Thank you if you do.</div>FlickerTheFlareonhttps://www.dandwiki.com/w/index.php?title=User:FlickerTheFlareon&diff=1441798User:FlickerTheFlareon2021-02-23T09:56:23Z<p>FlickerTheFlareon: </p>
<hr />
<div>===Who I am===<br />
Hi! I'm Flicker! I love Pokemon and Animal Jam. I also love Flareons! Other things I like are ''Star Wars'', ''Harry Potter'', and the video game ''Transformice Adventures''. <br />
<br />
I am a DM and my AJ user is Pinguthepenguin18.<br />
<br />
====My Characters====<br />
<br />
Julie- 10th level high elf rogue, has an awakened hippogriff buddy named Aragorn after the novel character. Black hair and green eyes, intelligence 17 (Julie is as smart as a ''beholder''!)<br />
<br />
Alydia- 8th level drow gunslinger, has a pet mechatressym called Caliope.<br />
<br />
Flicker- 1st level sorcerer, 6th level shadow monk, fire vee, casts loads of fire bolts. Julie's apprentice. My user was named after her!<br />
<br />
Petro- 6th level ranger, half-avariel (avariel are winged elves), has a griffon mount called Platinum.<br />
<br />
Chriscat- 8th level Tabaxi bard (college of lore), makes a LOT of bad jokes.<br />
<br />
===What I work on===<br />
Here's one of the pages where I pulled my weight: [[Vee (5e Race)]]<br />
<br />
My custom race: [[Blessed Vee (5e Race)]]<br />
<br />
Another race: [[Unusual Beholder (5e Race)]]<br />
<br />
Also, if someone not logged in is editing my pages, that's probably me.<br />
<br />
====Supreme "Pokétrainer" Build!====<br />
<br />
First, get forest gnome for your race. Then, pick the druid class, get 3 levels, multiclass in ranger with 4 levels over there in beast master, and pick a panther companion. Voila, an Incineroar! Use forest gnome abillity to befriend a rat (more like a Rattata!) and then multiclass 3 levels in artificer, battle smith. Make your steel defender be...a Rotom! Take Magic Initiate and get Find Familiar, then pick a quipper, and you got a Magikarp! You now have 4 Pokémon-like creatures of average power. The panther deals damage, the rat can spy on others, the defender can give you advantage, and the quipper is, well, just cute. Druid is optional and just for flavor. You can also try to befriend an arctic fox for an Alolan Vulpix.<br />
<br />
===Mawyo Race===<br />
<br />
<br />
The Mawyo are mysterious, cat-like humanoids inhabiting the Eastern-themed world of Loalia. There are two kinds of Mawyo, Skrealian and Leolan. Skrealia and Leola are two continents on Loalia. Skrealian Mawyo are more focused on Yoga and Tai Chi. Leolan Mawyo are more focused on Karate and other martial arts. Skrealian Mawyo have ears that start at the top of their heads and end where a human's ears would start. Leolan Mawyo have ears that look like oversized, furry elf ones with their tips curled upwards.<br />
<br />
<br />
Skrealian Mawyo typically have white fur and Leolan ones have golden fur. Each region of Loalia has a deity. Skrea is the moon goddess of Skrealia, and Leo is the sun god of Leola.<br />
<br />
The cities of Skrealia are Kalia, Kaopolis, Laria, Karo City, and Kreo. <br />
<br />
The cities of Leola are Racryss, Aari, Kredase, Saro City, and Salyss.<br />
<br />
When a Skrealian Mawyo is born with a crescent moon on their tailtip they are known as a Child of Skrea. When a Leolan Mawyo is born with a mane, he (this happens only on males) is known as a Son of Leo.<br />
<br />
Skrealian Mawyo wear long, waving clothing and go barefoot. This symbolizes freedom. Leolan Mawyo wear tight, rigid clothing that is still large enough to allow the legs to move properly and always wear heavy boots. This symbolizes honor and tradition.<br />
<br />
====Mawyo Racial Traits====<br />
<br />
Mawyo, the gracious cat-people of Loalia.<br />
<br />
{{5e Racial Traits<br />
|abilities=Your {{5a|cha}} score increases by 1.<br />
|age=Mawyo are quite long-lived, their usual lifespan being about 600 years.<br />
|alignment=Skrealian Mawyo love freedom and are usually chaotic good. Leolan Mawyo are bound to a code of honor and tradition in battle and generally lack compassion, tending toward lawful neutral and lawful evil.<br />
|size=Skrealian Mawyo are tall and willowy, reaching even 7 feet. Leolan Mawyo are sturdy and slightly shorter, averaging about 5 feet. Your size is Medium.<br />
|speed=You have a walking speed of 30 feet. You also have a climbing speed of 20 feet while your claws are unsheathed.<br />
|languages=You can speak, read, and write Common, Mawyo, and one other language of your choice. Mawyo has several words that sound like gibberish to those that do not know it.<br />
|trait1=Claws<br />
|description1=Your paws have claws. When you make an unarmed strike using one of your paws with your claws unsheathed, you deal an extra 1d6 slashing damage. Sheathing your claws or unsheathing them does not take an action.<br />
|subrace=There are two kinds of Mawyo, Skrealian and Leolan.<br />
<br />
}}<br />
<br />
<br />
====Skrealian Mawyo====<br />
<br />
The Skrealian Mawyo enjoy peace, and a few of them have developed the ability to use something resembling psionics.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|dex}} score increases by 2.<br />
|trait1=Artist<br />
|description1=You have expertise with your choice of mason's tools or painter's supplies.<br />
|trait2=Tai Chi<br />
|description2=Your base walking speed is 35 feet. You also have proficiency in {{5s|Acrobatics}}.<br />
<br />
}}<br />
<br />
<br />
====Leolan Mawyo====<br />
<br />
The Leolan Mawyo are strict and rigid, delighting in battling others.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your choice of {{5a|str}} or {{5a|con}} increases by 2.<br />
|trait1=Trained for Battle<br />
|description1=You are proficient with light armor, shortswords, scimitars, and longswords.<br />
|trait2=Closed Mind<br />
|description2=Leolan Mawyo are very rigid. You have advantage on rolls made to avoid being charmed or confused.<br />
<br />
}}<br />
<br />
<br />
<br />
===D100 Art Objects for you to find (WIP)===<br />
<br />
1. A shortsword/longsword/scimitar scabbard made from artificial leopard fur. The scabbard is studded with chunks of sapphire. This scabbard belongs to an aprentice sorcerer.<br />
<br />
2. A beautiful, fluffy choker with a pearl. The choker can also serve as a winter scarf. This choker was made by a queen for her 10-year old daughter.<br />
<br />
3. A golden statuette of a fox. The statuette was crafted as a gift to an elven queen.<br />
<br />
4. A silver locket shaped like a heart. Inside is the portrait of a male arcanaloth. If you speak to the portrait, the arcanaloth depicted smiles, his eyes filled with melancholy. This locket was crafted by the arcanaloth depicted for his lover, a female rakshasa. <br />
<br />
5. A large rug. It's so soft, it can double as a large blanket. This blanket was made by a half-elf hunter for his husky dog.<br />
<br />
6. A beautiful portrait of a Tabaxi with black fur and green eyes. The name "Night" is written at the bottom of the canvas with blue ink.<br />
<br />
7. An ebony figurine of a halfling tripping over a log.<br />
<br />
8. A finely crafted stuffed catfolk with eyes from green buttons. Its ruffled orange fur is made from dyed cotton.<br />
<br />
===What I want===<br />
<br />
~Hope you get through the pandemic!<br />
<br />
Oh, and, one more thing:<br />
<br />
Caliope the {{5e|cat}} is hungry. Please donate fishes on the talk page by saying: ''Here's a fish''. Thank you if you do.</div>FlickerTheFlareonhttps://www.dandwiki.com/w/index.php?title=D%26D_Wiki:Sandbox&diff=1441797D&D Wiki:Sandbox2021-02-23T09:53:52Z<p>FlickerTheFlareon: </p>
<hr />
<div><noinclude>This is a sandbox. It will be periodically cleaned. Play around in this sandbox to see how things look like, however please do not edit above the line!<br />
<br />
[[Category:Editing]]<br />
<br />
''Last cleaned by'' {{User:Geodude671/Signature}} . . 10:06, 28 January 2021 (MST)<br />
----<br />
<!--<br />
* Welcome to the sandbox! *<br />
* Please leave this part alone *<br />
* The page is cleared regularly *<br />
* Feel free to try your editing skills below *<br />
■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■--></noinclude><br />
<br />
<br />
[[5e|Magic Missile]] is the wizard's basic non-cantrip damage spell. Get yourself a [[5e|Wand of Magic Missiles]] and use it sparingly, congratulations. You just got yourself an infinite damage source. With enough time to recharge and sparing use of charges to avoid "You-rolled-a-natural-1-and-your-wand-crumbled-to-dust", great job my friend!<br />
<br />
Chainlock + Pseudodragon + Eldritch Blast= Loads of damage for early levels<br />
<br />
You do ''not'' want to make Caliope the cat angry. Donate fishes (:<br />
<br />
<br />
<br />
Testing testing. Is this working? Oh well, might as well see for myself.<br />
<br />
''Ahem''<br />
<br />
<u>Me:</u> Hey have you ever used a telescope before?<br />
<br />
<u>Friend:</u> No, is it fun?<br />
<br />
<u>Me:</u> Yeah it’s great!<br />
<br />
<br />
<u>Me, grinning widely:</u> You should LOOK INTO IT!<br />
<br />
<br />
I have created the big ugly box of death, and NO ONE CAN STOP ME!!! MWAHAHAHAHA!!!</div>FlickerTheFlareonhttps://www.dandwiki.com/w/index.php?title=D%26D_Wiki:Sandbox&diff=1441796D&D Wiki:Sandbox2021-02-23T09:52:25Z<p>FlickerTheFlareon: </p>
<hr />
<div><noinclude>This is a sandbox. It will be periodically cleaned. Play around in this sandbox to see how things look like, however please do not edit above the line!<br />
<br />
[[Category:Editing]]<br />
<br />
''Last cleaned by'' {{User:Geodude671/Signature}} . . 10:06, 28 January 2021 (MST)<br />
----<br />
<!--<br />
* Welcome to the sandbox! *<br />
* Please leave this part alone *<br />
* The page is cleared regularly *<br />
* Feel free to try your editing skills below *<br />
■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■--></noinclude><br />
<br />
<br />
[[5e|Magic Missile]] is the wizard's basic non-cantrip damage spell. Get yourself a [[5e|Wand of Magic Missiles]] and use it sparingly, congratulations. You just got yourself an infinite damage source. With enough time to recharge and sparing use of charges to avoid "You-rolled-a-natural-1-and-your-wand-crumbled-to-dust", great job my friend!<br />
<br />
Chainlock + Pseudodragon + Eldritch Blast= Loads of damage forr early levels<br />
<br />
Testing testing. Is this working? Oh well, might as well see for myself.<br />
<br />
''Ahem''<br />
<br />
<u>Me:</u> Hey have you ever used a telescope before?<br />
<br />
<u>Friend:</u> No, is it fun?<br />
<br />
<u>Me:</u> Yeah it’s great!<br />
<br />
<br />
<u>Me, grinning widely:</u> You should LOOK INTO IT!<br />
<br />
<br />
I have created the big ugly box of death, and NO ONE CAN STOP ME!!! MWAHAHAHAHA!!!</div>FlickerTheFlareonhttps://www.dandwiki.com/w/index.php?title=User:FlickerTheFlareon&diff=1441793User:FlickerTheFlareon2021-02-23T09:35:37Z<p>FlickerTheFlareon: </p>
<hr />
<div>===Who I am===<br />
Hi! I'm Flicker! I love Pokemon and Animal Jam. I also love Flareons! Other things I like are ''Star Wars'', ''Harry Potter'', and the video game ''Transformice Adventures''. <br />
<br />
I am a DM and my AJ user is Pinguthepenguin18.<br />
<br />
====My Characters====<br />
<br />
Julie- 10th level high elf rogue, has an awakened hippogriff buddy named Aragorn after the novel character. Black hair and green eyes, intelligence 17 (Julie is as smart as a ''beholder''!)<br />
<br />
Alydia- 8th level drow gunslinger, has a pet mechatressym called Caliope.<br />
<br />
Flicker- 1st level sorcerer, 6th level shadow monk, fire vee, casts loads of fire bolts. Julie's apprentice. My user was named after her!<br />
<br />
Petro- 6th level ranger, half-avariel (avariel are winged elves), has a griffon mount called Platinum.<br />
<br />
Chriscat- 8th level Tabaxi bard (college of lore), makes a LOT of bad jokes.<br />
<br />
===What I work on===<br />
Here's one of the pages where I pulled my weight: [[Vee (5e Race)]]<br />
<br />
My custom race: [[Blessed Vee (5e Race)]]<br />
<br />
Another race: [[Unusual Beholder (5e Race)]]<br />
<br />
Also, if someone not logged in is editing my pages, that's probably me.<br />
<br />
====Supreme "Pokétrainer" Build!====<br />
<br />
First, get forest gnome for your race. Then, pick the druid class, get 3 levels, multiclass in ranger with 4 levels over there in beast master, and pick a panther companion. Voila, an Incineroar! Use forest gnome abillity to befriend a rat (more like a Rattata!) and then multiclass 3 levels in artificer, battle smith. Make your steel defender be...a Rotom! Take Magic Initiate and get Find Familiar, then pick a quipper, and you got a Magikarp! You now have 4 Pokémon-like creatures of average power. The panther deals damage, the rat can spy on others, the defender can give you advantage, and the quipper is, well, just cute. Druid is optional and just for flavor. You can also try to befriend an arctic fox for an Alolan Vulpix.<br />
<br />
===Mawyo Race===<br />
<br />
<br />
The Mawyo are mysterious, cat-like humanoids inhabiting the Eastern-themed world of Loalia. There are two kinds of Mawyo, Skrealian and Leolan. Skrealia and Leola are two continents on Loalia. Skrealian Mawyo are more focused on Yoga and Tai Chi. Leolan Mawyo are more focused on Karate and other martial arts. Skrealian Mawyo have ears that start at the top of their heads and end where a human's ears would start. Leolan Mawyo have ears that look like oversized, furry elf ones with their tips curled upwards.<br />
<br />
<br />
Skrealian Mawyo typically have white fur and Leolan ones have golden fur. Each region of Loalia has a deity. Skrea is the moon goddess of Skrealia, and Leo is the sun god of Leola.<br />
<br />
The cities of Skrealia are Kalia, Kaopolis, Laria, Karo City, and Kreo. <br />
<br />
The cities of Leola are Racryss, Aari, Kredase, Saro City, and Salyss.<br />
<br />
When a Skrealian Mawyo is born with a crescent moon on their tailtip they are known as a Child of Skrea. When a Leolan Mawyo is born with a mane, he (this happens only on males) is known as a Son of Leo.<br />
<br />
Skrealian Mawyo wear long, waving clothing and go barefoot. This symbolizes freedom. Leolan Mawyo wear tight, rigid clothing that is still large enough to allow the legs to move properly and always wear heavy boots. This symbolizes honor and tradition.<br />
<br />
====Mawyo Racial Traits====<br />
<br />
Mawyo, the gracious cat-people of Loalia.<br />
<br />
{{5e Racial Traits<br />
|abilities=Your {{5a|cha}} score increases by 1.<br />
|age=Mawyo are quite long-lived, their usual lifespan being about 600 years.<br />
|alignment=Skrealian Mawyo love freedom and are usually chaotic good. Leolan Mawyo are bound to a code of honor and tradition in battle and generally lack compassion, tending toward lawful neutral and lawful evil.<br />
|size=Skrealian Mawyo are tall and willowy, reaching even 7 feet. Leolan Mawyo are sturdy and slightly shorter, averaging about 5 feet. Your size is Medium.<br />
|speed=You have a walking speed of 30 feet. You also have a climbing speed of 20 feet while your claws are unsheathed.<br />
|languages=You can speak, read, and write Common, Mawyo, and one other language of your choice. Mawyo has several words that sound like gibberish to those that do not know it.<br />
|trait1=Claws<br />
|description1=Your paws have claws. When you make an unarmed strike using one of your paws with your claws unsheathed, you deal an extra 1d6 slashing damage. Sheathing your claws or unsheathing them does not take an action.<br />
|subrace=There are two kinds of Mawyo, Skrealian and Leolan.<br />
<br />
}}<br />
<br />
<br />
====Skrealian Mawyo====<br />
<br />
The Skrealian Mawyo enjoy peace, and a few of them have developed the ability to use something resembling psionics.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|dex}} score increases by 2.<br />
|trait1=Artist<br />
|description1=You have expertise with your choice of mason's tools or painter's supplies.<br />
|trait2=Tai Chi<br />
|description2=Your base walking speed is 35 feet. You also have proficiency in {{5s|Acrobatics}}.<br />
<br />
}}<br />
<br />
<br />
====Leolan Mawyo====<br />
<br />
The Leolan Mawyo are strict and rigid, delighting in battling others.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your choice of {{5a|str}} or {{5a|con}} increases by 2.<br />
|trait1=Trained for Battle<br />
|description1=You are proficient with light armor, shortswords, scimitars, and longswords.<br />
|trait2=Closed Mind<br />
|description2=Leolan Mawyo are very rigid. You have advantage on rolls made to avoid being charmed or confused.<br />
<br />
}}<br />
<br />
<br />
<br />
===D100 Art Objects for you to find (WIP)===<br />
<br />
1. A shortsword/longsword/scimitar scabbard made from artificial leopard fur. The scabbard is studded with chunks of sapphire. This scabbard belongs to an aprentice sorcerer.<br />
<br />
2. A beautiful, fluffy choker with a pearl. The choker can also serve as a winter scarf. This choker was made by a queen for her 10-year old daughter.<br />
<br />
3. A golden statuette of a fox. The statuette was crafted as a gift to an elven queen.<br />
<br />
4. A silver locket shaped like a heart. Inside is the portrait of a male arcanaloth. If you speak to the portrait, the arcanaloth depicted smiles, his eyes filled with melancholy. This locket was crafted by the arcanaloth depicted for his lover, a female rakshasa. <br />
<br />
5. A large rug. It's so soft, it can double as a large blanket. This blanket was made by a half-elf hunter for his husky dog.<br />
<br />
6. A beautiful portrait of a Tabaxi with black fur and green eyes. The name "Night" is written at the bottom of the canvas with blue ink.<br />
<br />
7. An ebony figurine of a halfling tripping over a log.<br />
<br />
8. A finely crafted stuffed catfolk with eyes from green buttons. Its ruffled orange fur is made from dyed cotton.<br />
<br />
===What I want===<br />
<br />
~Hope you get through the pandemic!</div>FlickerTheFlareonhttps://www.dandwiki.com/w/index.php?title=Talk:Trading_Cards_(5e_Variant_Rule)&diff=1441527Talk:Trading Cards (5e Variant Rule)2021-02-22T15:24:17Z<p>FlickerTheFlareon: Created page with "==Card Cost== This page is VERY vague. How to even get cards? ~~~~"</p>
<hr />
<div>==Card Cost==<br />
<br />
This page is VERY vague. How to even get cards?<br />
<br />
[[User:FlickerTheFlareon|FlickerTheFlareon]] ([[User talk:FlickerTheFlareon|talk]]) 08:24, 22 February 2021 (MST)</div>FlickerTheFlareonhttps://www.dandwiki.com/w/index.php?title=User:FlickerTheFlareon&diff=1441049User:FlickerTheFlareon2021-02-21T09:33:47Z<p>FlickerTheFlareon: /* D100 Art Objects for you to find (WIP) */</p>
<hr />
<div>===Who I am===<br />
Hi! I'm Flicker! I love Pokemon and Animal Jam. I also love Flareons! Other things I like are ''Star Wars'', ''Harry Potter'', and the video game ''Transformice Adventures''. <br />
<br />
I am a DM and my AJ user is Pinguthepenguin18.<br />
<br />
====My Characters====<br />
<br />
Julie- 10th level high elf rogue, has an awakened hippogriff buddy named Aragorn after the novel character. Black hair and green eyes, intelligence 17 (Julie is as smart as a ''beholder''!)<br />
<br />
Alydia- 8th level drow gunslinger, has a pet mechatressym called Caliope.<br />
<br />
Flicker- 1st level sorcerer, 6th level shadow monk, fire vee, casts loads of fire bolts. Julie's apprentice. My user was named after her!<br />
<br />
Petro- 6th level ranger, half-avariel (avariel are winged elves), has a griffon mount called Platinum.<br />
<br />
Chriscat- 8th level Tabaxi bard (college of lore), makes a LOT of bad jokes.<br />
<br />
===What I work on===<br />
Here's one of the pages where I pulled my weight: [[Vee (5e Race)]]<br />
My custom race: [[Blessed Vee (5e Race)]]<br />
Also, if someone not logged in is editing my pages, that's probably me.<br />
<br />
====Supreme "Pokétrainer" Build!====<br />
<br />
First, get forest gnome for your race. Then, pick the druid class, get 3 levels, multiclass in ranger with 4 levels over there in beast master, and pick a panther companion. Voila, an Incineroar! Use forest gnome abillity to befriend a rat (more like a Rattata!) and then multiclass 3 levels in artificer, battle smith. Make your steel defender be...a Rotom! Take Magic Initiate and get Find Familiar, then pick a quipper, and you got a Magikarp! You now have 4 Pokémon-like creatures of average power. The panther deals damage, the rat can spy on others, the defender can give you advantage, and the quipper is, well, just cute. Druid is optional and just for flavor. You can also try to befriend an arctic fox for an Alolan Vulpix.<br />
<br />
===Mawyo Race===<br />
<br />
<br />
The Mawyo are mysterious, cat-like humanoids inhabiting the Eastern-themed world of Loalia. There are two kinds of Mawyo, Skrealian and Leolan. Skrealia and Leola are two continents on Loalia. Skrealian Mawyo are more focused on Yoga and Tai Chi. Leolan Mawyo are more focused on Karate and other martial arts. Skrealian Mawyo have ears that start at the top of their heads and end where a human's ears would start. Leolan Mawyo have ears that look like oversized, furry elf ones with their tips curled upwards.<br />
<br />
<br />
Skrealian Mawyo typically have white fur and Leolan ones have golden fur. Each region of Loalia has a deity. Skrea is the moon goddess of Skrealia, and Leo is the sun god of Leola.<br />
<br />
The cities of Skrealia are Kalia, Kaopolis, Laria, Karo City, and Kreo. <br />
<br />
The cities of Leola are Racryss, Aari, Kredase, Saro City, and Salyss.<br />
<br />
When a Skrealian Mawyo is born with a crescent moon on their tailtip they are known as a Child of Skrea. When a Leolan Mawyo is born with a mane, he (this happens only on males) is known as a Son of Leo.<br />
<br />
Skrealian Mawyo wear long, waving clothing and go barefoot. This symbolizes freedom. Leolan Mawyo wear tight, rigid clothing that is still large enough to allow the legs to move properly and always wear heavy boots. This symbolizes honor and tradition.<br />
<br />
====Mawyo Racial Traits====<br />
<br />
Mawyo, the gracious cat-people of Loalia.<br />
<br />
{{5e Racial Traits<br />
|abilities=Your {{5a|cha}} score increases by 1.<br />
|age=Mawyo are quite long-lived, their usual lifespan being about 600 years.<br />
|alignment=Skrealian Mawyo love freedom and are usually chaotic good. Leolan Mawyo are bound to a code of honor and tradition in battle and generally lack compassion, tending toward lawful neutral and lawful evil.<br />
|size=Skrealian Mawyo are tall and willowy, reaching even 7 feet. Leolan Mawyo are sturdy and slightly shorter, averaging about 5 feet. Your size is Medium.<br />
|speed=You have a walking speed of 30 feet. You also have a climbing speed of 20 feet while your claws are unsheathed.<br />
|languages=You can speak, read, and write Common, Mawyo, and one other language of your choice. Mawyo has several words that sound like gibberish to those that do not know it.<br />
|trait1=Claws<br />
|description1=Your paws have claws. When you make an unarmed strike using one of your paws with your claws unsheathed, you deal an extra 1d6 slashing damage. Sheathing your claws or unsheathing them does not take an action.<br />
|subrace=There are two kinds of Mawyo, Skrealian and Leolan.<br />
<br />
}}<br />
<br />
<br />
====Skrealian Mawyo====<br />
<br />
The Skrealian Mawyo enjoy peace, and a few of them have developed the ability to use something resembling psionics.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|dex}} score increases by 2.<br />
|trait1=Artist<br />
|description1=You have expertise with your choice of mason's tools or painter's supplies.<br />
|trait2=Tai Chi<br />
|description2=Your base walking speed is 35 feet. You also have proficiency in {{5s|Acrobatics}}.<br />
<br />
}}<br />
<br />
<br />
====Leolan Mawyo====<br />
<br />
The Leolan Mawyo are strict and rigid, delighting in battling others.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your choice of {{5a|str}} or {{5a|con}} increases by 2.<br />
|trait1=Trained for Battle<br />
|description1=You are proficient with light armor, shortswords, scimitars, and longswords.<br />
|trait2=Closed Mind<br />
|description2=Leolan Mawyo are very rigid. You have advantage on rolls made to avoid being charmed or confused.<br />
<br />
}}<br />
<br />
<br />
<br />
===D100 Art Objects for you to find (WIP)===<br />
<br />
1. A shortsword/longsword/scimitar scabbard made from artificial leopard fur. The scabbard is studded with chunks of sapphire. This scabbard belongs to an aprentice sorcerer.<br />
<br />
2. A beautiful, fluffy choker with a pearl. The choker can also serve as a winter scarf. This choker was made by a queen for her 10-year old daughter.<br />
<br />
3. A golden statuette of a fox. The statuette was crafted as a gift to an elven queen.<br />
<br />
4. A silver locket shaped like a heart. Inside is the portrait of a male arcanaloth. If you speak to the portrait, the arcanaloth depicted smiles, his eyes filled with melancholy. This locket was crafted by the arcanaloth depicted for his lover, a female rakshasa. <br />
<br />
5. A large rug. It's so soft, it can double as a large blanket. This blanket was made by a half-elf hunter for his husky dog.<br />
<br />
6. A beautiful portrait of a Tabaxi with black fur and green eyes. The name "Night" is written at the bottom of the canvas with blue ink.<br />
<br />
7. An ebony figurine of a halfling tripping over a log.<br />
<br />
8. A finely crafted stuffed catfolk with eyes from green buttons. Its ruffled orange fur is made from dyed cotton.<br />
<br />
===What I want===<br />
<br />
~Hope you get through the pandemic!</div>FlickerTheFlareonhttps://www.dandwiki.com/w/index.php?title=User:FlickerTheFlareon&diff=1441047User:FlickerTheFlareon2021-02-21T09:29:21Z<p>FlickerTheFlareon: /* My Characters */</p>
<hr />
<div>===Who I am===<br />
Hi! I'm Flicker! I love Pokemon and Animal Jam. I also love Flareons! Other things I like are ''Star Wars'', ''Harry Potter'', and the video game ''Transformice Adventures''. <br />
<br />
I am a DM and my AJ user is Pinguthepenguin18.<br />
<br />
====My Characters====<br />
<br />
Julie- 10th level high elf rogue, has an awakened hippogriff buddy named Aragorn after the novel character. Black hair and green eyes, intelligence 17 (Julie is as smart as a ''beholder''!)<br />
<br />
Alydia- 8th level drow gunslinger, has a pet mechatressym called Caliope.<br />
<br />
Flicker- 1st level sorcerer, 6th level shadow monk, fire vee, casts loads of fire bolts. Julie's apprentice. My user was named after her!<br />
<br />
Petro- 6th level ranger, half-avariel (avariel are winged elves), has a griffon mount called Platinum.<br />
<br />
Chriscat- 8th level Tabaxi bard (college of lore), makes a LOT of bad jokes.<br />
<br />
===What I work on===<br />
Here's one of the pages where I pulled my weight: [[Vee (5e Race)]]<br />
My custom race: [[Blessed Vee (5e Race)]]<br />
Also, if someone not logged in is editing my pages, that's probably me.<br />
<br />
====Supreme "Pokétrainer" Build!====<br />
<br />
First, get forest gnome for your race. Then, pick the druid class, get 3 levels, multiclass in ranger with 4 levels over there in beast master, and pick a panther companion. Voila, an Incineroar! Use forest gnome abillity to befriend a rat (more like a Rattata!) and then multiclass 3 levels in artificer, battle smith. Make your steel defender be...a Rotom! Take Magic Initiate and get Find Familiar, then pick a quipper, and you got a Magikarp! You now have 4 Pokémon-like creatures of average power. The panther deals damage, the rat can spy on others, the defender can give you advantage, and the quipper is, well, just cute. Druid is optional and just for flavor. You can also try to befriend an arctic fox for an Alolan Vulpix.<br />
<br />
===Mawyo Race===<br />
<br />
<br />
The Mawyo are mysterious, cat-like humanoids inhabiting the Eastern-themed world of Loalia. There are two kinds of Mawyo, Skrealian and Leolan. Skrealia and Leola are two continents on Loalia. Skrealian Mawyo are more focused on Yoga and Tai Chi. Leolan Mawyo are more focused on Karate and other martial arts. Skrealian Mawyo have ears that start at the top of their heads and end where a human's ears would start. Leolan Mawyo have ears that look like oversized, furry elf ones with their tips curled upwards.<br />
<br />
<br />
Skrealian Mawyo typically have white fur and Leolan ones have golden fur. Each region of Loalia has a deity. Skrea is the moon goddess of Skrealia, and Leo is the sun god of Leola.<br />
<br />
The cities of Skrealia are Kalia, Kaopolis, Laria, Karo City, and Kreo. <br />
<br />
The cities of Leola are Racryss, Aari, Kredase, Saro City, and Salyss.<br />
<br />
When a Skrealian Mawyo is born with a crescent moon on their tailtip they are known as a Child of Skrea. When a Leolan Mawyo is born with a mane, he (this happens only on males) is known as a Son of Leo.<br />
<br />
Skrealian Mawyo wear long, waving clothing and go barefoot. This symbolizes freedom. Leolan Mawyo wear tight, rigid clothing that is still large enough to allow the legs to move properly and always wear heavy boots. This symbolizes honor and tradition.<br />
<br />
====Mawyo Racial Traits====<br />
<br />
Mawyo, the gracious cat-people of Loalia.<br />
<br />
{{5e Racial Traits<br />
|abilities=Your {{5a|cha}} score increases by 1.<br />
|age=Mawyo are quite long-lived, their usual lifespan being about 600 years.<br />
|alignment=Skrealian Mawyo love freedom and are usually chaotic good. Leolan Mawyo are bound to a code of honor and tradition in battle and generally lack compassion, tending toward lawful neutral and lawful evil.<br />
|size=Skrealian Mawyo are tall and willowy, reaching even 7 feet. Leolan Mawyo are sturdy and slightly shorter, averaging about 5 feet. Your size is Medium.<br />
|speed=You have a walking speed of 30 feet. You also have a climbing speed of 20 feet while your claws are unsheathed.<br />
|languages=You can speak, read, and write Common, Mawyo, and one other language of your choice. Mawyo has several words that sound like gibberish to those that do not know it.<br />
|trait1=Claws<br />
|description1=Your paws have claws. When you make an unarmed strike using one of your paws with your claws unsheathed, you deal an extra 1d6 slashing damage. Sheathing your claws or unsheathing them does not take an action.<br />
|subrace=There are two kinds of Mawyo, Skrealian and Leolan.<br />
<br />
}}<br />
<br />
<br />
====Skrealian Mawyo====<br />
<br />
The Skrealian Mawyo enjoy peace, and a few of them have developed the ability to use something resembling psionics.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|dex}} score increases by 2.<br />
|trait1=Artist<br />
|description1=You have expertise with your choice of mason's tools or painter's supplies.<br />
|trait2=Tai Chi<br />
|description2=Your base walking speed is 35 feet. You also have proficiency in {{5s|Acrobatics}}.<br />
<br />
}}<br />
<br />
<br />
====Leolan Mawyo====<br />
<br />
The Leolan Mawyo are strict and rigid, delighting in battling others.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your choice of {{5a|str}} or {{5a|con}} increases by 2.<br />
|trait1=Trained for Battle<br />
|description1=You are proficient with light armor, shortswords, scimitars, and longswords.<br />
|trait2=Closed Mind<br />
|description2=Leolan Mawyo are very rigid. You have advantage on rolls made to avoid being charmed or confused.<br />
<br />
}}<br />
<br />
<br />
<br />
===D100 Art Objects for you to find (WIP)===<br />
<br />
1. A shortsword/longsword/scimitar scabbard made from artificial leopard fur. The scabbard is studded with chunks of sapphire. This scabbard belongs to an aprentice sorcerer.<br />
<br />
2. A beautiful, fluffy choker with a pearl. The choker can also serve as a winter scarf. This choker was made by a queen for her 10-year old daughter.<br />
<br />
3. A golden statuette of a fox. The statuette was crafted as a gift to an elven queen.<br />
<br />
4. A silver locket shaped like a heart. Inside is the portrait of a male arcanaloth. If you speak to the portrait, the arcanaloth depicted smiles, his eyes filled with melancholy. This locket was crafted by the arcanaloth depicted for his lover, a female rakshasa. <br />
<br />
5. A large rug. It's so soft, it can double as a large blanket. This blanket was made by a half-elf hunter for his husky dog.<br />
<br />
6. A beautiful portrait of a Tabaxi with black fur and green eyes. The name "Night" is written at the bottom of the canvas with blue ink.<br />
<br />
===What I want===<br />
<br />
~Hope you get through the pandemic!</div>FlickerTheFlareonhttps://www.dandwiki.com/w/index.php?title=User:FlickerTheFlareon&diff=1441046User:FlickerTheFlareon2021-02-21T09:26:48Z<p>FlickerTheFlareon: </p>
<hr />
<div>===Who I am===<br />
Hi! I'm Flicker! I love Pokemon and Animal Jam. I also love Flareons! Other things I like are ''Star Wars'', ''Harry Potter'', and the video game ''Transformice Adventures''. <br />
<br />
I am a DM and my AJ user is Pinguthepenguin18.<br />
<br />
====My Characters====<br />
<br />
Julie- 10th level high elf rogue, has an awakened hippogriff buddy named Aragorn after the novel character. Black hair and green eyes, intelligence 17 (Julie is as smart as a ''beholder''!)<br />
<br />
Alydia- 8th level drow gunslinger, has a pet mechatressym called Caliope.<br />
<br />
Flicker- 1st level sorcerer, 6th level shadow monk, fire vee, casts loads of fire bolts. Julie's apprentice. My user was named after her!<br />
<br />
Petro- 6th level ranger, half-avariel (avariel are winged elves), has a griffon mount called Platinum.<br />
<br />
===What I work on===<br />
Here's one of the pages where I pulled my weight: [[Vee (5e Race)]]<br />
My custom race: [[Blessed Vee (5e Race)]]<br />
Also, if someone not logged in is editing my pages, that's probably me.<br />
<br />
====Supreme "Pokétrainer" Build!====<br />
<br />
First, get forest gnome for your race. Then, pick the druid class, get 3 levels, multiclass in ranger with 4 levels over there in beast master, and pick a panther companion. Voila, an Incineroar! Use forest gnome abillity to befriend a rat (more like a Rattata!) and then multiclass 3 levels in artificer, battle smith. Make your steel defender be...a Rotom! Take Magic Initiate and get Find Familiar, then pick a quipper, and you got a Magikarp! You now have 4 Pokémon-like creatures of average power. The panther deals damage, the rat can spy on others, the defender can give you advantage, and the quipper is, well, just cute. Druid is optional and just for flavor. You can also try to befriend an arctic fox for an Alolan Vulpix.<br />
<br />
===Mawyo Race===<br />
<br />
<br />
The Mawyo are mysterious, cat-like humanoids inhabiting the Eastern-themed world of Loalia. There are two kinds of Mawyo, Skrealian and Leolan. Skrealia and Leola are two continents on Loalia. Skrealian Mawyo are more focused on Yoga and Tai Chi. Leolan Mawyo are more focused on Karate and other martial arts. Skrealian Mawyo have ears that start at the top of their heads and end where a human's ears would start. Leolan Mawyo have ears that look like oversized, furry elf ones with their tips curled upwards.<br />
<br />
<br />
Skrealian Mawyo typically have white fur and Leolan ones have golden fur. Each region of Loalia has a deity. Skrea is the moon goddess of Skrealia, and Leo is the sun god of Leola.<br />
<br />
The cities of Skrealia are Kalia, Kaopolis, Laria, Karo City, and Kreo. <br />
<br />
The cities of Leola are Racryss, Aari, Kredase, Saro City, and Salyss.<br />
<br />
When a Skrealian Mawyo is born with a crescent moon on their tailtip they are known as a Child of Skrea. When a Leolan Mawyo is born with a mane, he (this happens only on males) is known as a Son of Leo.<br />
<br />
Skrealian Mawyo wear long, waving clothing and go barefoot. This symbolizes freedom. Leolan Mawyo wear tight, rigid clothing that is still large enough to allow the legs to move properly and always wear heavy boots. This symbolizes honor and tradition.<br />
<br />
====Mawyo Racial Traits====<br />
<br />
Mawyo, the gracious cat-people of Loalia.<br />
<br />
{{5e Racial Traits<br />
|abilities=Your {{5a|cha}} score increases by 1.<br />
|age=Mawyo are quite long-lived, their usual lifespan being about 600 years.<br />
|alignment=Skrealian Mawyo love freedom and are usually chaotic good. Leolan Mawyo are bound to a code of honor and tradition in battle and generally lack compassion, tending toward lawful neutral and lawful evil.<br />
|size=Skrealian Mawyo are tall and willowy, reaching even 7 feet. Leolan Mawyo are sturdy and slightly shorter, averaging about 5 feet. Your size is Medium.<br />
|speed=You have a walking speed of 30 feet. You also have a climbing speed of 20 feet while your claws are unsheathed.<br />
|languages=You can speak, read, and write Common, Mawyo, and one other language of your choice. Mawyo has several words that sound like gibberish to those that do not know it.<br />
|trait1=Claws<br />
|description1=Your paws have claws. When you make an unarmed strike using one of your paws with your claws unsheathed, you deal an extra 1d6 slashing damage. Sheathing your claws or unsheathing them does not take an action.<br />
|subrace=There are two kinds of Mawyo, Skrealian and Leolan.<br />
<br />
}}<br />
<br />
<br />
====Skrealian Mawyo====<br />
<br />
The Skrealian Mawyo enjoy peace, and a few of them have developed the ability to use something resembling psionics.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|dex}} score increases by 2.<br />
|trait1=Artist<br />
|description1=You have expertise with your choice of mason's tools or painter's supplies.<br />
|trait2=Tai Chi<br />
|description2=Your base walking speed is 35 feet. You also have proficiency in {{5s|Acrobatics}}.<br />
<br />
}}<br />
<br />
<br />
====Leolan Mawyo====<br />
<br />
The Leolan Mawyo are strict and rigid, delighting in battling others.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your choice of {{5a|str}} or {{5a|con}} increases by 2.<br />
|trait1=Trained for Battle<br />
|description1=You are proficient with light armor, shortswords, scimitars, and longswords.<br />
|trait2=Closed Mind<br />
|description2=Leolan Mawyo are very rigid. You have advantage on rolls made to avoid being charmed or confused.<br />
<br />
}}<br />
<br />
<br />
<br />
===D100 Art Objects for you to find (WIP)===<br />
<br />
1. A shortsword/longsword/scimitar scabbard made from artificial leopard fur. The scabbard is studded with chunks of sapphire. This scabbard belongs to an aprentice sorcerer.<br />
<br />
2. A beautiful, fluffy choker with a pearl. The choker can also serve as a winter scarf. This choker was made by a queen for her 10-year old daughter.<br />
<br />
3. A golden statuette of a fox. The statuette was crafted as a gift to an elven queen.<br />
<br />
4. A silver locket shaped like a heart. Inside is the portrait of a male arcanaloth. If you speak to the portrait, the arcanaloth depicted smiles, his eyes filled with melancholy. This locket was crafted by the arcanaloth depicted for his lover, a female rakshasa. <br />
<br />
5. A large rug. It's so soft, it can double as a large blanket. This blanket was made by a half-elf hunter for his husky dog.<br />
<br />
6. A beautiful portrait of a Tabaxi with black fur and green eyes. The name "Night" is written at the bottom of the canvas with blue ink.<br />
<br />
===What I want===<br />
<br />
~Hope you get through the pandemic!</div>FlickerTheFlareonhttps://www.dandwiki.com/w/index.php?title=Talk:Dragon_(5e_Race)&diff=1441045Talk:Dragon (5e Race)2021-02-21T09:10:41Z<p>FlickerTheFlareon: </p>
<hr />
<div>i like the idea of this. but i feel at the begining levels you should be a dragon wyrmling and make them a bit weaker but at higher levels make them like young and adult.--[[User:Erlek Thunder weaver|Erlek Thunder weaver]] ([[User talk:Erlek Thunder weaver|talk]] | [[Special:Contributions/Erlek Thunder weaver|contribs]] | [[Special:EmailUser/Erlek Thunder weaver|email]]) 09:03, 31 May 2018 (MDT)<br />
<br />
==Split==<br />
I didn't realize until after I made the split that it has a 'composite character' category. Is this an actual thing? I thought race, and class pages were supposed to be entirely seperate? I've seen a couple times where both a race, and a class, have the design note that they're supposed to be mutually exclusive. I apologize if I just messed stuff up. [[User:Coaldstone|Coaldstone]] ([[User talk:Coaldstone|talk]]) 08:48, 16 January 2019 (MST)<br />
<br />
:I've seen these around and ignore them because there isn't consensus on the best way to handle it. Feel free to start the discussion and good luck! ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 09:04, 16 January 2019 (MST)<br />
<br />
== Hey There ==<br />
<br />
Stumbled upon this race and saw the class that went with it and really enjoyed it, went through and did some very minor changes (mostly clarifying implied information) and I want your feedback on it, hope you enjoy. [[User:Notdndwiki|Notdndwiki]]<br />
<br />
==Merge==<br />
Not saying it's necessary, but it would make sense to merge this page with [[Dragon (5e Class)]] similar other composite characters like [[Frost Demon (5e Race)]] and [[Chimera (5e Class)]]. They're clearly meant to work together semi-exclusively, and it would simplify the character creation process, or at the very least page-flipping.--[[User:Ref3rence|Ref3rence]] ([[User talk:Ref3rence|talk]]) 21:51, 27 April 2020 (MDT)<br />
<br />
:I'd agree. [[User:Red Leg Leo|Red Leg Leo]] ([[User talk:Red Leg Leo|talk]]) 07:05, 28 April 2020 (MDT)<br />
<br />
<br />
==We need extra rules for Silver and Gold Dragons==<br />
<br />
What if you take the form of a winged dragonborn? Then you could fly AND use your breath weapon. You would also have hands. And what if a player uses their shapeshifting ability to pose as a member of your BBEG's crew? Then they wouldn't have to go through any of the fights the DM has prepared and get the loot without deserving it. We need extra rules for the shapeshifting feature, perhaps restricting it to silver and gold dragons?<br />
<br />
[[User:FlickerTheFlareon|FlickerTheFlareon]] ([[User talk:FlickerTheFlareon|talk]]) 02:10, 21 February 2021 (MST)</div>FlickerTheFlareonhttps://www.dandwiki.com/w/index.php?title=Dragon_(5e_Race)&diff=1441044Dragon (5e Race)2021-02-21T09:02:04Z<p>FlickerTheFlareon: /* Dragon Racial Traits */</p>
<hr />
<div>{{Design Note|It is recommend to take levels in the optional dragon class, as the race was designed to work with it, but other classes could potentially work, but are difficult to justify for a dragon(wielding weapons, ect. other things that require hands) and would likely need a decent bit of re-flavoring features to make sense. In addition, if typical backgrounds are not to a pc's liking, it is recommend to work with your DM to build a unique background and give the dragon pc 2 languages of their choice and 2 skill proficiencies from the dragon class.}}<br />
<br />
{{wording|This page is filled with grammar errors. Please help make this page easily readable. A page might be designed perfectly, but if it has bad grammar it's worth nothing.}}<br />
== Dragon ==<br />
===Physical Description===<br />
Dragons are winged reptilians of ancient lineage and terrifying powers. They are known and feared for their predatory behavior, cunning wit and greed. The oldest dragons are regarded as some of the most powerful creatures in the world. Dragons are magical creatures whose innate power gives them many preternatural abilities. Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons are made up of two categories: chromatic and metallic dragons. Blue, white, black, green and red dragons are selfish, evil and feared by all. Bronze, copper, brass, gold, and silver are noble, benign and highly respected by the wise. Although their goals and ideals vary tremendously, all dragons covet riches and strive to accumulate piles of coins, gems, jewelry and magical items. Dragons with great mountains of treasure hate to leave them for a long time, venturing out of their dens to patrol and feed themselves. They can live for thousands of years. From that age on, their strength becomes incomprehensible and their treasure heaps can grow unimaginably large.<br />
<br />
==== Chromatic Dragons ====<br />
;Black Dragons <br />
Black dragons are the most vile-tempered and cruel of all chromatic dragons, apart from their love of bargaining. Black dragons are easily distinguished by their horns, which protrude from the sides of their heads and wrap around, projecting forward. A large frill adorns the upper part of their neck and they smell of rotting vegetation, foul water, or the powerful acid they can breathe. Considered ambush predators, this jungle or forest dragons revel in the decay and death of civilizations, often making a home in the ruins of old cities smugly relishing the fact that these individuals died, and it survived, outlasting; nialistic and seemingly psychotic, the last dragon to want get defeated by. They can make water shoot up black, ehtheral, nay, nether like hands that graple and tug the prey to their doom... and they are ambush predators.... (there is a good chance that they are right there since they have gills). There is also no guarantee that the dragon is even close if nightmare hands pop out of poisonous, stinking, evil looking water that one doesn't have anything to gain from being near anyway (as it is not safe to drink). <br />
<br />
;Blue Dragons<br />
Blue dragons have single, large horns protruding from their heads and large, frilled ears. Their tails are thick and bumpy and their wings are more pronounced than most other species. They smell like ozone or sand. They are more mocking and manipulative than outwardly cruel, and murderous to 'lesser' creatures, aided by their natural talents for hallucination. They trick desert travelers into drinking sand or going miles out of their way. Tactically obsessed, possessing the ability to fly for days on end, an adventerure or group of adventerurs who find themselves facing a blue dragon, will likely be agrivated to the extreme if they are good enough to survive it long enough. Shooting lightning bolts at a great distance and keeping an obnoxious distance away at all times, if one manages to actually hit the creature enough, it will simply fly way and plan a atactitions joy of a trap or ambush. A random encounter with a blue dragon is one of incesence and endless seemingly cowerdly tactics, likely of the kind of being more fun to the dragon than outright wrecking the party (it could just fly up, smash down, fling everyone and kill kill kill, but no it has to fly and not take a scratch flying on stamina second only to a unicorn- the only creature that will run longer than one of these beasts can fly).<br />
<br />
;Green Dragons<br />
Green dragons have a large, waving crest or fin that starts at their nose and runs the length of their body. They also have long, slender, forked tongues and smell like chlorine gas. They are highly adept at scheming. 'Greens' have an unusual taste for treasure. They love 'collecting' individuals. They love to corrupt individuals, powerful adventurers, they take slaves. They scheme. A Green dragon may fly down, wreck half the party and have the other half negotiate the terms of being left unscathed. "Anyone can take by force, but few have the cunning to take by wit" is the fundamental nature of a green dragon. <br />
<br />
Though they are nasty, a redeeming quality about them is that they love their loved ones intensely. A male and a female bond strongly, and if the children are ever threatened the female will attack, and the man will gather the eggs or children, daring not return until they Know- not think, but know- that the threat is gone. Back to the unredeemed side, the parents will nurture and train their children to be manipulative, treteruos and get what they want from 'humanoids'.<br />
<br />
;Red Dragons<br />
Red dragons have two swept-back horns on their heads and smell of smoke and sulfur. The biggest, mightiest, and the most meatheaded of all dragons, these guys are not to be messed with.<br />
Being bulky, they prefer to fight on the ground. There will be no dialogue with a red dragon, it will see you, and it will pounce on you. Arrogant, believing it's kind to be the pinnacle of all creation, a fight with a red dragon is a fight to the death. The only currency a red dragon cares about is reputation, and only red dragons count as the other dragons are only diluted forms of red dragon (this is definitely not how it works) and if another one gathers gold or does something epic or glorious, it will make sure that all the other red dragons know of it's feats, and if the other dragons know of it's feats, every single dragon, if the feats surpass their own, will go into an uncontrolled rage, lasting for days and days. All the red monstrosities in the area will go on a destructive rampage doing anything from destroying half a town, a whole town, leaving one or two survivors, and other over the top dark shenanigans to make known the magnificence of [definitely not one of the generic every other one doing exactly the same stuff dragons name] the red. Loosing whatever intelligence they have, they actually in the best state to try to kill, despite being in a blood filled rage. Luckily, they can actually convince themselves quite well that they outdid the other (even if all they did was throw a fit and destroy stuff- not actually gather a hoard of gold) and end up smugly congratulating themselves in a cave or something.<br />
Mating works like this. Every hundred years or so there is the window to either lay four or so unfertile or fertile eggs, so whichever red dragon male, even at a younger age, who has the most reputation at the time, will get a surprise visit from a big pretty monstrosity and both will accept automatically and both will gain an increase in reputation. The male will end up leaving, and the female will often have help from another female, often one too old to be fertile and they will raise the younglings for hundreds of years until they are old enough to become rivals, then have leave the nest or get threatened to be eaten.<br />
<br />
Territory sizes work like this. Fly up to the highest mountain. Rotate 360 degrees. As far as the dragon can see is considered it's territory. Dragons have telescoping eyes (that are basically armored) and they can zoom in. This is why red dragons like tall mountains even if they are snow-covered and not volcanic. Flying high doesn't count. Feet on the ground. It is uncertain as to how view blocking works but good luck with that.<br />
<br />
The ideology of a red dragon is like so. Those who can't protect what they have do not deserve to have it, and those with the power to take, already own (have the rights to) it. Tyrants is a great way to describe them, and they do have slaves, although they are likely to kill trespassers and adventurers. How they obtain the slaves is uncertain.<br />
<br />
;White Dragons<br />
White dragons are the most feral of the classic chromatic dragons. Though dimmer than other dragons, they are still powerful enough to overwhelm most humans and have excellent memories. Their heads and necks blend seamlessly into one another, and their wings are frayed along the edges. They have a flap of skin (dewlap) lined with spines beneath their chin, and have a high crest atop a streamlined head and a crisp, vaguely chemical odor. Like most dragon kind that can talk above the typical intelligence level for such a thing, they avoid it like the plague, and after mating, run away from each other before a conversation is possible. (They are immune to cold, so no big deal on all that haste...)<br />
<br />
==== Metallic Dragons ====<br />
;Brass Dragons <br />
The Dragon bard. Brass dragons have a strong mercenary streak and often agree to serve as guardians or battle champions for anyone willing to pay suitably well. they are often considered having the second less dark steak of the metallics as people will likely get buried in the sand (except their heads) to be forced to talk to the thing (which they aren't necessarily good at). They won't kill the adventures they strongly desire their one thing of thier breed, like the bronze dragons.<br />
<br />
Brass dragons do not like to be anywhere near copper dragons or brass dragons. This is because not only do dragons believe that dragons are superior, this mentality pretty much always includes every single dragon in the world being the best simultaneously (at least at what it does) and when forced to talk, copper dragons prank with speech, which often will end up aggravating and/or offending the brass dragon, or the copper dragon getting bored; when two brass dragons talk, they end up affirming that they are the better one at speech, rather than learning that they like speech but despite being a dragon, they too can be bad and annoying at it through the other sheer unending obnoxiousness.<br />
<br />
;Bronze Dragons<br />
Duty-bound and honorable to a fault, bronze dragons commit themselves to order and are among the greatest and most devout champions of that ideal. As order's sworn servants, bronze dragons can seem arrogant and haughty, with an inflated sense of self, a tendency that can put them at odds with those they meet. In rare cases, this self-righteousness grows into something far more sinister, and the bronze dragon takes over what it sees as lesser races, ruling as a cruel tyrant to its subjects. Bronze dragons claim coastlines, inlets, and islands as their own, constructing lairs in coastal caves that have access to the sea. More aggressive bronze dragons purposely choose lairs near shipping lanes so they can claim tribute from merchant vessels as those craft pass by. All bronze dragons share a deep and abiding hatred for blue dragons, and they are vigilant in protecting their homes from these interlopers.<br />
The reason that they have repulsion breath, is they often spend time as helpless creatures, and often get attacked, and because they aren't, intentionally at least, the killy kind of justice dispenser, they tend to want to launch the thing away without hurting it. This breath is special, meaning that they can actually use it while polymorphed. It's just that if one is a thief, and a blast of throw against the wall comes out of a little old lady's mouth is hence with forth ushered thereof, it is expected that some serious justice is probably about to be dispensed as freely administered as said thief desired to steal.<br />
<br />
The problem with bronze dragons is that they tend, as iron dragons put it, "to be too irresponsible" in the whole justice thing. It is like bad bards who love to talk, a bronze dragon sufferers from dragon nature and knows best and won't listen, often becoming a nuisance, or an unintended villain. They do take killing seriously, but what the difference if they are in a different reality than reality? If it thinks your evil, there is likely no chance of justice or reasoning. It is also no fun if when they get old, they decide that jaywalking is a crime and all crimes are punishable by death.<br />
<br />
;Copper Dragons<br />
Copper dragons are born tricksters and jokesters. They are quite devious and clever, but their intent is purely benign. They do not seek to harm 'lesser' creatures, but merely wish to impress them with superior intelligence and wit, and to fool them with clever pranks.<br />
<br />
There is nothing better, in a dragon's mind, than a dragon at doing certain things, so it is better to avoid another copper like the plague, or end up in an unwinnable prank war for perhaps a thousand, or thousands of years. Brass dragons are no fun either, but are considerably better to talk to than boredom dragons.<br />
<br />
;Gold Dragons<br />
Gold dragons are the most dedicated to defeating evil. They spend the bulk of their lives in human form, seeking out evil and punishing wrongdoers to the best of its considerable abilities. Its typical mode of operation runs roughly along the lines of a sting operation: the dragon will listen for stories of dangerous or evil creatures or persons, then reveal its true form and mete out punishment. They prefer to turn villains over to law enforcement if available, but will ultimately take whatever actions they deem necessary in order to see justice served. They are best summarized as the paladins of the draconic world.<br />
<br />
;Silver Dragons<br />
Silver dragons are true friends to all. The silver dragon enjoys the company of humans and elves so much that it will often take the form of a human or elf and live among them for the majority of its life. It should be noted that silvers, like all dragons, believe themselves the most superior creatures in the world. However, apart from the ability to fly, which they enjoy greatly, they tend to prefer the physical forms of humanoids for everyday life. In fact, it is said that silvers love humanoids, especially humans, BECAUSE they are so lesser. This, oddly enough, doesn't usually make them any less pleasant to be around, and they typically like humans, for example, because, as p;perhaps as a result of thier puny, futile disposition, and their nature, they typically push the dragon to do things rather contemplate doing the things they intend to do until they run out of years to sit around intending to do them. <br />
<br />
Silvers love the diversity of human cooking and culture, and giving one such dragon a watch, for example, is perhaps the greatest gift that a silver dragon can be given, as it symbolizes human ingenuity and how special those tenacious little buggers are.<br />
What a silver holds dear and above anything else is the principle that evil creatures have a right to exist as long as they are not doing evil, but only, and only if a creature intends to do evil, must they be stopped. They are a great example for paladins and are not as killy.<br />
<br />
===Creature Features===<br />
Dragons are magnificent, but it doesn't make them nice. Dragons don't need to sleep like a normal creature, but they are inactive half of the time (they are asleep then. Dragons live every long time, and certain age groups will mark a growth in their development, which is often a whole sizeclass increase. <br />
;Diet <br />
Despite whatever dietary types a dragon is considered to eat (ominvore, herbivore, carnivore) this really is just what the creature prefers to eat, and the lifestyle it lives. In reality, there really isn't an and to what the monstrosity can eat, and can never really starve, as it literally can eat anything, and gain substance from it. Rock, desert dew, water. Anything that sizzles in the stomach of a dragon will be utterly destroyed, there are no undigested remains in the pile of a dragon. Though they may not have the most powerful acid, at least in terms of speed of digestion, their digestive systems are basically only second to the torask. Gems, rocks, plants, meet...it all digests, as quickly as a high power acid digestive system would too.<br />
<br />
;Magic and Physics, Alchemy and Science, and Chemestry and Elementals. <br />
A dragon is nonsense strong for its size. A guarillia, for example is 589 lbs 267kg, and can lift 1800 lbs or 815kgs while a human weightlifter (l lvl classless) can lift only half that. A dragon is just ludicrous, and they get even stronger with each age group (adult vs wyrmling vs great wyrm). According to the cube square law, an increase in size increase the volume and mass increase even more. This is why regular animals and humanoids, and thunder lizards (dinosaurs) can only get so big. For example, if a human doubles it's size and it is 6 foot tall one foot deep and three feet wide and 160 lbs and can lift twice it's body weight at that size 320 lbs at 160lbs, it is now 2 feet deep and 6 feet wide and 12 feet tall at 1990 lbs. Eventually the lift strength equals the size and the creature can't move (that is without magic). A dragon obviously is obserdly more times strong per unit of matter than any other animal, though it is liter per size as an avian creature anyway.<br />
<br />
Now one might imagine, what happens if we put a dragon in an anti magic field? Does it loose it's super strength? Can it still digest anything? Can it do fire? No, yes, depends on realm weave settings on how elementals are handled there(wheather they are considered magic or real elements and if that actually maters for damage not just spell usage). A dragon's abilites are not from magic, but science, so have fun in that anti magic feild now. It will fly, it will digest.<br />
The reason is that it has a very special organ that makes enzymes. This organ is so important that like and unlike many cold blodeed creatures the blood from an organ goes straight to another one first before the rest of the bloodstream, but instead of the heart blood going to the stomach as in a crocodile, the lung blood goes to this organ. Then everything else. Basically, super enzymes first, then everything else is super charged and can precede as normal. The stomach gets enzyemes, the muscles, everything gets enzymes, stuff digests better, and gets turned into magic energies better, or elemental energies better. Nothing but poop comes out the butt.<br />
<br />
;Aging<br />
{| class="5e" width="50%" style="text-align: left;" {{#vardefine:odd|0}}<br />
|- <br />
! colspan="3" | Detailed Recording<ref>MM3e-p68</ref><ref>DN3e-p10-15</ref><ref>MM2e-p64</ref> !! colspan="2" | Simplified Recording<ref>MM5e-p86</ref><br />
|-<br />
! style="padding-right:25px" | Stage || style="padding-right:40px" | Category || Years || style="padding-right:40px" | Category ||Years<br />
|- <br />
| 1 || Wyrmling / Hatchling || 0‒5 || Wyrmling || 0‒5<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| 2 || Very Young || 6‒15 || rowspan="4" | Young || rowspan="4" | 6‒100<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || Young || 16‒25<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || Juvenile || 26‒50<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || Young Adult || 51‒100<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| 6 || Adult || 101‒200 || rowspan="4" | Adult || rowspan="4" | 101‒800 <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| 7 || Mature Adult || 201‒400<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| 8 || Old || 401‒600<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9 || Very Old || 601‒800<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| 10 || Ancient / Venerable || 801‒1,000 || rowspan="3" | Ancient || rowspan="3" | 801+<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || Wyrm || 1,001‒1,200<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12 || Great Wyrm || 1,201+<br />
|}<br />
Note that chromatics usually don't live as long as metallics.<br />
<br />
=== History ===<br />
In the beginning, there were only six entities populating emptiness. These entities were the creators of worlds, called by the sages of Primal's days. Their names were Earth, Fire, Water, Air, Light, and Darkness. To facilitate their creative work, they gave existence to the beings we call Gods.<br />
Then the Gods created a new plan and decided to populate it. While the Gods planned the building and settlement of the world, Io, the Dragon God, saw the still-glowing sphere that had been chosen to house the children of the Gods. He then took it for granted and flew to the plan he had built for himself, letting his peers work alone.<br />
<br />
The creation followed, and Io was not rebuked for not being there to help, for the other Gods did not agree with his notion of beauty, preferring him to stay away and not to think. And, of course, they also feared to rebuke him since he was the most powerful God among them. Too much had been created. The world was filled with the waters and its beauty, and it was also placed on the mainland and on it stones of many colors, and the air was made, and under and by the earth was placed the fire, as well as above the air, in the heavens, in the form of a sun.<br />
<br />
When the Gods were satisfied in building the house of their most perfect children, they gathered to raise them and returned it. Without listening to what the Gods had to say, and without knowing what had been created, he departed to the material plane and was surprised by the beauty of everything he had seen.<br />
The world had been populated with new creations of the Goddess who had discovered life - these were simple but solid and powerful life forms designed to support the more complex creations of the Gods. Great quantities of Primal energy had been fused so that She would create the greatest variety of inanimate things and simple living beings whose energy would sustain any creatures that came to live there.<br />
<br />
Io then flew over the world. He flew and observed everything that existed. And then, after carefully observing every aspect of what had been created, he breathed his breath upon the world. Filled with fury, the other Gods thought of starting a war against the Dragon God for trying to destroy everything they had created so far. But then the wisest of the Gods understood what had happened and stopped them. Io was raising his children.<br />
His breath served no purpose of destruction and death as the Gods had seen before, but he was instilling life from his own energy. In everything she considered beautiful and imposing, Io breathed life, created from its own essence. The Dragon God might not be powerful enough to create entire worlds, but it was certainly to raise life from nothing, even if it was too complex and powerful.<br />
<br />
And then his breath first touched a vein of gold, and his first sons won the heavens, the Golden Dragons. Then the breath of life continued, touching all kinds of metals and precious stones, creating the Metallic Dragons and the Dragons Gem. Then the breath went forth, touching pure manifestations of the primal elements, creating the caste of Elemental Dragons, although this did not occur as He had planned. Finally, Io decided to make use of his breath of life in the more complex basal creations that the Gods had realized, giving consciousness to his children with bodies made of whole places, like forests, volcanoes, deserts, seas, swamps ... God "Dragão usurped practically everything the other Gods had created without his presence and said,<br />
<br />
"In my children there is the strength of all that is in this sphere and the power of all that is in me. And unlike how you Gods will do, I will give them eternal life, and the potential to be all As well as the right to create inferior life to serve as servants and believers, as I had done with them, since, unlike you, Gods, I am not afraid of my creations, I know that I am omnipotent and unsurpassable, Sons and daughters may resemble me. "<br />
<br />
;Draconic Families<br />
<br />
Io generated the bodies of his children from the energy of Primas already transformed and improved by the other Gods, in the creation of the material plane. His breath of life has animated all the beautiful and imposing things that have aroused his attention, and they can be grouped into 3 groups: precious metals, precious stones, and landscapes. These are the bases of the three families: the Metallic Dragons, the Dragons Gem and the Chromatic Dragons, respectively.<br />
<br />
The lords of the families of the Dragons aroused him: Tiamat, the Lady of the Chromatic; Bahamut, the Lord of Metals and Faluzure, the Lord of the Gems.<br />
<br />
Among them, Faluzure was the most impetuous, and for having irritated Io, he had been disgraced. His flesh had rotted in his bones, and his name had been cursed forever, as an example of what would happen to others who disobeyed Io, the Father of the Dragons, and his name was erased from the minds of the younger ones by time.<br />
<br />
As for the other lords, if Bahamut was the most thoughtful and wise, Tiamat was the most ruthless and chaotic. Both ruled their children with mastery, for they themselves were the perfect examples of everything they preached: Bahamut was wisdom, and Tiamat the force. Bahamut to calm, Tiamat the impetus. Bahamut was honor, and Tiamat pride.<br />
<br />
Although each family was composed of different races, its members saw similarities among each other, since all metallic were weighted, adaptable and willing to change; The gems were beautiful, mysterious and instigating, and the chromatic ferocious, imposing and terrible. In the beginning, several races were part of each family, but over the years and the advent of the Council of Wyrms, only the five most powerful races remained as representatives, accounting for all the others of their entourage.<br />
<br />
===Society===<br />
Dragons tend to be solitary creatures, staying in their lairs and guarding their hordes. All dragons are feared by humans and generally cast out. However chromatic dragons and metallic dragons detest each other fiercely and fight whenever they meet.<br />
<br />
===Dragon Names===<br />
<!--Lead text--><br />
<br />
'''Male:''' Gahlmal, Dalagh, Othim, Bahor, Quirin, Tezar, Vorekag, Kholek, Mezar, Arag<br />
<br />
'''Female:''' Galad, Othor, Palax, Othim, Alaerth, Angkar, Nyth, Zundae, Vaeros<br />
<br />
===Dragon Racial Traits===<br />
{{5e Racial Traits<br />
|summary=Large, winged, reptilian creatures with a lust for treasure.<br />
|abilities= Your {{5a|str}}, {{5a|con}}, and {{5a|cha}} scores each increase by 1. <br />
|age=Dragons reach adulthood around 100 and it is said that they can live up to 2,000 years.<br />
|alignment=Metallic dragons tend to be good and chromatic dragons tend to be evil. However, like most creatures, they can deviate from those alignments.<br />
|size=Young Dragons are about the size of humans. Your size is Medium.<br />
|speed=Your base walking speed is 30 feet.<br />
|trait1={{5E|Darkvision}} <br />
|description1={{5e Darkvision}}<br />
|trait2=Dragon<br />
|description2=Your creature type is considered dragon.<br />
|trait3=Lair<br />
|description3=Most dragons have a lair where, due to your accumulation of treasures, you take everything that has value. Sleeping in your lair and under your treasure reduces your rest time to half the time required. Anyone who approaches up to 60 feet from your lair alerts you to possible invaders but does not give the exact location of them. The lair should typically be built in a terrain that fits your ancestry. Having a lair is optional.<br />
|trait4=Dragon Body<br />
|description4=Although you are a powerful dragon, being a dragon also has some detriments. You can not wield weapons or use armor and must find creative ways to wear rings, hats, and other apparel.<br />
|trait5=Eye for Money<br />
|description5=Whenever you make a {{5a|int}} ({{5s|Investigation}}) check related to gold, magical items, or gemstones, you are considered proficient in the {{5s|Investigation}} skill and if you already proficient in the {{5s|Investigation}} skill, your proficiency bonus is doubled for to the check.<br />
|trait6=Dragon Type<br />
|description6=You may choose a dragon type. Your choice grants you resistance to the damage type associated with your Dragon Type and determines the damage type of your [[Dragon (5e Race)#Dragon Breath|Dragon Breath]] and Breath Attack.<br />
|trait7= Shapechange<br />
|description7=As an action, you can assume the form of any humanoid of Medium size or smaller. While in this form, you retain your proficiencies, have none of the abilities of your [[Dragon (5e Class)|dragon class]], and you gain no abilities of the assumed form. This effect lasts until you either reuse the trait as an action to revert to your dragon form, drop to 0 hit points, or the effect is dispelled via antimagic zone, ''{{5e|Dispel Magic}}'', etc. Upon dropping to 0 hit points in your humanoid form you revert to your dragon form and fall unconscious and begin making death saving throws as normal.<br />
|trait8=Wings<br />
|description8=Dragons have great wings that require practice and a honing of draconic ancestry to properly harness. At 5th level, you gain a 30 foot flying speed, and you can't use this speed, if in your current form you don't have the wings, or if you are wearing armor of any kind.<br />
|trait9=Claws<br />
|description9=Your claws are a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your {{5a|str}} modifier, instead of the bludgeoning damage normal for an unarmed strike.<br />
|trait10=Breath Attack<br />
|description10=You can use your action to exhale destructive energy. Your draconic type determines the size, shape, and damage type of the exhalation. <br />
When you use your breath attack, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your {{5a|con}} modifier + your proficiency bonus. A creature takes 1d10 damage on a failed save, and half as much damage on a successful one. The damage increases to 2d10 at 6th level, 3d10 at 11th level, and 4d10 at 16th level. <br />
<br />
After you use your breath attack, you can't use it again until you complete a short or long rest.<br />
|languages= You can speak, read, and write Common, Draconic, and one extra language of your choice.<br />
|subrace=<br />
}}<br />
{| class="5e" style="text-align: left;"<br />
|+ Dragon Type<br />
! Dragon !! Damage Type !! Breath Weapon <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Black || Acid || 5 by 30 ft. line ({{5e|Dexterity|Dex}}. save) <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Blue || Lightning || 5 by 30 ft. line ({{5e|Dexterity|Dex}}. save) <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Brass || Fire || 5 by 30 ft. line ({{5e|Dexterity|Dex}}. save) <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Bronze || Lightning || 5 by 30 ft. line ({{5e|Dexterity|Dex}}. save) <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Copper || Acid || 5 by 30 ft. line ({{5e|Dexterity|Dex}}. save) <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Gold || Fire || 15 ft. cone ({{5e|Dexterity|Dex}}. save) <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Green || Poison || 15 ft. cone ({{5e|Constitution|Con}}. save) <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Red || Fire || 15 ft. cone ({{5e|Dexterity|Dex}}. save) <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Silver || Cold || 15 ft. cone ({{5e|Constitution|Con}}. save) <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| White || Cold || 15 ft. cone ({{5e|Constitution|Con}}. save)<br />
|}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Dragon<br />
|feet=6<br />
|inches=4<br />
|heightmod=3d8<br />
|weight=680<br />
|weightmod=2d10<br />
}}<br />
<br />
==Optional Rule: Dragon Class==<br />
A player who creates a pc using the dragon race may choose to take levels in the dragon class, this is because, as a monster, your unusual physiology is unsuitable for many features granted by other classes. <br />
<br />
===Creating a dragon===<br />
When creating a dragon think about your origin and history. Also, when creating a dragon ask yourself what your character wants to accomplish. Do you want to travel, seek vengeance on dragons, become all powerful, gain immense wealth, be at peace with nature or something else?<br />
<br />
;Quick Build<br />
You can make a dragon quickly by following these suggestions. First, {{5a|str}} should be your highest ability score, followed by {{5a|con}} then {{5a|dex}} then {{5a|cha}}. Second, you do not choose a background.<br />
<br />
{{5e Class Features<br />
|name=Dragon<br />
|summary=Large, winged, reptilian creatures with a lust for treasure.<br />
|hd=10<br />
|spellcasting=<br />
|armor=None<br />
|weapons=Simple weapons<br />
|tools=None<br />
|saves={{5a|str}}, {{5a|con}}<br />
|skills=Choose two from {{5s|Athletics}}, {{5s|Deception}}, {{5s|History}}, {{5s|Intimidation}}, {{5s|Investigation}}, {{5s|Nature}}, {{5s|Perception}}, {{5s|Persuasion}}, {{5s|Stealth}}, and {{5s|Survival}}.<br />
|item1a=no starting equipment, you start with gold <br />
|item1b=<br />
|item2a=<br />
|item2b=<br />
|item3a=<br />
|item3b=<br />
|item4a=<br />
|item4b=<br />
|wealth= 5d4 x 10 gp<br />
|classfeatures1=[[#Scales|Scales]], {{inpage|Multiattack}}<br />
|classfeatures2={{inpage|Dragon's Breath}}<br />
|classfeatures3={{inpage|Draconic Expertise}}, {{inpage|Lethal Strikes}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Flight}}, {{inpage|Multiattack}} (2)<br />
|classfeatures6=[[#Ability Score Improvement|Ability Score Improvement]], {{inpage|Infused Strikes}}<br />
|classfeatures7={{inpage|Frightful Presence}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Enhanced Breath}}<br />
|classfeatures10={{inpage|Draconic Vigor}}<br />
|classfeatures11=[[#Large Size|Large Size]]<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Tail Sweep}}<br />
|classfeatures14=[[#Ability Score Improvement|Ability Score Improvement]]<br />
|classfeatures15={{inpage|Enhanced Senses}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Multiattack}} (3)<br />
|classfeatures18={{inpage|Comprehend Languages}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Enhanced Breath}}<br />
|extra1_name=Breath Damage<br />
|extra1_1=&mdash;<br />
|extra1_2=1d10<br />
|extra1_3=2d10<br />
|extra1_4=2d10<br />
|extra1_5=3d10<br />
|extra1_6=3d10<br />
|extra1_7=3d10<br />
|extra1_8=3d10<br />
|extra1_9=4d10<br />
|extra1_10=4d10<br />
|extra1_11=5d10<br />
|extra1_12=5d10<br />
|extra1_13=6d10<br />
|extra1_14=6d10<br />
|extra1_15=6d10<br />
|extra1_16=6d10<br />
|extra1_17=7d10<br />
|extra1_18=7d10<br />
|extra1_19=7d10<br />
|extra1_20=8d10 <br />
|extra2_name=Bite Damage<br />
|extra2_1=1d8<br />
|extra2_2=1d8<br />
|extra2_3=1d10<br />
|extra2_4=1d10<br />
|extra2_5=1d10<br />
|extra2_6=1d10<br />
|extra2_7=1d10<br />
|extra2_8=1d10<br />
|extra2_9=1d10<br />
|extra2_10=1d10<br />
|extra2_11=2d6<br />
|extra2_12=2d6<br />
|extra2_13=2d6<br />
|extra2_14=2d6<br />
|extra2_15=2d6<br />
|extra2_16=2d6<br />
|extra2_17=2d8<br />
|extra2_18=2d8<br />
|extra2_19=2d8<br />
|extra2_20=2d8<br />
|extra3_name=Claw Damage<br />
|extra3_1=1d4<br />
|extra3_2=1d4<br />
|extra3_3=1d4<br />
|extra3_4=1d4<br />
|extra3_5=1d6<br />
|extra3_6=1d6<br />
|extra3_7=1d6<br />
|extra3_8=1d6<br />
|extra3_9=1d6<br />
|extra3_10=1d6<br />
|extra3_11=1d8<br />
|extra3_12=1d8<br />
|extra3_13=1d8<br />
|extra3_14=1d8<br />
|extra3_15=1d8<br />
|extra3_16=1d8<br />
|extra3_17=1d10<br />
|extra3_18=1d10<br />
|extra3_19=1d10<br />
|extra3_20=1d10<br />
}}<br />
<br />
====Scales====<br />
Beginning at 1st level, while you are wearing no {{5e|Armor|armor}} and not wielding a {{5e|Shield (Armor)|shield}}, your AC equals 10 + your {{5a|dex}} modifier + your {{5a|con}} modifier.<br />
<br />
====Multiattack====<br />
Beginning at 1st level, whenever you take the {{5e|Attack Action|Attack}} action on your turn, you may make a bite attack and a claw attack. You are proficient with these natural weapons. Your claws deal 1d4 + your {{5a|str}} modifier slashing damage and your bite deals 1d8 + your {{5a|str}} modifier piercing damage damage. The die for your claw attack and bite attack changes as you gain dragon levels, as shown in the Claw Damage and Bite Damage columns of the Dragon table.<br />
<br />
The number of attacks increases to two claw attacks and one bite attack when you reach 5th level in this class and to two claw attacks and two bite attacks when you reach 17th level in this class.<br />
<br />
====Dragon Breath ====<br />
At 2nd level, you gain access to the fabled breath attack of dragons. You can use your action to unleash this breath upon your enemies. Your Dragon Type determines the size, shape, and damage type of the exhalation. <br />
<br />
When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your [[Dragon (5e Race)#Dragon_Racial_Traits|Dragon Type]]. The DC for this saving throw equals 8 + your {{5a|con}} modifier + your proficiency bonus. A creature takes 1d10 damage on a failed save, and half as much damage on a successful one. This die changes as you gain dragon levels, as shown in the Breath Damage column of the Dragon table. You may use your breath weapon twice, and you regain all uses of this feature when you finish a short or long rest.<br />
<br />
====Dragon's Expertise====<br />
Starting at 3rd level, you have started to master your draconic powers. You may gain proficiency in the {{5s|Athletics}}, {{5s|Deception}}, {{5s|Intimidation}}, {{5s|Investigation}}, {{5s|Persuasion}}, or {{5s|Stealth}} skill. If you already have proficiency in the skill, your proficiency bonus is doubled for any check you make with that skill.<br />
<br />
====Lethal Strikes====<br />
Starting at 3rd level, your attacks score a critical hit on a roll of 19 or 20.<br />
<br />
====Ability Score Improvement====<br />
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
====Flight====<br />
At 5th level, from repeated practice, your have honed the power of your draconic ancestry and practiced extensively in order to fly. You gain a flying speed equal to your walking speed.<br />
<br />
====Infused Strikes====<br />
Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. <br />
<br />
====Frightful Presence==== <br />
Starting at 7th level, you can destabilize enemies with your mere presence. Whenever a enemy creature starts their turn within 30 feet of you, they must make a DC 8 + your proficiency bonus + your {{5a|cha}} modifier {{5a|wis}} saving throw. On a failure, they are {{5c|Frightened}} of you until the start their next turn. If they succeed, they are immune to your Frightful Presence for 24 hours.<br />
<br />
====Enhanced Breath====<br />
Starting at 9th level, your Dragon Breath doubles in range, ignores creature's resistance to the damage type dealt and immunity to the damage type dealt becomes resistance.<br />
<br />
====Draconic Vigor====<br />
Starting at 10th level, the raw power of dragon's run's through your veins, allowing you to outlast all but the most stalwart of foes in battle. Whenever you kill a creature or get a critical hit, you gain {{5e|Temporary Hit Points}} equal to your dragon level + your {{5a|con}} modifier for 1 minute.<br />
<br />
====Large Size====<br />
Starting at 11th level, your size becomes Large and your height doubles and your weight gets multiplied by 8. You can carry, push, drag, or lift double the amount of a Medium sized creature, and gain the additional other benefits:<br />
<br />
*Your base walking speed increases by 10 feet.<br />
*Your flying speed is now equal to your proficiency bonus multiplied by 10 and your reach for your bite and claw attacks increases by 5 feet.<br />
<br />
====Tail Sweep====<br />
Starting at 13th level, you can use your tail to perform a disabling maneuver. As a bonus action, you can attempt to knock up to two Medium size creatures, or one Large creature {{5c|Prone}}, so long as they are within 5 feet of you and aligned appropriately. The targets of this feature must make either a {{5a|str}} or {{5a|dex}} saving throw(their choice), with a DC equal to 8 + your proficiency bonus + your {{5a|str}} modifier. A creature falls {{5c|Prone}} on a failed save, and remains standing on a successful one. If your targets are in front of you, you must turn your back to them to use this feature. You can use this feature a number of times equal to your {{5a|str}} modifier. You regain all uses of this feature when you finish a short or long rest.<br />
<br />
====Enhanced Senses====<br />
Starting at 15th level, if you are able to hear, you are aware of the location of any hidden or {{5c|Invisible}} creature within 10 feet of you. Also, as an action, you can focus your sight to perceive the hidden truths of the world. For 1 minute you have {{5e|Truesight}} within a 30 foot radius. Once you use this feature, you can not use it again until you finish a short or long rest. <br />
<br />
====Comprehend Languages====<br />
Starting at 18th level, you can now understand the literal meaning of any spoken language you hear. You also understand any written language that you see, but you must touch the surface of the words as you read them. It takes around 1 minute to read a text page. Any symbol not part of a language cannot be read in this way.<br />
<br />
====Enhanced Breath====<br />
Starting at 20th level, the power of your breath has reached new heights. You may now use your breath weapon 4 times, regaining all uses at the end of a short or long rest. However, if you use all four breath weapon usages and attempt to use your breath weapon for a fifth time before finishing a short or long rest, roll a percentile die. A roll of 25 or lower allows for a fifth and final unabated use of the breath weapon. A roll of 26-50 allows for a fifth and final breath weapon usage and two levels of exhaustion. A roll of 51-99 means a failure to use the breath weapon another time. A roll of 100 results in a backfire and you deal your full breath weapon damage to yourself.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the dragon class, you must meet these prerequisites: {{5a|str}} 13, {{5a|con}} 13, and be a dragon.<br />
<br />
'''Proficiency.''' When you multiclass into the dragon class, you gain the following proficiencies: one dragon skill.<br />
<br />
<br />
;References<br />
<br />
<references /><br />
<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]]<br />
[[Category:Large Size]]<br />
[[Category:Dragon Type]]<br />
[[Category:Composite Character]]</div>FlickerTheFlareonhttps://www.dandwiki.com/w/index.php?title=Dragon_(5e_Race)&diff=1441043Dragon (5e Race)2021-02-21T08:57:06Z<p>FlickerTheFlareon: added grammar template</p>
<hr />
<div>{{Design Note|It is recommend to take levels in the optional dragon class, as the race was designed to work with it, but other classes could potentially work, but are difficult to justify for a dragon(wielding weapons, ect. other things that require hands) and would likely need a decent bit of re-flavoring features to make sense. In addition, if typical backgrounds are not to a pc's liking, it is recommend to work with your DM to build a unique background and give the dragon pc 2 languages of their choice and 2 skill proficiencies from the dragon class.}}<br />
<br />
{{wording|This page is filled with grammar errors. Please help make this page easily readable. A page might be designed perfectly, but if it has bad grammar it's worth nothing.}}<br />
== Dragon ==<br />
===Physical Description===<br />
Dragons are winged reptilians of ancient lineage and terrifying powers. They are known and feared for their predatory behavior, cunning wit and greed. The oldest dragons are regarded as some of the most powerful creatures in the world. Dragons are magical creatures whose innate power gives them many preternatural abilities. Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons are made up of two categories: chromatic and metallic dragons. Blue, white, black, green and red dragons are selfish, evil and feared by all. Bronze, copper, brass, gold, and silver are noble, benign and highly respected by the wise. Although their goals and ideals vary tremendously, all dragons covet riches and strive to accumulate piles of coins, gems, jewelry and magical items. Dragons with great mountains of treasure hate to leave them for a long time, venturing out of their dens to patrol and feed themselves. They can live for thousands of years. From that age on, their strength becomes incomprehensible and their treasure heaps can grow unimaginably large.<br />
<br />
==== Chromatic Dragons ====<br />
;Black Dragons <br />
Black dragons are the most vile-tempered and cruel of all chromatic dragons, apart from their love of bargaining. Black dragons are easily distinguished by their horns, which protrude from the sides of their heads and wrap around, projecting forward. A large frill adorns the upper part of their neck and they smell of rotting vegetation, foul water, or the powerful acid they can breathe. Considered ambush predators, this jungle or forest dragons revel in the decay and death of civilizations, often making a home in the ruins of old cities smugly relishing the fact that these individuals died, and it survived, outlasting; nialistic and seemingly psychotic, the last dragon to want get defeated by. They can make water shoot up black, ehtheral, nay, nether like hands that graple and tug the prey to their doom... and they are ambush predators.... (there is a good chance that they are right there since they have gills). There is also no guarantee that the dragon is even close if nightmare hands pop out of poisonous, stinking, evil looking water that one doesn't have anything to gain from being near anyway (as it is not safe to drink). <br />
<br />
;Blue Dragons<br />
Blue dragons have single, large horns protruding from their heads and large, frilled ears. Their tails are thick and bumpy and their wings are more pronounced than most other species. They smell like ozone or sand. They are more mocking and manipulative than outwardly cruel, and murderous to 'lesser' creatures, aided by their natural talents for hallucination. They trick desert travelers into drinking sand or going miles out of their way. Tactically obsessed, possessing the ability to fly for days on end, an adventerure or group of adventerurs who find themselves facing a blue dragon, will likely be agrivated to the extreme if they are good enough to survive it long enough. Shooting lightning bolts at a great distance and keeping an obnoxious distance away at all times, if one manages to actually hit the creature enough, it will simply fly way and plan a atactitions joy of a trap or ambush. A random encounter with a blue dragon is one of incesence and endless seemingly cowerdly tactics, likely of the kind of being more fun to the dragon than outright wrecking the party (it could just fly up, smash down, fling everyone and kill kill kill, but no it has to fly and not take a scratch flying on stamina second only to a unicorn- the only creature that will run longer than one of these beasts can fly).<br />
<br />
;Green Dragons<br />
Green dragons have a large, waving crest or fin that starts at their nose and runs the length of their body. They also have long, slender, forked tongues and smell like chlorine gas. They are highly adept at scheming. 'Greens' have an unusual taste for treasure. They love 'collecting' individuals. They love to corrupt individuals, powerful adventurers, they take slaves. They scheme. A Green dragon may fly down, wreck half the party and have the other half negotiate the terms of being left unscathed. "Anyone can take by force, but few have the cunning to take by wit" is the fundamental nature of a green dragon. <br />
<br />
Though they are nasty, a redeeming quality about them is that they love their loved ones intensely. A male and a female bond strongly, and if the children are ever threatened the female will attack, and the man will gather the eggs or children, daring not return until they Know- not think, but know- that the threat is gone. Back to the unredeemed side, the parents will nurture and train their children to be manipulative, treteruos and get what they want from 'humanoids'.<br />
<br />
;Red Dragons<br />
Red dragons have two swept-back horns on their heads and smell of smoke and sulfur. The biggest, mightiest, and the most meatheaded of all dragons, these guys are not to be messed with.<br />
Being bulky, they prefer to fight on the ground. There will be no dialogue with a red dragon, it will see you, and it will pounce on you. Arrogant, believing it's kind to be the pinnacle of all creation, a fight with a red dragon is a fight to the death. The only currency a red dragon cares about is reputation, and only red dragons count as the other dragons are only diluted forms of red dragon (this is definitely not how it works) and if another one gathers gold or does something epic or glorious, it will make sure that all the other red dragons know of it's feats, and if the other dragons know of it's feats, every single dragon, if the feats surpass their own, will go into an uncontrolled rage, lasting for days and days. All the red monstrosities in the area will go on a destructive rampage doing anything from destroying half a town, a whole town, leaving one or two survivors, and other over the top dark shenanigans to make known the magnificence of [definitely not one of the generic every other one doing exactly the same stuff dragons name] the red. Loosing whatever intelligence they have, they actually in the best state to try to kill, despite being in a blood filled rage. Luckily, they can actually convince themselves quite well that they outdid the other (even if all they did was throw a fit and destroy stuff- not actually gather a hoard of gold) and end up smugly congratulating themselves in a cave or something.<br />
Mating works like this. Every hundred years or so there is the window to either lay four or so unfertile or fertile eggs, so whichever red dragon male, even at a younger age, who has the most reputation at the time, will get a surprise visit from a big pretty monstrosity and both will accept automatically and both will gain an increase in reputation. The male will end up leaving, and the female will often have help from another female, often one too old to be fertile and they will raise the younglings for hundreds of years until they are old enough to become rivals, then have leave the nest or get threatened to be eaten.<br />
<br />
Territory sizes work like this. Fly up to the highest mountain. Rotate 360 degrees. As far as the dragon can see is considered it's territory. Dragons have telescoping eyes (that are basically armored) and they can zoom in. This is why red dragons like tall mountains even if they are snow-covered and not volcanic. Flying high doesn't count. Feet on the ground. It is uncertain as to how view blocking works but good luck with that.<br />
<br />
The ideology of a red dragon is like so. Those who can't protect what they have do not deserve to have it, and those with the power to take, already own (have the rights to) it. Tyrants is a great way to describe them, and they do have slaves, although they are likely to kill trespassers and adventurers. How they obtain the slaves is uncertain.<br />
<br />
;White Dragons<br />
White dragons are the most feral of the classic chromatic dragons. Though dimmer than other dragons, they are still powerful enough to overwhelm most humans and have excellent memories. Their heads and necks blend seamlessly into one another, and their wings are frayed along the edges. They have a flap of skin (dewlap) lined with spines beneath their chin, and have a high crest atop a streamlined head and a crisp, vaguely chemical odor. Like most dragon kind that can talk above the typical intelligence level for such a thing, they avoid it like the plague, and after mating, run away from each other before a conversation is possible. (They are immune to cold, so no big deal on all that haste...)<br />
<br />
==== Metallic Dragons ====<br />
;Brass Dragons <br />
The Dragon bard. Brass dragons have a strong mercenary streak and often agree to serve as guardians or battle champions for anyone willing to pay suitably well. they are often considered having the second less dark steak of the metallics as people will likely get buried in the sand (except their heads) to be forced to talk to the thing (which they aren't necessarily good at). They won't kill the adventures they strongly desire their one thing of thier breed, like the bronze dragons.<br />
<br />
Brass dragons do not like to be anywhere near copper dragons or brass dragons. This is because not only do dragons believe that dragons are superior, this mentality pretty much always includes every single dragon in the world being the best simultaneously (at least at what it does) and when forced to talk, copper dragons prank with speech, which often will end up aggravating and/or offending the brass dragon, or the copper dragon getting bored; when two brass dragons talk, they end up affirming that they are the better one at speech, rather than learning that they like speech but despite being a dragon, they too can be bad and annoying at it through the other sheer unending obnoxiousness.<br />
<br />
;Bronze Dragons<br />
Duty-bound and honorable to a fault, bronze dragons commit themselves to order and are among the greatest and most devout champions of that ideal. As order's sworn servants, bronze dragons can seem arrogant and haughty, with an inflated sense of self, a tendency that can put them at odds with those they meet. In rare cases, this self-righteousness grows into something far more sinister, and the bronze dragon takes over what it sees as lesser races, ruling as a cruel tyrant to its subjects. Bronze dragons claim coastlines, inlets, and islands as their own, constructing lairs in coastal caves that have access to the sea. More aggressive bronze dragons purposely choose lairs near shipping lanes so they can claim tribute from merchant vessels as those craft pass by. All bronze dragons share a deep and abiding hatred for blue dragons, and they are vigilant in protecting their homes from these interlopers.<br />
The reason that they have repulsion breath, is they often spend time as helpless creatures, and often get attacked, and because they aren't, intentionally at least, the killy kind of justice dispenser, they tend to want to launch the thing away without hurting it. This breath is special, meaning that they can actually use it while polymorphed. It's just that if one is a thief, and a blast of throw against the wall comes out of a little old lady's mouth is hence with forth ushered thereof, it is expected that some serious justice is probably about to be dispensed as freely administered as said thief desired to steal.<br />
<br />
The problem with bronze dragons is that they tend, as iron dragons put it, "to be too irresponsible" in the whole justice thing. It is like bad bards who love to talk, a bronze dragon sufferers from dragon nature and knows best and won't listen, often becoming a nuisance, or an unintended villain. They do take killing seriously, but what the difference if they are in a different reality than reality? If it thinks your evil, there is likely no chance of justice or reasoning. It is also no fun if when they get old, they decide that jaywalking is a crime and all crimes are punishable by death.<br />
<br />
;Copper Dragons<br />
Copper dragons are born tricksters and jokesters. They are quite devious and clever, but their intent is purely benign. They do not seek to harm 'lesser' creatures, but merely wish to impress them with superior intelligence and wit, and to fool them with clever pranks.<br />
<br />
There is nothing better, in a dragon's mind, than a dragon at doing certain things, so it is better to avoid another copper like the plague, or end up in an unwinnable prank war for perhaps a thousand, or thousands of years. Brass dragons are no fun either, but are considerably better to talk to than boredom dragons.<br />
<br />
;Gold Dragons<br />
Gold dragons are the most dedicated to defeating evil. They spend the bulk of their lives in human form, seeking out evil and punishing wrongdoers to the best of its considerable abilities. Its typical mode of operation runs roughly along the lines of a sting operation: the dragon will listen for stories of dangerous or evil creatures or persons, then reveal its true form and mete out punishment. They prefer to turn villains over to law enforcement if available, but will ultimately take whatever actions they deem necessary in order to see justice served. They are best summarized as the paladins of the draconic world.<br />
<br />
;Silver Dragons<br />
Silver dragons are true friends to all. The silver dragon enjoys the company of humans and elves so much that it will often take the form of a human or elf and live among them for the majority of its life. It should be noted that silvers, like all dragons, believe themselves the most superior creatures in the world. However, apart from the ability to fly, which they enjoy greatly, they tend to prefer the physical forms of humanoids for everyday life. In fact, it is said that silvers love humanoids, especially humans, BECAUSE they are so lesser. This, oddly enough, doesn't usually make them any less pleasant to be around, and they typically like humans, for example, because, as p;perhaps as a result of thier puny, futile disposition, and their nature, they typically push the dragon to do things rather contemplate doing the things they intend to do until they run out of years to sit around intending to do them. <br />
<br />
Silvers love the diversity of human cooking and culture, and giving one such dragon a watch, for example, is perhaps the greatest gift that a silver dragon can be given, as it symbolizes human ingenuity and how special those tenacious little buggers are.<br />
What a silver holds dear and above anything else is the principle that evil creatures have a right to exist as long as they are not doing evil, but only, and only if a creature intends to do evil, must they be stopped. They are a great example for paladins and are not as killy.<br />
<br />
===Creature Features===<br />
Dragons are magnificent, but it doesn't make them nice. Dragons don't need to sleep like a normal creature, but they are inactive half of the time (they are asleep then. Dragons live every long time, and certain age groups will mark a growth in their development, which is often a whole sizeclass increase. <br />
;Diet <br />
Despite whatever dietary types a dragon is considered to eat (ominvore, herbivore, carnivore) this really is just what the creature prefers to eat, and the lifestyle it lives. In reality, there really isn't an and to what the monstrosity can eat, and can never really starve, as it literally can eat anything, and gain substance from it. Rock, desert dew, water. Anything that sizzles in the stomach of a dragon will be utterly destroyed, there are no undigested remains in the pile of a dragon. Though they may not have the most powerful acid, at least in terms of speed of digestion, their digestive systems are basically only second to the torask. Gems, rocks, plants, meet...it all digests, as quickly as a high power acid digestive system would too.<br />
<br />
;Magic and Physics, Alchemy and Science, and Chemestry and Elementals. <br />
A dragon is nonsense strong for its size. A guarillia, for example is 589 lbs 267kg, and can lift 1800 lbs or 815kgs while a human weightlifter (l lvl classless) can lift only half that. A dragon is just ludicrous, and they get even stronger with each age group (adult vs wyrmling vs great wyrm). According to the cube square law, an increase in size increase the volume and mass increase even more. This is why regular animals and humanoids, and thunder lizards (dinosaurs) can only get so big. For example, if a human doubles it's size and it is 6 foot tall one foot deep and three feet wide and 160 lbs and can lift twice it's body weight at that size 320 lbs at 160lbs, it is now 2 feet deep and 6 feet wide and 12 feet tall at 1990 lbs. Eventually the lift strength equals the size and the creature can't move (that is without magic). A dragon obviously is obserdly more times strong per unit of matter than any other animal, though it is liter per size as an avian creature anyway.<br />
<br />
Now one might imagine, what happens if we put a dragon in an anti magic field? Does it loose it's super strength? Can it still digest anything? Can it do fire? No, yes, depends on realm weave settings on how elementals are handled there(wheather they are considered magic or real elements and if that actually maters for damage not just spell usage). A dragon's abilites are not from magic, but science, so have fun in that anti magic feild now. It will fly, it will digest.<br />
The reason is that it has a very special organ that makes enzymes. This organ is so important that like and unlike many cold blodeed creatures the blood from an organ goes straight to another one first before the rest of the bloodstream, but instead of the heart blood going to the stomach as in a crocodile, the lung blood goes to this organ. Then everything else. Basically, super enzymes first, then everything else is super charged and can precede as normal. The stomach gets enzyemes, the muscles, everything gets enzymes, stuff digests better, and gets turned into magic energies better, or elemental energies better. Nothing but poop comes out the butt.<br />
<br />
;Aging<br />
{| class="5e" width="50%" style="text-align: left;" {{#vardefine:odd|0}}<br />
|- <br />
! colspan="3" | Detailed Recording<ref>MM3e-p68</ref><ref>DN3e-p10-15</ref><ref>MM2e-p64</ref> !! colspan="2" | Simplified Recording<ref>MM5e-p86</ref><br />
|-<br />
! style="padding-right:25px" | Stage || style="padding-right:40px" | Category || Years || style="padding-right:40px" | Category ||Years<br />
|- <br />
| 1 || Wyrmling / Hatchling || 0‒5 || Wyrmling || 0‒5<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| 2 || Very Young || 6‒15 || rowspan="4" | Young || rowspan="4" | 6‒100<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || Young || 16‒25<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || Juvenile || 26‒50<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || Young Adult || 51‒100<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| 6 || Adult || 101‒200 || rowspan="4" | Adult || rowspan="4" | 101‒800 <br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| 7 || Mature Adult || 201‒400<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| 8 || Old || 401‒600<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9 || Very Old || 601‒800<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| 10 || Ancient / Venerable || 801‒1,000 || rowspan="3" | Ancient || rowspan="3" | 801+<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || Wyrm || 1,001‒1,200<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12 || Great Wyrm || 1,201+<br />
|}<br />
Note that chromatics usually don't live as long as metallics.<br />
<br />
=== History ===<br />
In the beginning, there were only six entities populating emptiness. These entities were the creators of worlds, called by the sages of Primal's days. Their names were Earth, Fire, Water, Air, Light, and Darkness. To facilitate their creative work, they gave existence to the beings we call Gods.<br />
Then the Gods created a new plan and decided to populate it. While the Gods planned the building and settlement of the world, Io, the Dragon God, saw the still-glowing sphere that had been chosen to house the children of the Gods. He then took it for granted and flew to the plan he had built for himself, letting his peers work alone.<br />
<br />
The creation followed, and Io was not rebuked for not being there to help, for the other Gods did not agree with his notion of beauty, preferring him to stay away and not to think. And, of course, they also feared to rebuke him since he was the most powerful God among them. Too much had been created. The world was filled with the waters and its beauty, and it was also placed on the mainland and on it stones of many colors, and the air was made, and under and by the earth was placed the fire, as well as above the air, in the heavens, in the form of a sun.<br />
<br />
When the Gods were satisfied in building the house of their most perfect children, they gathered to raise them and returned it. Without listening to what the Gods had to say, and without knowing what had been created, he departed to the material plane and was surprised by the beauty of everything he had seen.<br />
The world had been populated with new creations of the Goddess who had discovered life - these were simple but solid and powerful life forms designed to support the more complex creations of the Gods. Great quantities of Primal energy had been fused so that She would create the greatest variety of inanimate things and simple living beings whose energy would sustain any creatures that came to live there.<br />
<br />
Io then flew over the world. He flew and observed everything that existed. And then, after carefully observing every aspect of what had been created, he breathed his breath upon the world. Filled with fury, the other Gods thought of starting a war against the Dragon God for trying to destroy everything they had created so far. But then the wisest of the Gods understood what had happened and stopped them. Io was raising his children.<br />
His breath served no purpose of destruction and death as the Gods had seen before, but he was instilling life from his own energy. In everything she considered beautiful and imposing, Io breathed life, created from its own essence. The Dragon God might not be powerful enough to create entire worlds, but it was certainly to raise life from nothing, even if it was too complex and powerful.<br />
<br />
And then his breath first touched a vein of gold, and his first sons won the heavens, the Golden Dragons. Then the breath of life continued, touching all kinds of metals and precious stones, creating the Metallic Dragons and the Dragons Gem. Then the breath went forth, touching pure manifestations of the primal elements, creating the caste of Elemental Dragons, although this did not occur as He had planned. Finally, Io decided to make use of his breath of life in the more complex basal creations that the Gods had realized, giving consciousness to his children with bodies made of whole places, like forests, volcanoes, deserts, seas, swamps ... God "Dragão usurped practically everything the other Gods had created without his presence and said,<br />
<br />
"In my children there is the strength of all that is in this sphere and the power of all that is in me. And unlike how you Gods will do, I will give them eternal life, and the potential to be all As well as the right to create inferior life to serve as servants and believers, as I had done with them, since, unlike you, Gods, I am not afraid of my creations, I know that I am omnipotent and unsurpassable, Sons and daughters may resemble me. "<br />
<br />
;Draconic Families<br />
<br />
Io generated the bodies of his children from the energy of Primas already transformed and improved by the other Gods, in the creation of the material plane. His breath of life has animated all the beautiful and imposing things that have aroused his attention, and they can be grouped into 3 groups: precious metals, precious stones, and landscapes. These are the bases of the three families: the Metallic Dragons, the Dragons Gem and the Chromatic Dragons, respectively.<br />
<br />
The lords of the families of the Dragons aroused him: Tiamat, the Lady of the Chromatic; Bahamut, the Lord of Metals and Faluzure, the Lord of the Gems.<br />
<br />
Among them, Faluzure was the most impetuous, and for having irritated Io, he had been disgraced. His flesh had rotted in his bones, and his name had been cursed forever, as an example of what would happen to others who disobeyed Io, the Father of the Dragons, and his name was erased from the minds of the younger ones by time.<br />
<br />
As for the other lords, if Bahamut was the most thoughtful and wise, Tiamat was the most ruthless and chaotic. Both ruled their children with mastery, for they themselves were the perfect examples of everything they preached: Bahamut was wisdom, and Tiamat the force. Bahamut to calm, Tiamat the impetus. Bahamut was honor, and Tiamat pride.<br />
<br />
Although each family was composed of different races, its members saw similarities among each other, since all metallic were weighted, adaptable and willing to change; The gems were beautiful, mysterious and instigating, and the chromatic ferocious, imposing and terrible. In the beginning, several races were part of each family, but over the years and the advent of the Council of Wyrms, only the five most powerful races remained as representatives, accounting for all the others of their entourage.<br />
<br />
===Society===<br />
Dragons tend to be solitary creatures, staying in their lairs and guarding their hordes. All dragons are feared by humans and generally cast out. However chromatic dragons and metallic dragons detest each other fiercely and fight whenever they meet.<br />
<br />
===Dragon Names===<br />
<!--Lead text--><br />
<br />
'''Male:''' Gahlmal, Dalagh, Othim, Bahor, Quirin, Tezar, Vorekag, Kholek, Mezar, Arag<br />
<br />
'''Female:''' Galad, Othor, Palax, Othim, Alaerth, Angkar, Nyth, Zundae, Vaeros<br />
<br />
===Dragon Racial Traits===<br />
{{5e Racial Traits<br />
|summary=Large, winged, reptilian creatures with a lust for treasure.<br />
|abilities= Your {{5a|str}}, {{5a|con}}, and {{5a|cha}} scores each increase by 1. <br />
|age=Dragons reach adulthood around 100 and it is said that they can live up to 2,000 years.<br />
|alignment=Metallic dragons tend to be good and chromatic dragons tend to be evil.<br />
|size=Your size is Medium.<br />
|speed=Your base walking speed is 30 feet.<br />
|trait1={{5E|Darkvision}} <br />
|description1={{5e Darkvision}}<br />
|trait2=Dragon<br />
|description2=Your creature type is considered dragon.<br />
|trait3=Lair<br />
|description3=Most dragons have a lair where, due to your accumulation of treasures, you take everything that has value. Sleeping in your lair and under your treasure reduces your rest time to half the time required. Anyone who approaches up to 60 feet from your lair alerts you to possible invaders but does not give the exact location of them. The lair should typically be built in a terrain that fits your ancestry. Having a lair is optional.<br />
|trait4=Dragon Body<br />
|description4=Although you are a powerful dragon, being a dragon also has some detriments. You can not wield weapons or use armor and must find creative ways to wear rings, hats, and other apparel.<br />
|trait5=Eye for Money<br />
|description5=Whenever you make a {{5a|int}} ({{5s|Investigation}}) check related to gold, magical items, or gemstones, you are considered proficient in the {{5s|Investigation}} skill and if you already proficient in the {{5s|Investigation}} skill, your proficiency bonus is doubled for to the check.<br />
|trait6=Dragon Type<br />
|description6=You may choose a dragon type. Your choice grants you resistance to the damage type associated with your Dragon Type and determines the damage type of your [[Dragon (5e Race)#Dragon Breath|Dragon Breath]] and Breath Attack.<br />
|trait7= Shapechange<br />
|description7=As an action, you can assume the form of any humanoid of Medium size or smaller. While in this form, you retain your proficiencies, have none of the abilities of your [[Dragon (5e Class)|dragon class]], and you gain no abilities of the assumed form. This effect lasts until you either reuse the trait as an action to revert to your dragon form, drop to 0 hit points, or the effect is dispelled via antimagic zone, ''{{5e|Dispel Magic}}'', etc. Upon dropping to 0 hit points in your humanoid form you revert to your dragon form and fall unconscious and begin making death saving throws as normal.<br />
|trait8=Wings<br />
|description8=Dragons have great wings that require practice and a honing of draconic ancestry to properly harness. At 5th level, you gain a 30 foot flying speed, and you can't use this speed, if in your current form you don't have the wings, or if you are wearing armor of any kind.<br />
|trait9=Claws<br />
|description9=Your claws are a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your {{5a|str}} modifier, instead of the bludgeoning damage normal for an unarmed strike.<br />
|trait10=Breath Attack<br />
|description10=You can use your action to exhale destructive energy. Your draconic type determines the size, shape, and damage type of the exhalation. <br />
When you use your breath attack, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your {{5a|con}} modifier + your proficiency bonus. A creature takes 1d10 damage on a failed save, and half as much damage on a successful one. The damage increases to 2d10 at 6th level, 3d10 at 11th level, and 4d10 at 16th level. <br />
<br />
After you use your breath attack, you can't use it again until you complete a short or long rest.<br />
|languages= You can speak, read, and write Common, Draconic, and one extra language of your choice.<br />
|subrace=<br />
}}<br />
{| class="5e" style="text-align: left;"<br />
|+ Dragon Type<br />
! Dragon !! Damage Type !! Breath Weapon <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Black || Acid || 5 by 30 ft. line ({{5e|Dexterity|Dex}}. save) <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Blue || Lightning || 5 by 30 ft. line ({{5e|Dexterity|Dex}}. save) <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Brass || Fire || 5 by 30 ft. line ({{5e|Dexterity|Dex}}. save) <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Bronze || Lightning || 5 by 30 ft. line ({{5e|Dexterity|Dex}}. save) <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Copper || Acid || 5 by 30 ft. line ({{5e|Dexterity|Dex}}. save) <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Gold || Fire || 15 ft. cone ({{5e|Dexterity|Dex}}. save) <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Green || Poison || 15 ft. cone ({{5e|Constitution|Con}}. save) <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Red || Fire || 15 ft. cone ({{5e|Dexterity|Dex}}. save) <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Silver || Cold || 15 ft. cone ({{5e|Constitution|Con}}. save) <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| White || Cold || 15 ft. cone ({{5e|Constitution|Con}}. save)<br />
|}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Dragon<br />
|feet=6<br />
|inches=4<br />
|heightmod=3d8<br />
|weight=680<br />
|weightmod=2d10<br />
}}<br />
<br />
==Optional Rule: Dragon Class==<br />
A player who creates a pc using the dragon race may choose to take levels in the dragon class, this is because, as a monster, your unusual physiology is unsuitable for many features granted by other classes. <br />
<br />
===Creating a dragon===<br />
When creating a dragon think about your origin and history. Also, when creating a dragon ask yourself what your character wants to accomplish. Do you want to travel, seek vengeance on dragons, become all powerful, gain immense wealth, be at peace with nature or something else?<br />
<br />
;Quick Build<br />
You can make a dragon quickly by following these suggestions. First, {{5a|str}} should be your highest ability score, followed by {{5a|con}} then {{5a|dex}} then {{5a|cha}}. Second, you do not choose a background.<br />
<br />
{{5e Class Features<br />
|name=Dragon<br />
|summary=Large, winged, reptilian creatures with a lust for treasure.<br />
|hd=10<br />
|spellcasting=<br />
|armor=None<br />
|weapons=Simple weapons<br />
|tools=None<br />
|saves={{5a|str}}, {{5a|con}}<br />
|skills=Choose two from {{5s|Athletics}}, {{5s|Deception}}, {{5s|History}}, {{5s|Intimidation}}, {{5s|Investigation}}, {{5s|Nature}}, {{5s|Perception}}, {{5s|Persuasion}}, {{5s|Stealth}}, and {{5s|Survival}}.<br />
|item1a=no starting equipment, you start with gold <br />
|item1b=<br />
|item2a=<br />
|item2b=<br />
|item3a=<br />
|item3b=<br />
|item4a=<br />
|item4b=<br />
|wealth= 5d4 x 10 gp<br />
|classfeatures1=[[#Scales|Scales]], {{inpage|Multiattack}}<br />
|classfeatures2={{inpage|Dragon's Breath}}<br />
|classfeatures3={{inpage|Draconic Expertise}}, {{inpage|Lethal Strikes}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Flight}}, {{inpage|Multiattack}} (2)<br />
|classfeatures6=[[#Ability Score Improvement|Ability Score Improvement]], {{inpage|Infused Strikes}}<br />
|classfeatures7={{inpage|Frightful Presence}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Enhanced Breath}}<br />
|classfeatures10={{inpage|Draconic Vigor}}<br />
|classfeatures11=[[#Large Size|Large Size]]<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Tail Sweep}}<br />
|classfeatures14=[[#Ability Score Improvement|Ability Score Improvement]]<br />
|classfeatures15={{inpage|Enhanced Senses}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Multiattack}} (3)<br />
|classfeatures18={{inpage|Comprehend Languages}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Enhanced Breath}}<br />
|extra1_name=Breath Damage<br />
|extra1_1=&mdash;<br />
|extra1_2=1d10<br />
|extra1_3=2d10<br />
|extra1_4=2d10<br />
|extra1_5=3d10<br />
|extra1_6=3d10<br />
|extra1_7=3d10<br />
|extra1_8=3d10<br />
|extra1_9=4d10<br />
|extra1_10=4d10<br />
|extra1_11=5d10<br />
|extra1_12=5d10<br />
|extra1_13=6d10<br />
|extra1_14=6d10<br />
|extra1_15=6d10<br />
|extra1_16=6d10<br />
|extra1_17=7d10<br />
|extra1_18=7d10<br />
|extra1_19=7d10<br />
|extra1_20=8d10 <br />
|extra2_name=Bite Damage<br />
|extra2_1=1d8<br />
|extra2_2=1d8<br />
|extra2_3=1d10<br />
|extra2_4=1d10<br />
|extra2_5=1d10<br />
|extra2_6=1d10<br />
|extra2_7=1d10<br />
|extra2_8=1d10<br />
|extra2_9=1d10<br />
|extra2_10=1d10<br />
|extra2_11=2d6<br />
|extra2_12=2d6<br />
|extra2_13=2d6<br />
|extra2_14=2d6<br />
|extra2_15=2d6<br />
|extra2_16=2d6<br />
|extra2_17=2d8<br />
|extra2_18=2d8<br />
|extra2_19=2d8<br />
|extra2_20=2d8<br />
|extra3_name=Claw Damage<br />
|extra3_1=1d4<br />
|extra3_2=1d4<br />
|extra3_3=1d4<br />
|extra3_4=1d4<br />
|extra3_5=1d6<br />
|extra3_6=1d6<br />
|extra3_7=1d6<br />
|extra3_8=1d6<br />
|extra3_9=1d6<br />
|extra3_10=1d6<br />
|extra3_11=1d8<br />
|extra3_12=1d8<br />
|extra3_13=1d8<br />
|extra3_14=1d8<br />
|extra3_15=1d8<br />
|extra3_16=1d8<br />
|extra3_17=1d10<br />
|extra3_18=1d10<br />
|extra3_19=1d10<br />
|extra3_20=1d10<br />
}}<br />
<br />
====Scales====<br />
Beginning at 1st level, while you are wearing no {{5e|Armor|armor}} and not wielding a {{5e|Shield (Armor)|shield}}, your AC equals 10 + your {{5a|dex}} modifier + your {{5a|con}} modifier.<br />
<br />
====Multiattack====<br />
Beginning at 1st level, whenever you take the {{5e|Attack Action|Attack}} action on your turn, you may make a bite attack and a claw attack. You are proficient with these natural weapons. Your claws deal 1d4 + your {{5a|str}} modifier slashing damage and your bite deals 1d8 + your {{5a|str}} modifier piercing damage damage. The die for your claw attack and bite attack changes as you gain dragon levels, as shown in the Claw Damage and Bite Damage columns of the Dragon table.<br />
<br />
The number of attacks increases to two claw attacks and one bite attack when you reach 5th level in this class and to two claw attacks and two bite attacks when you reach 17th level in this class.<br />
<br />
====Dragon Breath ====<br />
At 2nd level, you gain access to the fabled breath attack of dragons. You can use your action to unleash this breath upon your enemies. Your Dragon Type determines the size, shape, and damage type of the exhalation. <br />
<br />
When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your [[Dragon (5e Race)#Dragon_Racial_Traits|Dragon Type]]. The DC for this saving throw equals 8 + your {{5a|con}} modifier + your proficiency bonus. A creature takes 1d10 damage on a failed save, and half as much damage on a successful one. This die changes as you gain dragon levels, as shown in the Breath Damage column of the Dragon table. You may use your breath weapon twice, and you regain all uses of this feature when you finish a short or long rest.<br />
<br />
====Dragon's Expertise====<br />
Starting at 3rd level, you have started to master your draconic powers. You may gain proficiency in the {{5s|Athletics}}, {{5s|Deception}}, {{5s|Intimidation}}, {{5s|Investigation}}, {{5s|Persuasion}}, or {{5s|Stealth}} skill. If you already have proficiency in the skill, your proficiency bonus is doubled for any check you make with that skill.<br />
<br />
====Lethal Strikes====<br />
Starting at 3rd level, your attacks score a critical hit on a roll of 19 or 20.<br />
<br />
====Ability Score Improvement====<br />
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
====Flight====<br />
At 5th level, from repeated practice, your have honed the power of your draconic ancestry and practiced extensively in order to fly. You gain a flying speed equal to your walking speed.<br />
<br />
====Infused Strikes====<br />
Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. <br />
<br />
====Frightful Presence==== <br />
Starting at 7th level, you can destabilize enemies with your mere presence. Whenever a enemy creature starts their turn within 30 feet of you, they must make a DC 8 + your proficiency bonus + your {{5a|cha}} modifier {{5a|wis}} saving throw. On a failure, they are {{5c|Frightened}} of you until the start their next turn. If they succeed, they are immune to your Frightful Presence for 24 hours.<br />
<br />
====Enhanced Breath====<br />
Starting at 9th level, your Dragon Breath doubles in range, ignores creature's resistance to the damage type dealt and immunity to the damage type dealt becomes resistance.<br />
<br />
====Draconic Vigor====<br />
Starting at 10th level, the raw power of dragon's run's through your veins, allowing you to outlast all but the most stalwart of foes in battle. Whenever you kill a creature or get a critical hit, you gain {{5e|Temporary Hit Points}} equal to your dragon level + your {{5a|con}} modifier for 1 minute.<br />
<br />
====Large Size====<br />
Starting at 11th level, your size becomes Large and your height doubles and your weight gets multiplied by 8. You can carry, push, drag, or lift double the amount of a Medium sized creature, and gain the additional other benefits:<br />
<br />
*Your base walking speed increases by 10 feet.<br />
*Your flying speed is now equal to your proficiency bonus multiplied by 10 and your reach for your bite and claw attacks increases by 5 feet.<br />
<br />
====Tail Sweep====<br />
Starting at 13th level, you can use your tail to perform a disabling maneuver. As a bonus action, you can attempt to knock up to two Medium size creatures, or one Large creature {{5c|Prone}}, so long as they are within 5 feet of you and aligned appropriately. The targets of this feature must make either a {{5a|str}} or {{5a|dex}} saving throw(their choice), with a DC equal to 8 + your proficiency bonus + your {{5a|str}} modifier. A creature falls {{5c|Prone}} on a failed save, and remains standing on a successful one. If your targets are in front of you, you must turn your back to them to use this feature. You can use this feature a number of times equal to your {{5a|str}} modifier. You regain all uses of this feature when you finish a short or long rest.<br />
<br />
====Enhanced Senses====<br />
Starting at 15th level, if you are able to hear, you are aware of the location of any hidden or {{5c|Invisible}} creature within 10 feet of you. Also, as an action, you can focus your sight to perceive the hidden truths of the world. For 1 minute you have {{5e|Truesight}} within a 30 foot radius. Once you use this feature, you can not use it again until you finish a short or long rest. <br />
<br />
====Comprehend Languages====<br />
Starting at 18th level, you can now understand the literal meaning of any spoken language you hear. You also understand any written language that you see, but you must touch the surface of the words as you read them. It takes around 1 minute to read a text page. Any symbol not part of a language cannot be read in this way.<br />
<br />
====Enhanced Breath====<br />
Starting at 20th level, the power of your breath has reached new heights. You may now use your breath weapon 4 times, regaining all uses at the end of a short or long rest. However, if you use all four breath weapon usages and attempt to use your breath weapon for a fifth time before finishing a short or long rest, roll a percentile die. A roll of 25 or lower allows for a fifth and final unabated use of the breath weapon. A roll of 26-50 allows for a fifth and final breath weapon usage and two levels of exhaustion. A roll of 51-99 means a failure to use the breath weapon another time. A roll of 100 results in a backfire and you deal your full breath weapon damage to yourself.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the dragon class, you must meet these prerequisites: {{5a|str}} 13, {{5a|con}} 13, and be a dragon.<br />
<br />
'''Proficiency.''' When you multiclass into the dragon class, you gain the following proficiencies: one dragon skill.<br />
<br />
<br />
;References<br />
<br />
<references /><br />
<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]]<br />
[[Category:Large Size]]<br />
[[Category:Dragon Type]]<br />
[[Category:Composite Character]]</div>FlickerTheFlareonhttps://www.dandwiki.com/w/index.php?title=Jedi_(5e_Class)&diff=1438127Jedi (5e Class)2021-02-12T12:18:34Z<p>FlickerTheFlareon: /* Jedi Fighting Style */ There is no such thing as a Sarlack. Instead, there is a Sarlacc.</p>
<hr />
<div>== Jedi ==<br />
A long time ago, in a Universe far far away....<br />
<br />
=== Wielders of the Force ===<br />
Serving across the multiverse, Jedi protect the balance of good and evil. Jedi believe that something called the Force exists in all living things, permeates the world, binds all thinking creatures together and that it can be felt and used. Those who can use it are force sensitive and may become a Jedi. Not every force sensitive creature becomes a Jedi. There are times when a Jedi decides to use the force for personal gain. Jedi that use the force for evil are considered Sith. Jedi and Sith have a constant struggle with one another, but masters of the force recognize this war is necessary to maintain the balance across the multiverse.<br />
<br />
=== Creating a Jedi ===<br />
When creating a Jedi, it will be helpful to think about why you've chosen to be a protector of the multiverse and maintain the balance of it. Or if you are going to be evil and use the force for your will, what goal do you have? Did you have a someone train you in the ways of the force? How did you discover you were force sensitive? What does your character think of monks who seem very similar to your beliefs? If you are a Jedi, are you going to mercilessly kill Sith on sight? Or do you attempt to soften their heart? Later when you chose a discipline, what is it about your character that drew them into that path? <br />
<br />
;Quick Build<br />
You can make a Jedi quickly by following these suggestions. First, {{5a|dex}} should be your highest ability score, followed by {{5a|wis}}. Second, choose the Outlander background. <br />
<br />
{{5e Class Features<br />
|name=Jedi<br />
|summary=Those capable of feeling and wielding energy of the planes<br />
|hd=8<br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor= Light<br />
|weapons= Simple weapons <br />
|tools= None<br />
|saves= Dexterity, Wisdom<br />
|skills= Choose 3 from {{5s|Athletics}}, {{5s|Acrobatics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Investigation}}, {{5s|Perception}}, {{5s|Persuasion}}, {{5s|Religion}}, {{5s|Stealth}}<br />
|item1a=[[5e SRD:Quarterstaff|Quarterstaff]]<br />
|item1b=<br />
|item1c=<br />
|item2a=[[5e SRD:Equipment Packs|Explorer's Pack]]<br />
|item2b=<br />
|item2c=<br />
|item3a=<br />
|item3b=<br />
|item3c=<br />
|item4a=<br />
|item4b=<br />
|item4c=<br />
|wealth= none<br />
|classfeatures1=[[#The Force|The Force]], [[#Unarmored Defense|Unarmored Defense]]<br />
|classfeatures2=[[#Jedi Fighting Style|Jedi Fighting Style]]<br />
|classfeatures3=[[#Jedi Discipline|Jedi Discipline]] <br />
|classfeatures4=<br />
|classfeatures5=[[#Jedi Discipline Feature|Jedi Discipline Feature]], [[#Extra Attack|Extra Attack]]<br />
|classfeatures6=[[#Improved Critical|Improved Critical]]<br />
|classfeatures7=[[#Jedi Discipline Feature|Jedi Discipline Feature]]<br />
|classfeatures8=[[#Aura of Hope|Aura of Hope]]<br />
|classfeatures9=<br />
|classfeatures10=[[# Additional Jedi Fighting Style|Additional Jedi Fighting Style]]<br />
|classfeatures11=[[#Jedi Discipline Feature|Jedi Discipline Feature]]<br />
|classfeatures12=[[#Force Attunement|Force Attunement]], [[#Aura of Hope Improvement|Aura of Hope Improvement]]<br />
|classfeatures13=<br />
|classfeatures14=[[#Diamond Soul|Diamond Soul]]<br />
|classfeatures15=[[#Jedi Discipline Feature|Jedi Discipline Feature]]<br />
|classfeatures16=<br />
|classfeatures17=[[#Survivor|Survivor]]<br />
|classfeatures18=<br />
|classfeatures19=<br />
|classfeatures20=[[#May The Force Be With You|May The Force Be With You]]<br />
<br />
|extrasonright=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Force Points<br />
|extra1_1=2<br />
|extra1_2=4<br />
|extra1_3=5<br />
|extra1_4=6<br />
|extra1_5=8<br />
|extra1_6=9<br />
|extra1_7=10<br />
|extra1_8=10<br />
|extra1_9=11<br />
|extra1_10=12<br />
|extra1_11=13<br />
|extra1_12=14<br />
|extra1_13=15<br />
|extra1_14=16<br />
|extra1_15=17<br />
|extra1_16=18<br />
|extra1_17=19<br />
|extra1_18=21<br />
|extra1_19=22<br />
|extra1_20=23<br />
}}<br />
<br />
==== The Force ====<br />
'''For my ally is the Force, and a powerful ally it is.” – Yoda'''<br />
<br />
At 1st level, you are capable of wielding the force in various ways, most notably force powers. <br><br />
'''Force Points''': You have a number of force points equal to your Jedi level. You regain all used force points after a long rest or a short rest. Force points are used for your force powers and maneuvers. At no time can you use a number of force points greater than your Jedi level at one time.<br><br />
'''Force Power Ability''': {{5a|wis}} is your force power ability for your Jedi powers and maneuvers, since you use the force for your powers. You use your {{5a|wis}} whenever a power or maneuver refers to your force power ability. <br />
:::::<code><tt>Force Power save DC = 8 + your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
<br />
:::::<code><tt>Force Power attack modifier = your proficiency bonus + your {{5a|wis}} modifier</tt></code><br />
'''Force Powers Known''': In addition to the powers listed below, you know a number of powers according to your Jedi level as listed on the Jedi Table. Whenever your level increases in this class, you may exchange any number of force powers you know for different ones.<br />
:'''Jedi Telekinesis''': You are capable of using the force to cast the [[Psionic Hand (5e Spell)|''psionic hand'']] spell as an action. For every force point spent, you increase the range and weight of Psionic hand by 50 pounds and 5 ft. As a bonus action, you can use the force to pull your weapon within 60 feet of you. If your weapon is held, the character must make a {{5c|str}} throw to hold on to it. If the weapon is blocked from you, the spell ends but you know it's location. This is most important for Jedi to call their lightsabers to them when unarmed.<br />
:'''Force Push''': A power every Jedi knows, you use the force to push an object or person away. As an action, you can use 1 force point to shove a creature that is within 30 feet of you. On a failed {{5a|str}} saving throw, a creature is pushed away from you by 10 feet and knocked prone. You may spend additional force points on this power, increasing the range and distance pushed by 5 feet for every 1 point used. Additionally, you may use 5 force points instead of 1 to effect all creatures within 30 feet of you with the same effect.<br />
:'''Jedi Mind Tricks''': Another common power for a Jedi is influencing others. As an action, you can use 3 force points to cast {{5e|Suggestion|''suggestion''}} as the spell except as noted; range is 10 feet, duration is 1 minute, and no components are required.<br />
<br />
==== Unarmored Defense ====<br />
<br />
At 1st level, if you are wearing no armor and not using a shield, your AC is 10 + your {{5a|dex}} modifier + your {{5a|wis}} modifier.<br />
<br />
====Jedi Fighting Style ====<br />
<br />
At 2nd level, Jedi learn the Form I Jedi fighting style and one other form from the list below. Switching forms during combat requires a bonus action. At 10th level, you choose another Jedi fighting style. <br />
<br />
'''Form I'''- Shii-cho “Way of the Sarlacc": While in this form, you have {{5E|advantage}} on disarm attempts. You also gain the following the force maneuvers which can in total be used at your {{5a|dex}} modifier a short/long rest:<br />
:'''Disarming Force''': When you hit a creature with a weapon attack, you can attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add your {{5a|wis}} modifier to the damage roll, and the target must make a {{5a|str}} saving throw. On a failed save, it drops the object you choose. The object lands at its feet. <br />
:'''Force Sweep''': When you hit a creature with a melee weapon attack, you attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to your {{5a|wis}} modifier. The damage is of the same type dealt by the original attack.<br />
<br />
'''Form II'''- Makashi “Way of the Ysalamiri”: This form was developed to combat against Form I. When fighting in this form, you have {{5E|advantage}} against disarm attempts. You also gain the following force maneuvers which can in total be used at your {{5a|dex}} modifier a short/long rest:<br />
:'''Force Precision''': When you make a weapon attack roll against a creature, you can add your {{5a|wis}} modifier to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied. <br />
:'''Evasive Footwork''': When you move on your turn, you can increase your AC by 2 until you stop moving. <br />
<br />
'''Form III'''- Soresu “Way of the Mynock”: Developed to protect against ranged attacks, quick movements are made to evade them. Using this form, ranged attacks from more than 30 feet away from you have {{5E|disadvantage}} against you. The following maneuvers which can in total be used at your {{5a|dex}} modifier a short/long rest:<br />
:'''Riposte''': When a creature misses you with a melee attack, you can use your reaction to make a melee attack against that creature. If you hit, you add {{5a|wis}} modifier to the attack's damage roll. <br />
:'''Parry''': When another creature damages you with a melee attack, you can use your reaction and reduce the damage by 2 + your {{5a|dex}} modifier. <br />
<br />
'''Form IV'''- Ataru “Way of the Hawk-Bat”: An aggressive style, Form IV is fast-paced. You have {{5e|advantage}} on {{5s|Athletics}} and {{5s|Acrobatics}} skill checks, and your movement speed increases by 5 feet. In addition, you know the following maneuvers which can in total be used at your {{5a|dex}} modifier a short/long rest:<br />
:'''Flurry Strike''': Immediately after taking the attack action, you may make a melee weapon attack as a bonus action. <br />
:'''Force Tumbling''': During your movement, you can tumble, weave, and dodge on the battlefield for defensive and offensive gains. Make an {{5s|Acrobatics}} or {{5s|Athletics}} skill check (DC 15). If successful, add 1 to your AC and your {{5a|wis}} modifier to melee weapon damage rolls until the start of your next turn. If you fail your skill check, you fall prone unless you use the rest of your movement to stay on your feet.<br />
<br />
'''Form V'''- Shien/Djem So “Way of the Krayt Dragon”: Form V combat is characterized by power attacks and defense immediately followed by a counter-strike. Each turn while in this form, when a ranged weapon attack misses, you may use your reaction if you haven’t used it for a different feature, to attack a creature within 5 feet of you. You also know the following maneuvers which can in total be used at your {{5a|dex}} modifier a short/long rest:<br />
:'''Riposte''': When a character misses you with a melee attack, you can use your reaction to make a melee attack against the creature. If you hit, you add {{5a|wis}} modifier to the attack's damage roll. <br />
:'''Menacing Force''': When you hit a creature with a weapon attack, you attempt to frighten the target. You add your {{5a|wis}} modifier to the attack's damage roll, and the target must make a {{5a|wis}} saving throw. On a failed save, it is {{5c|frightened}} of you until the end of your next turn. <br />
<br />
'''Form VI'''- Niman “Way of the Rancor”: Niman has a fairly relaxed focus on bladework, designed as a simple, and easily mastered fighting form for Jedi who prefer to devote most of their time to study and diplomacy. Success in combat is dependent on a practitioner's intuition and creativity in combat. Also, as Niman was developed from two pre-existing martial arts fighting forms that both emphasized the use of dual-blades, it provided a firm foundation for duelists looking to study into such practices. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.<br />
In addition, you know the following maneuvers which can in total be used at your {{5a|dex}} modifier a short/long rest:<br />
:'''Commanding Force''': When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you. That creature can immediately use its reaction to make one weapon attack, adding your {{5a|wis}} modifier to the damage roll. This effectively gives your ally a chance to attack on your turn, which allow for use of any turn-based benefits including Sneak Attack. <br />
:'''Distracting Force''': When you hit a creature with a weapon attack, you distract the creature, giving your allies an opening. You add your {{5a|wis}} modifier to the attack's damage roll. The next attack roll against the target by an attacker other than you has {{5E|advantage}} if the attack is made before the start of your next turn.<br />
<br />
==== Jedi Discipline ====<br />
<br />
'''"We are what they grow beyond." - Yoda'''<br />
<br />
At 3rd level, you begin focusing the force on a specific course you wish to specialize in: Consular, Guardian, or Sentinel, each of which is detailed at the end of the class description. Each discipline specializes you for your use of the force. Your discipline gives you features when you choose it at 3rd level and additional features at 5th, 7th, 11th, and 15th level.<br />
<br />
==== Missile Defense ====<br />
<br />
Starting at 3rd level, your connection with the force provides defense against ranged weapon attacks while wielding a weapon. You can use your reaction to deflect missiles when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your {{5a|wis}} modifier + your Jedi level. If you are holding a lightsaber, and if the damage type is lightning or radiant, and you reduce the damage to 0, you may deflect it back at a target in front of you by spending 1 force point. Make a ranged attack roll with your {{5a|wis}} modifier. On a hit, roll the damage of the attack yourself on the target.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
====[[Lightsabers (5e Equipment)|Lightsaber]] ====<br />
<br />
'''“This is the weapon of a Jedi Knight. Not as clumsy or random as a blaster; an elegant weapon for a more civilized age. - Obi Wan Kenobi'''<br />
<br />
The weapon of Jedi. At 5th level, you know how to craft [[Lightsabers (5e Equipment)|lightsabers]] and gain proficiency with them. For your first saber, or if you lose it, it costs 1/2 the market price for a crystal and a month to build a lightsaber. <br />
{| class="5e"<br />
! Weapon !! style="text-align: left;" | Rarity || Damage || Weight || Properties<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Lightsaber || style="text-align: left;" | Uncommon || 1d10 || 2 lbs. || [[5e SRD:Weapon Properties|Finesse]], [[5e SRD:Weapon Properties|Versatile (2d6)]], [[5e SRD:Weapon Properties|Special]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Shoto saber || style="text-align: left;" | Uncommon || 1d8 || 1.5 lbs. || [[5e SRD:Weapon Properties|Finesse]], [[5e SRD:Weapon Properties|Light]], [[5e SRD:Weapon Properties|Versatile (1d10)]], [[5e SRD:Weapon Properties|Special]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Dualsaber || style="text-align: left;" | Uncommon || 1d8/1d8 || 4 lbs. || [[5e SRD:Weapon Properties|Finesse]], [[5e SRD:Weapon Properties|Two-Handed]], [[5e SRD:Weapon Properties|Special]]<br />
|}<br />
A beam of energy no bigger than the blade of a sword emits from a metal hilt. This energy is created from a crystal inside the hilt that Jedi know how to make. A switch allows the wielder to turn the weapon on or off. A low humming is produced by a lightsaber and as it is waved and moved through the air the pitch and tone will change. A loud crackle is made whenever a lightsaber strikes another object. <br><br />
'''Special'''. If the wielder is not proficient with this weapon, they have disadvantage on their attack rolls. In addition, lightsabers don't deal a type of damage. The damage cannot be resisted.<br />
<br />
====Extra Attack====<br />
<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
==== Improved Critical ====<br />
<br />
Starting a 6th level, your weapon attacks score a critical hit on a roll of 19 or 20. <br />
<br />
==== Aura of Hope ====<br />
<br />
Starting at 8th level, the reputation and sight of a Jedi instills hope in others. You and friendly creatures gain advantage against being frightened. Once per long rest, you and those 10 feet from you gain d8+{{5c|wis}} modifier in temporary hit points. At 12th level, the range increases to 20 feet and the d8 turns into a d12+{{5c|dex}} and {{5c|wisdom}} combined.<br />
<br />
==== Force Attunement ====<br />
<br />
Beginning at 12th level, you are able to focus on the force of living things around you. As an action, you can {{5e|Detect Thoughts|''detect thoughts''}} as the spell except as noted: range is 30 feet for creatures you can see, you detect surface thoughts for all creatures you can and cannot see. You can use this feature twice. Once used you must finish a long rest before using this feature again. At lv 15 you may use this feature four times before a long rest.<br />
<br />
==== Diamond Soul ====<br />
<br />
Beginning at 14th level, your mastery of the force grants you proficiency in all saving throws. Additionally, whenever you make a saving throw and fail, you can spend 5 force points to automatically succeed. This success can only be used twice a long rest. At lv 18, it may be used 4 times a long rest.<br />
<br />
==== Survivor ====<br />
'''"No. I am Ganner. This threshold is mine. I claim it for my own. Bring on your thousands, one at a time or all in a rush. I don't give a damn. NONE SHALL PASS."-Ganner Rhysode'''<br />
<br />
Starting at 17th level, you attain the pinnacle of resilience in battle. At the start of each of your turns in combat, you regain hit points equal to 5 + your {{5a|con}}, {{5c|wisdom}}, and {{5c|dex}} modifier (minimum of 1 hit point). You don’t gain this benefit if you have 0 hit points or if you have more than half of your hit points left. Once per long rest you gain resistance as a reaction to all damage dealt to you for 3 rounds. <br />
<br />
==== May The Force Be With You ====<br />
<br />
'''“I am one with the force and the force is with me,” - Chirrut Îmwe'''<br />
<br />
At 20th level, when you roll for initiative and have no force points, you regain 4+{{5c|dex}} and {{5c|wisdom}} combined in force points.<br />
<br />
=== Consular ===<br />
'''"Direct action is not always the best way. It is a far greater victory to make another see through your eyes than to close theirs forever." - Keira'''<br />
<br />
Jedi that work in politics, diplomacy or the ways of communicating are considered a consular. They specialize in resolving things without violence unless it is necessary, often using their force powers to solve situations as nonviolently as possible. Or to overwhelm the enemy to bring about peace quickly. While trained in the ways of the lightsaber combat, the weapon is seen as a last resort. <br />
<br />
;{{#anc:Diplomat}}<br />
When you choose this archetype at 3rd level, you gain proficiency in the {{5s|Persuasion}} and {{5s|Insight}} skills. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.<br />
<br />
;{{#anc:Force Point Increase}}<br />
At 5th level, you have a number of force points equal to two times your level. Add your {{5a|wis}} for 2 levels to this amount. In addition, the die type for your powers increases from d4 to d6 and you add your {{5a|wis}} modifier to the damage. <br />
<br />
;{{#anc:Expanded Force Powers}}<br />
Beginning at 7th level, you gain the class feature, '''Natural Speaker.''' At lv 7, you have advantage on a roll attached to charisma every long rest. At lv 10, you have advantage twice a long rest. At level 15, you have advantage four times a long rest. You also gain the ability to use Force Recharge. <br />
<br />
When Force Recharge is activated, you gain 1 extra attack per turn, +2 to AC, Spell lengths and widths are doubled, Spell attacks change to d8 attack die, Force Points recharge fully and recharge d4 +{{5a|wis}} + {{5a|dex}} modifier every turn, Spell DC raises by 2, spell attack bonus is doubled and can be added to your damage and attack roll, and your movement speed increases 5 times your wis modifier + dex modifier. For every 2 rounds this ability is active, starting from when it is first activated, you gain 4 level of exhaustion at the end of the second round and an 1 additional exhaustion each extra round the ability is active. At level 10 it is only 3 levels of exhaustion. At lv 15, 2 levels of exhaustion. At level 18, 1 level of exhaustion and exhaustion only increases every two rounds. <br />
<br />
If the ability is canceled halfway through, you only take half of the total exhaustion levels. If exhaustion reaches 6 levels and death occurs, only wish or true resurrection can revive this character. The strain of the force exhausts your body, you can only decrease your exhaustion level by 1 level per long rest. Once the ability ends, all Force points are gone until the next long rest. Total force points and recharge are halved until force meditation over a long rest, after force meditation is done, this ability recharges in 60 days. Force Meditation during a long rest cancels the effects of a long rest. <br />
<br />
;{{#anc:Insistent Force Powers}}<br />
Starting at 11th level, the Difficulty Class (DC) for your force powers increases by 2. <br />
<br />
;{{#anc:Tenacious Force Use}}<br />
At 15th level, opponents have disadvantage on saving throws against your force powers.<br />
<br />
=== Guardian ===<br />
'''"When we rescue others, we rescue ourselves." - Bound for Rescue 05×08'''<br />
<br />
Concentrating on martial training and combat, Guardians engage in combat more than either of the other two classes of Jedi. Policing the planes, the Guardians worked tirelessly to maintain law where slavery and illegalities ran rampant.<br />
<br />
;{{#anc:Combative}}<br />
When you choose this archetype at 3rd level, you gain proficiency in the {{5s|Athletics}} and {{5s|Acrobatics}} skills. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.<br />
<br />
;{{#anc:Expanded Jedi Fighting Style}}<br />
At 5th level, you learn an additional jedi fighting style and may select '''Form VII Juyo/Vaapad “Way of the Vornskr”.''' Form VII is the most vicious form of lightsaber combat and involves significant internal focus on the part of the user. While in this form, your lightsaber attacks have +2 to attack and damage rolls. If you hit a target, your next attack against it has advantage. When a creature misses you, you deal an extra 1d6 damage if you successfully hit it before its next turn. At level 11, this is an extra 2d6 of damage, at level 15, 3d6 of damage.<br />
<br />
;{{#anc:Lightsaber Fighting}}<br />
Beginning at 7th level, when you roll a 1 or 2 on a damage die for an attack you make with a lightsaber you are wielding, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. You gain the class feature, '''Lightsaber Expert''', every long rest you regain all maneuvers used.<br />
<br />
;{{#anc:Extra Attack}}<br />
Beginning at 11th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.<br />
<br />
;{{#anc:Superior Critical}}<br />
Starting at the 15th level, your weapon attacks score a critical hit on a roll of 18-20. For five force points, you deal your max damage doubled.<br />
<br />
=== Sentinel ===<br />
'''"The Force is not a power you have. It’s not about lifting rocks. It’s the energy between all things, a tension, a balance, that binds the universe together." - Luke Skywalker'''<br />
<br />
A Jedi Sentinel seeks balance between the two other disciplines. They blend both schools of teaching and amplify them with a series of non-Force skills; such as in the fields of stealth, traps, or medicine. A guardian might bash down a locked door and a consular might simply knock, a Sentinel would instead use equipment available or ingenuity to pick the lock.<br />
<br />
;{{#anc:Undetected}}<br />
When you choose this archetype at 3rd level, you gain proficiency in the {{5s|Sleight of Hand}} and {{5s|Stealth}} skills. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.<br />
<br />
;{{#anc:Force Attacks}}<br />
Beginning at 5th, when you are within 5 feet of an enemy and have at least 1 force point, you have {{5E|Advantage}} on attack rolls. In addition, when you use this feature you may spend a force point to deal an extra 1d6 damage. This damage increases to 2d6 at 9th level, 3d6 at 13th level, and 4d6 at 17th level. <br />
<br />
;{{#anc:Evasion}}<br />
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an {{5e|Ice Storm|''ice storm''}} spell. When you are subjected to an effect that allows you to make a {{5a|dex}} saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. <br />
<br />
;{{#anc:Reliable Talent}}<br />
By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10. <br />
<br />
;{{#anc:Resistance}}<br />
At 15th level, you have learned to wield the force to protect you. As a reaction, whenever you take damage you may spend 1 force point to gain resistance to all damage until the start of your next turn. You must finish a short or long rest before using this feature again.<br />
<br />
=== Jedi Force Power List ===<br />
<br />
'''"Now I know there is something strong than fear — far stronger. The Force. - Kanan Jarrus'''<br />
<br />
A Jedi's Force powers is one of the most important tools for a Jedi. Tools that can be used for utility, support, alteration or destruction as a Jedi chooses.<br />
<br />
====Alter Environment====<br />
'''Time Used''': 10 minutes<br><br />
'''Range''': self (5 mile radius)<br><br />
'''Cost:''' 15 force points<br><br />
'''Duration''': concentration, up to 8 hours<br><br />
You take control of the weather within 5 miles of you for the duration. You must be outdoors to use this power. Moving to a place where you don't have a clear path to the sky ends the power early. <br><br />
When you cast the spell, you change the current weather conditions, which are determined by the GM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal. <br><br />
When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction. <br><br />
{| class="5e"<br />
|+ Precipitation<br />
|-<br />
! Stage !! style="text-align: left;" | Condition<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || style="text-align: left;" | Clear<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || style="text-align: left;" | Light clouds<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || style="text-align: left;" | Overcast or ground fog<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || style="text-align: left;" | Rain, hail, or snow<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || style="text-align: left;" | Torrential rain, driving hail, or blizzard<br />
|}<br />
{| class="5e"<br />
|+ Temperature<br />
|-<br />
! Stage !! style="text-align: left;" | Condition<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || style="text-align: left;" | Unbearable heat <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || style="text-align: left;" | Hot<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || style="text-align: left;" | Warm<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || style="text-align: left;" | Cool<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || style="text-align: left;" | Cold<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || style="text-align: left;" | Arctic cold<br />
|}<br />
{| class="5e"<br />
|+ Wind<br />
|-<br />
! Stage !! style="text-align: left;" | Condition<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || style="text-align: left;" | Calm<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || style="text-align: left;" | Moderate wind <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || style="text-align: left;" | Strong wind <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || style="text-align: left;" | Gale<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || style="text-align: left;" | Storm<br />
|}<br />
<br />
<br />
====Alter Image====<br />
'''Time Used''': 1 action <br><br />
'''Range''': self<br><br />
'''Cost''': 4 force points<br><br />
'''Duration''': concentration, up to 1 hour<br><br />
You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again. <br><br />
'''''At higher levels'''''. You may use more force points to increase this power’s effects. Every 2 force points used beyond the first 2 increases the duration by 1 hour.<br />
<br />
====Animal Bond====<br />
'''Time Used''': 1 action<br><br />
'''Range''': 30 feet<br><br />
'''Cost''': 1 force point<br><br />
'''Duration''': 24 hours<br><br />
This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's {{5a|int}} is 4 or higher, the spell fails. Otherwise, the beast must succeed on a {{5a|wis}} saving throw or be {{5c|charmed}} by you for the spell's duration. If you or one of your companions harms the target, the spell ends.<br><br />
'''''At higher levels'''''. You may use more force points to increase this power’s effects. Every 2 force points used beyond the first you may target one additional beast.<br />
<br />
====Battle Meditation====<br />
'''Time Used''': 1 action<br><br />
'''Range''': self<br><br />
'''Cost:''' 4 force points<br><br />
'''Duration''': 1 minute<br><br />
You gain a +2 bonus that can be applied either to weapon attack and damage rolls or spell attack rolls. In addition, the first attack against you each round has {{5e|disadvantage}}.<br />
'''''At higher levels'''''. You may use more force points to increase this power’s effects. For every 4 force points, your bonus increases by 2.<br />
<br />
====Cleanse Mind====<br />
'''Time Used''': 1 bonus action<br><br />
'''Range''': self<br><br />
'''Cost:''' 4 force points<br><br />
'''Duration''': instantaneous<br><br />
You use the force to undo a debilitating effect: {{5c|charmed}}, {{5c|frightened}}, or {{5c|stunned}}.<br />
<br />
====Clear mind====<br />
'''Time Used''': 1 action<br><br />
'''Range''': self<br><br />
'''Cost''': 5 force points<br><br />
'''Duration''': 8 hours<br><br />
You can't be targeted by any divination attempts or perceived through scrying sensors and become aware of any attempts to do so but not by who. <br><br />
'''''At higher levels'''''. You may use more force points to increase this power’s effect. If you use an additional 10 force points, you double the duration of this power and become immune to psychic damage and the {{5c|charmed}} condition. <br />
<br />
====Commune with the Force====<br />
'''Time Used''': 1 action<br><br />
'''Range''': self<br><br />
'''Cost:''' 10 force points<br><br />
'''Duration''': 1 hour<br><br />
You briefly become one with the force and gain knowledge of the plane you are on. The power gives you knowledge of the land within 5 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. <br><br />
You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area: <br><br />
• terrain and bodies of water <br><br />
• prevalent plants, minerals, animals, or peoples <br><br />
• powerful celestials, fey, fiends, elementals, or undead <br><br />
• influence from other planes of existence <br><br />
• buildings <br><br />
For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.<br />
<br />
====Comprehend Speech====<br />
'''Time Used''': 1 action<br><br />
'''Range''': self<br><br />
'''Cost''': 2 force points<br><br />
'''Duration''': 1 hour<br><br />
Enables you to understand the spoken language of any sentient you interact with, though it does not necessarily allow you to speak it, merely understand the general meaning.<br><br />
'''''At higher level'''''. You may use more force points to increase this power’s effects. Every 2 force points used beyond the first 2 increase the duration by 1 hour.<br />
<br />
====Dark Transfer====<br />
'''Time Used''': 1 action<br><br />
'''Range''': touch<br><br />
'''Cost''': 10 force points<br><br />
'''Duration''': instantaneous<br><br />
You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts. <br />
<br />
====Dash Strike====<br />
'''Time Used''': 1 action<br><br />
'''Range''': 30 feet<br><br />
'''Cost''': 2 force points<br><br />
'''Duration''': instantaneous <br><br />
Using some of your movement you propel yourself forward by 30 ft, bypassing opportunities of attack by your enemy to make an attack upon your target, upon success, add a d4 to your lightsaber damage and place yourself anywhere that is within 5ft of your target. Your movement is halved after a Dash Strike until the end of your turn.<br />
'''''At higher levels'''''. You may use more force points to increase this power’s effects. Every 2 force points used beyond the first allows to add an additional d4 to your lightsaber damage. For 5 force points, add a d8 to your damage roll and make an attack roll on all creatures you choose in that 30ft line. The attack roll is applied to all creatures in that line.<br />
<br />
====Deadly Sight====<br />
'''Time Used''': 1 action<br><br />
'''Range''': 30 feet<br><br />
'''Cost''': 10 force points<br><br />
'''Duration''': instantaneous <br><br />
You focus your hatred into deadly energy, inflicting pain and injury upon your foes merely by looking at them, causing victims' bodies to burn and smoke as they die. The target must make a {{5a|con}} saving throw. It takes 10d4 + 30 fire damage on a failed save, or half as much damage on a successful one. <br><br />
'''''At higher levels'''''. You may use more force points to increase this power’s effects. Every 2 force points used beyond the first 10 allows you to target another creature.<br />
<br />
====Dominate Mind====<br />
'''Time Used''': 1 action<br><br />
'''Range''': 60 feet<br><br />
'''Cost''': 14 force points<br><br />
'''Duration''': concentration, up to 1 hour<br><br />
You attempt to beguile a creature that you can see within range. It must succeed on a {{5a|wis}} saving throw or be {{5c|charmed}} by you for the duration. If you or creatures that are friendly to you are fighting it, it has {{5e|advantage}} on the saving throw. <br><br />
While the creature is {{5c|charmed}}, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. <br><br />
You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. <br><br />
Each time the target takes damage, it makes a new {{5a|wis}} saving throw against the power. If the saving throw succeeds, the power ends.<br><br />
'''''At higher levels'''''. You may use more force points to increase this power’s effects. If you spend 2 additional power points, the duration of this power is changed to concentration, up to 8 hours. <br />
<br />
<br />
====Drain Force====<br />
'''Time Used:''' 1 action<br><br />
'''Range''': touch<br><br />
'''Cost''': 12 force points<br><br />
'''Duration''': concentration, up to 1 minute<br><br />
The touch of your shadow-wreathed hand can siphon the force from others to heal your wounds. Make a melee force power attack against a creature within your reach. On a hit, the target takes 3d4 force damage, and you regain force points equal to half the amount of force damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.<br><br />
'''''At higher levels'''''. You may use more force points to increase this power’s effects. For every 2 additional force points used, the damage increases by 1d4. <br />
<br />
====Drain Life====<br />
'''Time Used''': 1 action<br><br />
'''Range''': touch<br><br />
'''Cost''': 4 force points<br><br />
'''Duration''': concentration, up to 1 minute<br><br />
The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee force power attack against a creature within your reach. On a hit, the target takes 3d4 force damage, and you regain hit points equal to half the amount of force damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.<br><br />
'''''At higher levels'''''. You may use more force points to increase this power’s effects. For every 2 additional force points used, the damage increase by 1d4. <br />
<br />
====Electric Judgment====<br />
'''Time Used''': 1 action<br><br />
'''Range''': 60 feet<br><br />
'''Cost''': 4 force points<br><br />
'''Duration''': instantaneous<br><br />
A stroke of yellow or green energy 60 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a {{5a|dex}} saving throw. A creature takes 10d4 lightning damage on a failed save, or half as much damage on a successful one. This power is uncommon and controversial among the jedi due to having intrinsic association with anger and aggression and its similarity to force lightning.<br><br />
The lightning ignites flammable objects in the area that aren’t being worn or carried.<br><br />
'''''At higher levels'''''. You may use more force points to increase this power’s effects. Every 2 force points used beyond the first 4 increases the damage by 1d4.<br />
<br />
====Farsight====<br />
'''Time Used''': 1 bonus action<br><br />
'''Range:''' self<br><br />
'''Cost:''' 3 force points<br><br />
'''Duration:''' 2 rounds<br><br />
You gain the ability to see glimpses of moves your opponents might make, as well as outside forces that might affect the battle. For 2 rounds, you have {{5e|advantage}} on attack and ability check rolls and opponents’ attack rolls against you have {{5e|disadvantage}}. You can also see all creatures within 30ft of you on the same plane, visible and invisible, unless they are hidden behind a wall coated in lead.<br><br />
'''''At higher levels'''''. You use more force points to increase this power’s effect. For every 3 points you increase the duration by 2 rounds. If you use 20 force points and spend an hour focusing, you see vague impressions of events happening in other places or times using the Force. These visions focus on strong imagery and emotions. The future is always in motion, however, and is thus subject to change. You are capable of detecting when friends and are in danger, examining details of past events, and predicting the probable outcome of a stated course of actions. If the jedi stays in meditation for 24 hours, their spirit can leave their body for 1 hour, making their spirit able to go where they please. After the 24 hours, you gain 5 levels of exhaustion and only normal means of rest may decrease these levels.<br />
<br />
====Force Barrier====<br />
'''Time Used''': 1 reaction, when hit by an attack<br><br />
'''Range''': self<br><br />
'''Cost''': 1 force point<br><br />
'''Duration''': 1 round<br><br />
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +1 bonus to AC, including against the triggering attack. You can spend additional force points to increase the bonus to your AC, for each additional force point you use, you gain another +1 bonus to AC. For 7 force points you can increase the AC of those within 10ft of you by 5.<br />
<br />
====Force Blinding====<br />
'''Time Used''': 1 action<br><br />
'''Range''': 30 feet<br><br />
'''Cost''': 2 force points<br><br />
'''Duration''': 1 minute<br><br />
Upon use of this technique, a blinding flash of energy emanates from your hand, manifesting as a flash of light that overloads a target's vision. The target must make a {{5a|con}} saving throw. If it fails, the target is {{5c|blinded}} for the duration. At the end of each of its turns, the target can make a {{5a|con}} saving throw. On a success, the spell ends.<br><br />
'''''At higher levels'''''. You may use more force points to increase this power’s effects. For every 2 additional force points used, you can target an additional creature.<br />
<br />
====Force Confusion====<br />
'''Time Used''': 1 action<br><br />
'''Range''': 60 feet<br><br />
'''Cost''': 5 force points<br><br />
'''Duration''': concentration, up to 1 minute<br><br />
This power assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a {{5a|wis}} saving throw when you use this power or be affected by it.<br><br />
An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn. <br><br />
<br />
d10 Behavior <br><br />
1 The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn. <br><br />
2–6 The creature doesn't move or take actions this turn. <br><br />
7–8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. <br><br />
9–10 The creature can act and move normally. <br><br />
<br />
At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.<br><br />
'''''At higher levels'''''. You may use more force points to increase this power’s effects. For every 2 additional force points used, increase the radius by 5 feet.<br />
<br />
====Force Deflection====<br />
'''Time Used''': 1 reaction, when hit by a ranged weapon attack<br><br />
'''Range''': self<br><br />
'''Cost''': 4 force point<br><br />
'''Duration:''' instantaneous<br><br />
You can use your reaction to deflect a missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 2d10 + your {{5a|wis}} modifier + {{5a|dex}} modifier + your jedi level.<br />
<br />
====Force Destruction====<br />
'''Time Used''': 1 action<br><br />
'''Range:''' 60 feet<br><br />
'''Cost''': 12 force points<br><br />
'''Duration''': instantaneous<br><br />
Energy is discharged through your arm and hand to send a large blast at a location. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force. <br><br />
A creature targeted by this spell must make a {{5a|dex}} saving throw. On a failed save, the target and anything in a 10ft radius takes 10d4 + 50 force damage. If this damage reduces the target to 0 hit points, it is disintegrated. <br><br />
A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a {{5e|True Resurrection|''true resurrection''}} or a {{5e|Wish|''wish''}} spell. <br><br />
This spell automatically disintegrates a large or smaller nonmagical object or a creation of magical force. If the target is a huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell.<br><br />
'''''At higher levels'''''. You may use more force points to increase this power’s effects. For every 2 additional force points, the damage increases by 3d4.<br />
<br />
====Force Disarm====<br />
'''Time Used''': 1 action<br><br />
'''Range''': 10 feet<br><br />
'''Cost''': 1 force point<br><br />
'''Duration''': instantaneous<br><br />
You use the force to pull an item from an opponent's grasp. They must pass a {{5a|str}} saving throw or the weapon hurls towards you. As part of this power, you may use 1 force point to catch the item in an open hand.<br><br />
'''''At higher levels'''''. You may use more force points to increase this power’s effects. For every 2 additional force points used, you can increase the range by 5 feet. For 10 force points, you can use this on every creature within 10 feet of you.<br />
<br />
====Force Empathy====<br />
'''Time Used''': 1 action<br><br />
'''Range''': self (30 feet radius)<br><br />
'''Cost:''' 3 force points<br><br />
'''Duration''': 1 minute<br><br />
For the duration, you feel the impressions and general emotional state of certain creatures. When you use this power and as your action on each turn until the power ends, you can focus your mind on any one creature that you can see within 30 feet of you. <br><br />
You initially learn the surface emotion–confused, content, happy, nothing, and scared. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's feelings. If you probe deeper, the target must make a {{5a|wis}} saving throw. If it fails, you gain insight into what is causing this feeling. If it succeeds, the power ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an {{5a|int}} check contested by your {{5a|int}} check; if it succeeds, the power ends. <br><br />
You can also use this power to detect the presence of the emotions of creatures you can't see. When you use this power or as your action during the duration, you can search for emotions within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. Once you detect a creature in this way, you can feel its emotions for the rest of the duration as described above, even if you can't see it, but it must still be within range.<br />
<br />
====Force Fear====<br />
'''Time Used''': 1 action<br><br />
'''Range''': 30 feet<br><br />
'''Cost:''' 1 force point<br><br />
'''Duration''': concentration, up to 1 minute<br><br />
You project a phantasmal image of a creature's worst fears. The creature must succeed on a {{5a|wis}} saving throw or drop whatever it is holding and become frightened for the duration. <br><br />
While {{5c|frightened}} by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a {{5a|wis}} saving throw. On a successful save, the spell ends for that creature.<br><br />
'''''At higher levels'''''. You may use more force points to increase this power’s effects. If you spend 4 force points instead of 1, you can change the power to affect creatures in a 30 feet cone. If you spend 8 force points instead of 1, you can change the power to affect creatures in a 60 feet cone and increase the DC by 1. <br />
<br />
====Force Flight====<br />
'''Time Used''': 1 action<br><br />
'''Range''': self<br><br />
'''Cost''': 5 force points<br><br />
'''Duration''': concentration, up to 10 minutes<br><br />
You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. <br><br />
'''''At Higher Levels'''''. You may use more force points to increase this power’s effects. For every 2 additional force points used, you can target one additional creature with this power.<br />
<br />
====Freeze====<br />
'''Time Used''': 1 action<br><br />
'''Range:''' 15 feet<br><br />
'''Cost''': 5 force points<br><br />
'''Duration''': 1 rounds<br><br />
Pushing out with the force, you freeze (stun) 6 creatures in an area 10 feet long 20 ft wide, medium sized and lower, in front of you in place until the end of your next turn. Creatures in front must make a {{5a|wis}} saving throw to not be frozen. <br />
'''''At Higher Levels'''''. You may use more force points to increase this power’s effects. For every 2 additional force points used, you can increase the range by 5 feet. For 10 force points you may freeze every medium sized and lower creature in the area of effect. For every 7 force points you may freeze 1 Large and Huge sized creature. For 15 force points, you may freeze 1 Gargantuan sized creature.<br />
<br />
====Force Jump====<br />
'''Time Used''': 1 bonus action <br><br />
'''Range''': self<br><br />
'''Cost''': 1 force point<br><br />
'''Duration''': concentration, up to 1 minute<br><br />
You jumping distance is double and you gain {{5e|advantage}} on {{5a|str}} ({{5s|Athletics}}) checks when jumping.<br />
<br />
====Force Lightning====<br />
'''Time Used''': 1 action<br><br />
'''Range:''' 60 feet<br><br />
'''Cost''': 4 force points<br><br />
'''Duration''': instantaneous<br><br />
A stroke of blue energy 60 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a {{5a|dex}} saving throw. A creature takes 10d4 lightning damage on a failed save, or half as much damage on a successful one. <br />
The lightning ignites flammable objects in the area that aren’t being worn or carried.<br><br />
'''''At higher levels'''''. You may use more force points to increase this power’s effects. You may use 10 force points instead of 4 to affect multiple targets. When you use this power this way, the following takes place: You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. A target must make a {{5a|dex}} saving throw. The target takes 15d4 lightning damage on a failed save, or half as much damage on a successful one.<br><br />
In addition, however you use this power, you can use 2 force points to increase the damage by 1d4. You can do this multiple times. <br />
<br />
====Force Lightning Storm====<br />
'''Time Used''': 1 action<br><br />
'''Range''': 120 feet<br><br />
'''Cost''': 4 force points<br><br />
'''Duration''': concentration, up to 10 minutes<br><br />
A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. The power fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud). <br><br />
When you use this power, choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a {{5a|dex}} saving throw. A creature takes 6d4 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one. <br><br />
If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 2d4.<br><br />
'''''At higher levels'''''. You may use more force points to increase this power’s effects. For every 2 additional force points you use, increase the damage by 1d4.<br />
<br />
====Force Listening====<br />
'''Time Used''': 1 action<br><br />
'''Range''': self<br><br />
'''Cost''': 1 force point<br><br />
'''Duration''': 1 hour<br><br />
For the duration, you understand the literal meaning of any spoken language that you hear. Also, advantage on {{5a|wis}} ({{5s|Perception}}) checks to hear things.<br />
<br />
====Force Persuasion====<br />
'''Time Used''': 1 action<br><br />
'''Range''': 30 feet<br><br />
'''Cost''': 5 force point<br><br />
'''Duration''': 1 hour<br><br />
You attempt to charm a humanoid you can see within range. It must make a {{5a|wis}} saving throw, and does so with {{5e|advantage}} if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the power ends or until you or your companions do anything harmful to it. The {{5c|charmed}} creature regards you as a friendly acquaintance. When the power ends, the creature knows it was charmed by you.<br><br />
'''''At higher levels'''''. You may use more force points to increase this power’s effects. You may use 8 force points instead of 1 to attempt to beguile a humanoid that you can see within range. It must succeed on a {{5a|wis}} saving throw or be {{5c|charmed}} by you for the duration. If you or creatures that are friendly to you are fighting it, it has {{5e|advantage}} on the saving throw. <br><br />
While the target is {{5c|charmed}}, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. <br><br />
You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. <br><br />
Each time the target takes damage, it makes a new {{5a|wis}} saving throw against the power. If the saving throw succeeds, the power ends.<br />
<br />
====Force Phantom====<br />
'''Time Used''': 1 action<br><br />
'''Cost''': 12 force points<br><br />
'''Duration:''' concentration<br><br />
Also called Sith phantasms, these are the product of an elaborate Sith ritual that create lifelike apparitions from the siphoned Force energy of another life form, irrespective of sentience, and project them across the expanse of the cosmos. When you use this power, you create a phantom of pure force. It has hit points equal to 5 x your jedi level, proficiency in your saves and skills, and uses your ability scores. Its armor class is 13 + its {{5a|dex}} modifier. It can make one attack, dealing 4d8 force damage, using your force power attack modifier to attack. As a bonus action, you can mentally issue or change its command.<br />
<br />
====Force Pull====<br />
'''Time Used''': 1 action <br><br />
'''Range''': 30 feet<br><br />
'''Cost''': 1 force point<br><br />
'''Duration''': instantaneous<br><br />
You use the force to pull an object or creature towards. On a failed {{5a|str}} saving throw, a creature is pulled 5 feet toward you and knocked prone.<br> <br />
'''''At higher levels'''''. You may use more force points to increase this power’s effects. For every additional 2 force points used, you can pull the target an additional 5 feet. Every 5 force points used on this power increases the range by 5 feet. In addition, you may spend 5 force points instead of 1 to use this power on every creature you chose within 30 feet.<br />
<br />
====Force Rage====<br />
'''Time Used''': 1 bonus action<br><br />
'''Range''': self<br><br />
'''Cost''': 3 force points<br><br />
'''Duration:''' 1 rounds<br><br />
You tap into your innermost fears, pain and hate, or righteous fury and convert them into an intense rage. You then channel the anger to increase your own speed, {{5a|str}}, and ferocity. Your movement speed is increased by 5 x your {{5a|wis}} modifier, you gain a bonus on attack and damage rolls equal to your {{5a|wis}} and {{5a|dex}} modifier combined, and you do not provoke opportunity attacks.<br><br />
'''''At higher levels'''''. You may use more force points to increase this power’s effects. You may use an additional 4 force points and change the duration of this power up to 3 rounds.<br />
<br />
====Force Sense====<br />
'''Time Used''': 1 action<br><br />
'''Range''': 60 feet<br><br />
'''Cost''': 11 force points<br><br />
'''Duration:''' 1 hour<br><br />
You gain {{5E|Blindsight}} up to 60 feet and as a bonus action, learn a creature’s health status: 0 hp dying, 1-10 hp low, 11-50 hp medium, 51-100 hp high, and 100+ superior. <br><br />
'''''At higher levels.''''' You may use more force points to increase this power’s effects. Every 2 force points used beyond the first 10 increases the duration by 1 hour and the number of creatures’ health you can learn about increases by 1. If 20 force points are used, your sense with the force is expansive. You can feel the death of many beings dying at once, or the death of someone close on any plane. <br />
<br />
====Force Sight====<br />
'''Time Used''': 1 action<br><br />
'''Range''': self<br><br />
'''Cost''': 5 force points<br><br />
'''Duration''': 1 hour<br><br />
Your visual and spatial perception even in the dark or behind walls is enhanced. You are immune to Blindness, have {{5e|advantage}} on {{5s|Perception}} skill checks while in dark or low-light, and {{5e|advantage}} {{5s|Insight}} skill checks.<br />
<br />
====Force Slow====<br />
'''Time Used''': 1 action<br><br />
'''Range''': 30 feet<br><br />
'''Cost''': 3 force points<br><br />
'''Duration''': 1 minute<br><br />
You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a {{5a|wis}} saving throw or be affected by this power for the duration. <br><br />
An affected target's speed is halved, it takes a −2 penalty to AC and {{5a|dex}} saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn. <br><br />
If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted. <br><br />
A creature affected by this power makes another {{5a|wis}} saving throw at the end of its turn. On a successful save, the effect ends for it.<br />
<br />
====Force Speed====<br />
'''Time Used''': 1 action<br><br />
'''Range''': touch<br><br />
'''Cost:''' 5 force points<br><br />
'''Duration''': concentration, up to 1 minute<br><br />
Choose a willing creature that you can see within range. Until the power ends, the target's speed is doubled, it gains a +2 bonus to AC, it has {{5e|advantage}} on {{5a|dex}} saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. <br />
<br />
====Force Stun====<br />
'''Time Used''': 1 action <br><br />
'''Range''': 30 feet<br><br />
'''Cost''': 2 force points<br><br />
'''Duration''': 1 round<br><br />
You use the force to stun a creature. On a failed {{5a|wis}} saving throw, the creature is {{5c|stunned}} until the end of your next turn. <br><br />
'''''At higher levels'''''. You may use more force points to increase this power’s effects. For every 2 additional force points used, you can select an additional target for this power.<br />
<br />
====Force Telepathy====<br />
'''Time Used''': 1 action <br><br />
'''Range''': sight or sense presence<br><br />
'''Cost''': 10 force points<br><br />
'''Duration''': 1 minute<br><br />
You gain the ability to mentally communicate and project your thoughts over small or vast distances with other individuals. You must be able to sense the presences or see those they wish to contact.<br />
<br />
====Force Travel====<br />
'''Time Used''': 1 action<br><br />
'''Range''': self (30 feet radius)<br><br />
'''Cost''': 5 force points<br><br />
'''Duration''': instantaneous<br><br />
This power instantly transports you up to 30 ft. to a location you can see. <br><br />
'''''At higher levels'''''. You may use more force points to increase this power’s effects. You may spend 13 force points to use this power as the spell {{5e|Teleport|''teleport''}}. <br />
<br />
====Force Valor====<br />
'''Time Used''': 1 action<br><br />
'''Range''': 10 feet<br><br />
'''Cost''': 5 force points<br><br />
'''Duration''': concentration, up to 1 minute<br><br />
A light side force power that increases the resolve, accuracy, and speed of you and your allies within range. While using this force power, the benefits gained are +10 movement speed, +1 AC, and +2 bonus to weapon attack and damage rolls.<br />
<br />
====Force Choke====<br />
'''Time Used''': 1 action<br><br />
'''Range''': 15 feet<br><br />
'''Cost''': 1 force point<br><br />
'''Duration''': instantaneous<br><br />
This power allowed a Force user to telekinetically apply pressure to their opponent's organs or body, but typically is used around the throat. Make a ranged force power attack against a creature within range. On a hit, the target takes 5d4 force damage. <br><br />
'''''At higher levels'''''. You may use more force points to increase this power’s effects. For every 2 additional force points used, the damage is increased by 1d4.<br />
<br />
====Malacia====<br />
'''Time Used''': 1 action<br><br />
'''Range''': 10 feet<br><br />
'''Cost''': 2 force point<br><br />
'''Duration''': 2 rounds<br><br />
This power allows you to disorient the target through inducing a powerful dizziness and nausea. Upon a failed {{5a|con}} save, the target gets disadvantage on saving throws, attack throws, initiative, and ability throws. The target may save against this ability every turn. <br />
'''''At higher levels'''''. You may use more force points to increase this power’s effects. For every 2 additional force points used, you can spread this to 1 additional target. For 5 force points, this functions as a sleep spell.<br />
<br />
====Memory Walk====<br />
'''Time Used''': 1 action<br><br />
'''Range''': 60 feet<br><br />
'''Cost''': 2 force points<br><br />
'''Duration''': concentration, up to 1 minute<br><br />
You dig deep into a targets mind, searching for it’s worst memories and then forcing the creature to relive them. On a failed {{5a|int}} saving throw, the mental anguish deals 1d4 psychic damage. A creature may try to save against the power each turn and end this power. You may use an action on your turn to cause the memories to hurt the target again. <br><br />
'''''At higher levels'''''. You may use more force points to increase this power’s effects. For every 2 additional force points used, the damage is increased by 1d4.<br />
<br />
====Passionate Strike====<br />
'''Time Used''': 1 action<br><br />
'''Range''': 5 feet<br><br />
'''Cost''': 4 force points<br><br />
'''Duration''': instantaneous<br><br />
The force flows into you and out through your strikes. Make an attack roll, upon success, add 2D6 to your damage roll. <br />
'''''At higher levels'''''. You may use more force points to increase this power’s effects. For every 2 force points used, the damage is increased by 1d6.<br />
<br />
====Postcognition====<br />
'''Time Used''': 1 action<br><br />
'''Range''': touch<br><br />
'''Cost''': 9 force points<br><br />
'''Duration''': 1 minute<br><br />
A mental technique of picking up impressions and traces of information about the object touched and the events that have surrounded it. This power allows the user to view events as if they were there, including the sights, sounds, and feelings, both emotional and physical, that the wielder of the object experienced. This power is easier to use on personal objects that were used frequently. Objects that were used once or by several people often make the use of this power difficult, though it was still possible.<br />
<br />
====Protection Bubble====<br />
'''Time Used''': 1 action <br><br />
'''Range''': 5 ft around self<br><br />
'''Cost''': 13 force points<br><br />
'''Duration''': concentration, up to 1 minute<br><br />
You create a defensive sphere around your body that is a shimmering blue globe of energy.<br> <br />
Any spell of 5th level or lower cast from outside the barrier can't affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells.<br><br />
In addition, you have resistance to all damage.<br><br />
'''''At higher levels'''''. You may use more force points to increase this power’s effects. For every 2 additional force points used, the bubble blocks spells one level higher.<br />
<br />
====Rend====<br />
'''Time Used''': 1 action <br><br />
'''Range''': touch<br><br />
'''Cost''': 5 force points<br><br />
'''Duration:''' instantaneous<br><br />
This power is typical of the dark side pushes and pulls a single target, be it creature or object, in two different directions simultaneously. On a failed {{5a|con}} saving throw, the target takes 10d4 force damage. If a creature is killed by this power, it can only be brought back to life by a {{5e|Resurrection|''resurrection''}} or {{5e|True Resurrection|''true resurrection''}} spell.<br><br />
'''''At higher levels'''''. You may use more force points to increase this power’s effects. For every 2 additional force points used, the damage is increased by 1d4.<br />
<br />
====Revitalize====<br />
'''Time Used''': 1 action <br><br />
'''Range''': touch<br><br />
'''Cost''': 0 force points<br><br />
'''Duration''': instantaneous<br><br />
You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.<br />
'''''At higher levels'''''. You may use more force points to increase this power’s effects. For 2 force points, revitalize can remove 1 exhaustion level. Every 2 additional force points removed can remove an additional exhaustion level.<br />
<br />
====Saber Throw====<br />
'''Time Used''': 1 action <br><br />
'''Range''': 20 feet<br><br />
'''Cost''': 0 force points<br><br />
'''Duration''': instantaneous<br><br />
Throwing your saber ahead of you, you make a ranged attack, upon success, roll lightsaber damage. <br />
'''''At higher levels'''''. You may use more force points to increase this power’s effects. Spending 5 force points your attack is applied to all creatures 30 ft ahead, 5ft wide in front of you.<br />
<br />
====Sever Force====<br />
'''Time Used''': 1 action <br><br />
'''Range''': 30 feet<br><br />
'''Cost''': 5 force points<br><br />
'''Duration''': concentration, up to 5 rounds<br><br />
Using the force you sever a creature's connection to magic or the force. Upon a {{5a|wis}} save failure, this creature is no longer able to access the magic or force needed to use its powers. The creature makes a wisdom save every round until the power ends. Upon success, the spell ends. <br />
'''''At higher levels'''''. You may use more force points to increase this power’s effects. Spending 10 force points you may increase the duration to up to 1 minute.<br />
<br />
====Transfer essence====<br />
'''Time Used''': 1 hour<br><br />
'''Range''': touch<br><br />
'''Cost''': 15 force points<br><br />
'''Duration''': instantaneous<br><br />
This power grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside a sealed vessel and grows to full size and maturity after 120 days; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed. <br><br />
At any time after the clone matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original's equipment. The original creature's physical remains, if they still exist, become inert and can't thereafter be restored to life, since the creature's soul is elsewhere.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the jedi class, you must meet these prerequisites: {{5a|wis}} score 13.<br />
<br />
'''Proficiencies.''' When you multiclass into the jedi class, you gain the following proficiencies: Simple weapons, and one skill from the list of class choices.<br />
<br />
{{Copyright Disclaimer|owner=The Walt Disney Company|franchise=Star Wars}}<br />
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{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Star Wars]]</div>FlickerTheFlareonhttps://www.dandwiki.com/w/index.php?title=Talk:Lightsabers_(5e_Equipment)&diff=1438117Talk:Lightsabers (5e Equipment)2021-02-12T11:24:32Z<p>FlickerTheFlareon: </p>
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<div>Why is this so weak? The damage should be so ridiculously high it couldn’t work in a campaign not specifically designed to handle it somewhere in the neighborhood of 10d10. This has potential but needs modifications. {{Unsigned|Darth Vader}}<br />
:I didn't make this page, but... why? You can kill someone instantly with it if it were real, but that's true for almost every weapon. One solid hit to the neck with even a dagger can kill someone in seconds; a mere club hitting the back of the head can be lethal.<br />
:I'm not a huge Star Wars fan, but I'm aware a canonical lightsaber can sever the limb of an unarmored man fairly easily. I'm also aware it took a man wielding one quite some time to slice through a solid metal door that was a foot or two think. To me it sounds like a {{5e|Vorpal Sword}}. 10d10 is like a fiery explosion inside your brain with every swing. <br />
:All that said, there's already [[Lightsaber (5e Equipment)|a previous version]] which seems closer to your preference. - [[User:Guy|Guy]] ([[User talk:Guy|talk]]) 18:18, 3 July 2018 (MDT)<br />
::As Guy said it really isn't necessary to go crazy damage like that. When you consider a commoner NPC has maybe 6 hit points and this weapon is designed to do 4.5+ability score damage on average with lowest damage option (shortsaber) it shouldn't be hard to kill a commoner with one hit. With the idea that all hit points beyond the first HD being stamina or endurance, I sure would hope higher level adversaries could duck, dodge, dip, dive and ...dodge! their way from a lightsaber-for fantasy purposes anyways. Between no damage type and an increased die type for damage of a weapon of similar properties, the lightsabers are stronger. The design disclaimer helps explains this, or so I hope. Anyway, hope the two responses help. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 19:28, 3 July 2018 (MDT)<br />
My point is that even if you are just grazed with a lightsaber your done combat is over for you unless you are on the ground with a blaster being defended from melee attacks. I’m just suggesting that the damage should and I think would be “like a fiery explosion inside your head with every swing” based on how they are portrayed in the movies... An example being in The Force Awakens FN-2187 was just barely grazed across his back and was out for hours with the minimal injury possibly exercised with Kylo Rens saber. I just don’t see how it’s possible a CR2 creature could survive melee with a lightsaber wielder. [[User:Darth Vader|Darth Vader]] ([[User talk:Darth Vader|talk]]) 16:18, 4 July 2018 (MDT)<br />
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I also realize I never addressed the man taking quite some time to cut through a door issue so I should probably do that to... If you go back and rewatch the prequel trilogy it is indicated that the doors are made specifically for the purpose of stopping Jedi. The VERY VERY VERY rich commerce guild had the resources to take such seemingly extreme lengths as to design and build them. But as we saw even that couldn’t stop the weapon. I’m not saying your weapon design here isn’t good but with its damage level it might be better to just call it an energy blade or improved Sun Blade. [[User:Darth Vader|Darth Vader]] ([[User talk:Darth Vader|talk]]) 16:25, 4 July 2018 (MDT)<br />
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I know my comments probably seems exsesive and nitpicking but as my name would imply I am a Star Wars nerd and as such am fairly familiar with lightsabers and just don’t see that power being able to be reflected in dnd without making the pcs/npcs wielding them totally op with extreme dmg capacity I know 10d10 COULD give you a hundred dmg but it could give you ten (barely enough to kill a goblin) [[User:Darth Vader|Darth Vader]] ([[User talk:Darth Vader|talk]]) 16:58, 4 July 2018 (MDT)<br />
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:what about that time the dude lost an arm and then cried on and on about it. A nick from a lightsaber doesn’t mean instant death. With all things fictional, sacrificing some canonical aspects for playability in homebrew occurs. There’s another page already referenced if you want something that decimated what it hits. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 20:10, 4 July 2018 (MDT)<br />
<br />
== Subpage vs Equipment page ==<br />
<br />
In case it is wondered or new users ask, I placed these items here because I know the issues with mixed weapon properties and the damage on them is higher than normal. I wish to avoid any arguments and having to justify my take for these weapons. If '''Honour Guard''' was to say these items were okay, I'd love them moved in order to have breadcrumbs so anyone could find them more easily. Until then, I am quite happy leaving the work here as I prepare my jedi class that I've been working on. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 10:08, 2 March 2018 (MST)<br />
<br />
== Canon vs Balance struggle ==<br />
<br />
The other property I came across when reading UA Mystic was this: <br><br />
'''Phantom Knife'''<br><br />
Starting at 14th level, you can make an attack that phases through most defenses. As an action, you can make one attack with your soul knife. Treat the target’s AC as 10 against this attack, regardless of the target’s actual AC. <br><br />
I feel this is a great property for the canon of lightsabers but would ruin this design as is. I've considered lowering all the damage by a die type to throw this property onto the weapons. but torn. There's a lot of discussion on Design Disclaimer, I don't want to abuse the template just for the sake of canon. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 13:09, 3 July 2018 (MDT)<br />
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== Additions ==<br />
<br />
I added the lightsaber Pike, and changed daulsaber to Double bladed lightsaber, and short to shoto as these are the correct names of the weapons [[User:AriaVehemente|AriaVehemente]]<br />
:also added in the optional effects to give players and DMs some unique ways to play<br />
<br />
::cool stuff. I updated the folding hilt for a mechanical purpose. If the other "optional effects" could be done the same way, that'd be great. {{User:BigShotFancyMan/autosig}} 22:31, 18 December 2019 (MST)<br />
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::: That's actually a check I didn't think about, ill add it too some like the cane {{unsigned|AriaVehemente}}<br />
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::::Once I get motivation to edit again I'll show you what I mean. {{User:BigShotFancyMan/autosig}} 21:58, 15 January 2020 (MST)<br />
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<br />
== Message from Flicker the Flareon ==<br />
<br />
I ''love'' Star Wars and I'm playing in a SW5E campaign. Thank you for making this page! I have no idea how I would've made my character's Saberstaff without it.<br />
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[[User:FlickerTheFlareon|FlickerTheFlareon]] ([[User talk:FlickerTheFlareon|talk]]) 04:24, 12 February 2021 (MST)</div>FlickerTheFlareonhttps://www.dandwiki.com/w/index.php?title=Lightsabers_(5e_Equipment)&diff=1438115Lightsabers (5e Equipment)2021-02-12T11:16:49Z<p>FlickerTheFlareon: </p>
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<div>{{designdisclaimer|5th Edition|This weapon should be discussed before being used. It combines weapon properties not typically associated with one another. In addition, there is no damage type associated with this weapon and it also has a penalty if you wield without proficiency-another design choice that sets this apart from 5th Edition precedent.}}<br />
==Lightsabers==<br />
{| class="5e"<br />
! Weapon !! style="text-align: left;" | Rarity || Damage || Weight || Properties<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Lightsaber || style="text-align: left;" | Uncommon || 1d10 || 2 lbs. || [[5e SRD:Weapon Properties|Finesse]], [[5e SRD:Weapon Properties|Versatile (2d6)]], [[5e SRD:Weapon Properties|Special]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Shoto Lightsaber || style="text-align: left;" | Uncommon || 1d8 || 1.5 lbs. || [[5e SRD:Weapon Properties|Finesse]], [[5e SRD:Weapon Properties|Light]], [[5e SRD:Weapon Properties|Versatile (1d10)]], [[5e SRD:Weapon Properties|Special]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Double-bladed Lightsaber || style="text-align: left;" | Uncommon || 1d8/1d8 || 4 lbs. || [[5e SRD:Weapon Properties|Finesse]], [[5e SRD:Weapon Properties|Two-Handed]], [[5e SRD:Weapon Properties|Special]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Lightsaber Pike || style="text-align: left;" | Uncommon || 1d10 || 6 lbs. || [[5e SRD:Weapon Properties|Finesse]], [[5e SRD:Weapon Properties|Two-Handed]], [[5e SRD:Weapon Properties|Reach]], [[5e SRD:Weapon Properties|Special]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|}<br />
A beam of energy no bigger than the blade of a sword emits from a metal hilt. This energy is created from a crystal inside the hilt that the jedi know how to make. A switch allows the wielder to turn the weapon on or off. A low humming is produced by a lightsaber and as it is waved and moved through the air the pitch and tone will change. A loud cackle is made whenever a lightsaber strikes another object. <br><br />
'''Special'''. If the wielder is not proficient with this weapon, they have disadvantage on their attack rolls. In addition, lightsabers don't deal a type of damage. The damage cannot be resisted.<br />
<br />
===Optional Features===<br />
While some of these are mainly just for flavor, you and your DM might find unique ways to use them.<br />
<br />
'''Folding Hilt'''<br />
<br />
Your double-bladed lightsaber has a hinge in the middle like Jedi temple guards allowing it to be less identifiable and easier to carry. You can use a bonus action to fold or unfold the lightsaber. While folded, you have advantage on skill checks to conceal your lightsaber.<br />
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'''One-Sided'''<br />
<br />
When you ignite your double-bladed lightsaber you only ignite one side of it. the other side can be ignited as a bonus action. '''(Optional DM effect:''' igniting the second blade could startle an enemy)<br />
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'''Slider hilt'''<br />
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Your double-bladed lightsaber has a special switch in the middle of it allowing you to go from a double-bladed lightsaber to two single-bladed lightsabers. Switches as a bonus action.<br />
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'''Expanding handle'''<br />
<br />
Your lightsaber hilt has a collapsible component on the end of it, at a press of a button you can change from one-handed to two-handed combat. Expanding the hilt is a bonus action. '''(Optional DM effect:''' Expanding the hilt could startle an enemy, or do 1d4 bludgeoning damage if expanded near a target.)<br />
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'''Cane'''<br />
<br />
Your lightsaber may be built into the top of a cane, this would again make it disguisable. While unactivated, you have advantage on checks to inspect your cane.<br />
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'''Curved hilt'''<br />
<br />
Your lightsaber's hilt is slightly curved.<br />
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'''Kyber Crystal Color Matters'''<br />
<br />
Use this rule if you want the color of kyber crystals to impact gameplay. Each kind of crystal has a different cost and effect. If the crystal has a cost of 100 gp or greater, roll a d100 if someone tried to find such a crystal for sale. If you roll a 70 or lower, it's not for sale.<br />
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''Green Kyber Crystal.'' This is the basic lightsaber color. It costs 20 gp. The green crystal has no special effect.<br />
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''Light Blue Kyber Crystal.'' The lightsaber of a famous Jedi named Obi-Wan Kenobi was light blue. You gain a +2 bonus to attack rolls if your lightsaber has a light blue kyber crystal. This crystal costs 50 gp.<br />
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''Dark Blue Kyber Crystal.'' This crystal gives an elegant, indigo blade of plasma. You have a +2 to all damage rolls while wielding this kind of lightsaber. This crystal costs 70 gp.<br />
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''Red Kyber Crystal.'' The basic color for a Sith lightsaber. You gain a -2 cost in force points to all dark side force powers. This crystal costs 30 gp.<br />
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''Purple Kyber Crystal.'' This color is unusual. You gain a -2 cost in force points to all force powers. This crystal costs 100 gp.<br />
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''White Kyber Crystal.'' This crystal is unique and quite hard to find. You gain a +2 to attack and damage rolls made with your lightsaber if it has a white kyber crystal. This crystal costs 3000 gp.<br />
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''Black Kyber Crystal.'' Many believe the legendery artifact called the ''Darksaber'' to be a myth, but it is not. Black kyber crystals actually exist. While wielding a lightsaber with a black kyber crystal, you gain a +2 to AC. This kind of kyber crystal isn't normally found for sale.<br />
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{{Copyright Disclaimer|owner=The Walt Disney Company|franchise=Star Wars}}<br />
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{{5e Equipment Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Weapon]]<br />
[[Category:Star Wars]]<br />
[[Category:Futuristic]]<br />
[[Category:Equipment]]<br />
[[Category:List]]</div>FlickerTheFlareonhttps://www.dandwiki.com/w/index.php?title=User:FlickerTheFlareon&diff=1438099User:FlickerTheFlareon2021-02-12T09:16:11Z<p>FlickerTheFlareon: /* D100 Art Objects for you to find (WIP) */</p>
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<div>===Who I am===<br />
Hi! I'm Flicker! I love Pokemon and Animal Jam. I also love Flareons! Other things I like are ''Star Wars'', ''Harry Potter'', and the video game ''Transformice Adventures''. <br />
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I am a DM and my AJ user is Pinguthepenguin18.<br />
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====My Characters====<br />
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Julie- 10th level high elf rogue, has an awakened hippogriff buddy named Aragorn after the novel character. Black hair and green eyes, intelligence 17 (Julie is as smart as a ''beholder''!)<br />
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Alydia- 8th level drow gunslinger, has a pet mechatressym called Caliope.<br />
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Flicker- 1st level sorcerer, 6th level shadow monk, fire vee, casts loads of fire bolts. Julie's apprentice. My user was named after her!<br />
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Petro- 6th level ranger, half-avariel (avariel are winged elves), has a griffon mount called Platinum.<br />
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===What I work on===<br />
Here's one of the pages where I pulled my weight: [[Vee (5e Race)]]<br />
My custom race: [[Blessed Vee (5e Race)]]<br />
Also, if someone not logged in is editing my pages, that's probably me.<br />
<br />
====Supreme "Pokétrainer" Build!====<br />
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First, get forest gnome for your race. Then, pick the druid class, get 3 levels, multiclass in ranger with 4 levels over there in beast master, and pick a panther companion. Voila, an Incineroar! Use forest gnome abillity to befriend a rat (more like a Rattata!) and then multiclass 3 levels in artificer, battle smith. Make your steel defender be...a Rotom! Take Magic Initiate and get Find Familiar, then pick a quipper, and you got a Magikarp! You now have 4 Pokémon-like creatures of average power. The panther deals damage, the rat can spy on others, the defender can give you advantage, and the quipper is, well, just cute. Druid is optional and just for flavor. You can also try to befriend an arctic fox for an Alolan Vulpix.<br />
<br />
===Mawyo Race===<br />
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The Mawyo are mysterious, cat-like humanoids inhabiting the Eastern-themed world of Loalia. There are two kinds of Mawyo, Skrealian and Leolan. Skrealia and Leola are two continents on Loalia. Skrealian Mawyo are more focused on Yoga and Tai Chi. Leolan Mawyo are more focused on Karate and other martial arts. Skrealian Mawyo have ears that start at the top of their heads and end where a human's ears would start. Leolan Mawyo have ears that look like oversized, furry elf ones with their tips curled upwards.<br />
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<br />
Skrealian Mawyo typically have white fur and Leolan ones have golden fur. Each region of Loalia has a deity. Skrea is the moon goddess of Skrealia, and Leo is the sun god of Leola.<br />
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The cities of Skrealia are Kalia, Kaopolis, Laria, Karo City, and Kreo. <br />
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The cities of Leola are Racryss, Aari, Kredase, Saro City, and Salyss.<br />
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When a Skrealian Mawyo is born with a crescent moon on their tailtip they are known as a Child of Skrea. When a Leolan Mawyo is born with a mane, he (this happens only on males) is known as a Son of Leo.<br />
<br />
Skrealian Mawyo wear long, waving clothing and go barefoot. This symbolizes freedom. Leolan Mawyo wear tight, rigid clothing that is still large enough to allow the legs to move properly and always wear heavy boots. This symbolizes honor and tradition.<br />
<br />
====Mawyo Racial Traits====<br />
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Mawyo, the gracious cat-people of Loalia.<br />
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{{5e Racial Traits<br />
|abilities=Your {{5a|cha}} score increases by 1.<br />
|age=Mawyo are quite long-lived, their usual lifespan being about 600 years.<br />
|alignment=Skrealian Mawyo love freedom and are usually chaotic good. Leolan Mawyo are bound to a code of honor and tradition in battle and generally lack compassion, tending toward lawful neutral and lawful evil.<br />
|size=Skrealian Mawyo are tall and willowy, reaching even 7 feet. Leolan Mawyo are sturdy and slightly shorter, averaging about 5 feet. Your size is Medium.<br />
|speed=You have a walking speed of 30 feet. You also have a climbing speed of 20 feet while your claws are unsheathed.<br />
|languages=You can speak, read, and write Common, Mawyo, and one other language of your choice. Mawyo has several words that sound like gibberish to those that do not know it.<br />
|trait1=Claws<br />
|description1=Your paws have claws. When you make an unarmed strike using one of your paws with your claws unsheathed, you deal an extra 1d6 slashing damage. Sheathing your claws or unsheathing them does not take an action.<br />
<br />
}}<br />
<br />
===D100 Art Objects for you to find (WIP)===<br />
<br />
1. A shortsword/longsword/scimitar scabbard made from artificial leopard fur. The scabbard is studded with chunks of sapphire. This scabbard belongs to an aprentice sorcerer.<br />
<br />
2. A beautiful, fluffy choker with a pearl. The choker can also serve as a winter scarf. This choker was made by a queen for her 10-year old daughter.<br />
<br />
3. A golden statuette of a fox. The statuette was crafted as a gift to an elven queen.<br />
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4. A silver locket shaped like a heart. Inside is the portrait of a male arcanaloth. If you speak to the portrait, the arcanaloth depicted smiles, his eyes filled with melancholy. This locket was crafted by the arcanaloth depicted for his lover, a female rakshasa. <br />
<br />
5. A large rug. It's so soft, it can double as a large blanket. This blanket was made by a half-elf hunter for his husky dog.<br />
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6. A beautiful portrait of a Tabaxi with black fur and green eyes. The name "Night" is written at the bottom of the canvas with blue ink.<br />
<br />
===What I want===<br />
<br />
~Hope you get through the pandemic!</div>FlickerTheFlareonhttps://www.dandwiki.com/w/index.php?title=User:FlickerTheFlareon&diff=1438097User:FlickerTheFlareon2021-02-12T09:12:46Z<p>FlickerTheFlareon: /* Mawyo Race */</p>
<hr />
<div>===Who I am===<br />
Hi! I'm Flicker! I love Pokemon and Animal Jam. I also love Flareons! Other things I like are ''Star Wars'', ''Harry Potter'', and the video game ''Transformice Adventures''. <br />
<br />
I am a DM and my AJ user is Pinguthepenguin18.<br />
<br />
====My Characters====<br />
<br />
Julie- 10th level high elf rogue, has an awakened hippogriff buddy named Aragorn after the novel character. Black hair and green eyes, intelligence 17 (Julie is as smart as a ''beholder''!)<br />
<br />
Alydia- 8th level drow gunslinger, has a pet mechatressym called Caliope.<br />
<br />
Flicker- 1st level sorcerer, 6th level shadow monk, fire vee, casts loads of fire bolts. Julie's apprentice. My user was named after her!<br />
<br />
Petro- 6th level ranger, half-avariel (avariel are winged elves), has a griffon mount called Platinum.<br />
<br />
===What I work on===<br />
Here's one of the pages where I pulled my weight: [[Vee (5e Race)]]<br />
My custom race: [[Blessed Vee (5e Race)]]<br />
Also, if someone not logged in is editing my pages, that's probably me.<br />
<br />
====Supreme "Pokétrainer" Build!====<br />
<br />
First, get forest gnome for your race. Then, pick the druid class, get 3 levels, multiclass in ranger with 4 levels over there in beast master, and pick a panther companion. Voila, an Incineroar! Use forest gnome abillity to befriend a rat (more like a Rattata!) and then multiclass 3 levels in artificer, battle smith. Make your steel defender be...a Rotom! Take Magic Initiate and get Find Familiar, then pick a quipper, and you got a Magikarp! You now have 4 Pokémon-like creatures of average power. The panther deals damage, the rat can spy on others, the defender can give you advantage, and the quipper is, well, just cute. Druid is optional and just for flavor. You can also try to befriend an arctic fox for an Alolan Vulpix.<br />
<br />
===Mawyo Race===<br />
<br />
<br />
The Mawyo are mysterious, cat-like humanoids inhabiting the Eastern-themed world of Loalia. There are two kinds of Mawyo, Skrealian and Leolan. Skrealia and Leola are two continents on Loalia. Skrealian Mawyo are more focused on Yoga and Tai Chi. Leolan Mawyo are more focused on Karate and other martial arts. Skrealian Mawyo have ears that start at the top of their heads and end where a human's ears would start. Leolan Mawyo have ears that look like oversized, furry elf ones with their tips curled upwards.<br />
<br />
<br />
Skrealian Mawyo typically have white fur and Leolan ones have golden fur. Each region of Loalia has a deity. Skrea is the moon goddess of Skrealia, and Leo is the sun god of Leola.<br />
<br />
The cities of Skrealia are Kalia, Kaopolis, Laria, Karo City, and Kreo. <br />
<br />
The cities of Leola are Racryss, Aari, Kredase, Saro City, and Salyss.<br />
<br />
When a Skrealian Mawyo is born with a crescent moon on their tailtip they are known as a Child of Skrea. When a Leolan Mawyo is born with a mane, he (this happens only on males) is known as a Son of Leo.<br />
<br />
Skrealian Mawyo wear long, waving clothing and go barefoot. This symbolizes freedom. Leolan Mawyo wear tight, rigid clothing that is still large enough to allow the legs to move properly and always wear heavy boots. This symbolizes honor and tradition.<br />
<br />
====Mawyo Racial Traits====<br />
<br />
Mawyo, the gracious cat-people of Loalia.<br />
<br />
{{5e Racial Traits<br />
|abilities=Your {{5a|cha}} score increases by 1.<br />
|age=Mawyo are quite long-lived, their usual lifespan being about 600 years.<br />
|alignment=Skrealian Mawyo love freedom and are usually chaotic good. Leolan Mawyo are bound to a code of honor and tradition in battle and generally lack compassion, tending toward lawful neutral and lawful evil.<br />
|size=Skrealian Mawyo are tall and willowy, reaching even 7 feet. Leolan Mawyo are sturdy and slightly shorter, averaging about 5 feet. Your size is Medium.<br />
|speed=You have a walking speed of 30 feet. You also have a climbing speed of 20 feet while your claws are unsheathed.<br />
|languages=You can speak, read, and write Common, Mawyo, and one other language of your choice. Mawyo has several words that sound like gibberish to those that do not know it.<br />
|trait1=Claws<br />
|description1=Your paws have claws. When you make an unarmed strike using one of your paws with your claws unsheathed, you deal an extra 1d6 slashing damage. Sheathing your claws or unsheathing them does not take an action.<br />
<br />
}}<br />
<br />
====D100 Art Objects for you to find (WIP)====<br />
<br />
1. A shortsword/longsword/scimitar scabbard made from artificial leopard fur. The scabbard is studded with chunks of sapphire. This scabbard belongs to an aprentice sorcerer.<br />
<br />
2. A beautiful, fluffy choker with a pearl. The choker can also serve as a winter scarf. This choker was made by a queen for her 10-year old daughter.<br />
<br />
3. A golden statuette of a fox. The statuette was crafted as a gift to an elven queen.<br />
<br />
4. A silver locket shaped like a heart. Inside is the portrait of a male arcanaloth. If you speak to the portrait, the arcanaloth depicted smiles, his eyes filled with melancholy. This locket was crafted by the arcanaloth depicted for his lover, a female rakshasa. <br />
<br />
5. A large rug. It's so soft, it can double as a large blanket. This blanket was made by a half-elf hunter for his husky dog.<br />
<br />
===What I want===<br />
<br />
~Hope you get through the pandemic!</div>FlickerTheFlareonhttps://www.dandwiki.com/w/index.php?title=User:FlickerTheFlareon&diff=1438092User:FlickerTheFlareon2021-02-12T08:56:22Z<p>FlickerTheFlareon: /* Mawyo Race */</p>
<hr />
<div>===Who I am===<br />
Hi! I'm Flicker! I love Pokemon and Animal Jam. I also love Flareons! Other things I like are ''Star Wars'', ''Harry Potter'', and the video game ''Transformice Adventures''. <br />
<br />
I am a DM and my AJ user is Pinguthepenguin18.<br />
<br />
====My Characters====<br />
<br />
Julie- 10th level high elf rogue, has an awakened hippogriff buddy named Aragorn after the novel character. Black hair and green eyes, intelligence 17 (Julie is as smart as a ''beholder''!)<br />
<br />
Alydia- 8th level drow gunslinger, has a pet mechatressym called Caliope.<br />
<br />
Flicker- 1st level sorcerer, 6th level shadow monk, fire vee, casts loads of fire bolts. Julie's apprentice. My user was named after her!<br />
<br />
Petro- 6th level ranger, half-avariel (avariel are winged elves), has a griffon mount called Platinum.<br />
<br />
===What I work on===<br />
Here's one of the pages where I pulled my weight: [[Vee (5e Race)]]<br />
My custom race: [[Blessed Vee (5e Race)]]<br />
Also, if someone not logged in is editing my pages, that's probably me.<br />
<br />
====Supreme "Pokétrainer" Build!====<br />
<br />
First, get forest gnome for your race. Then, pick the druid class, get 3 levels, multiclass in ranger with 4 levels over there in beast master, and pick a panther companion. Voila, an Incineroar! Use forest gnome abillity to befriend a rat (more like a Rattata!) and then multiclass 3 levels in artificer, battle smith. Make your steel defender be...a Rotom! Take Magic Initiate and get Find Familiar, then pick a quipper, and you got a Magikarp! You now have 4 Pokémon-like creatures of average power. The panther deals damage, the rat can spy on others, the defender can give you advantage, and the quipper is, well, just cute. Druid is optional and just for flavor. You can also try to befriend an arctic fox for an Alolan Vulpix.<br />
<br />
====Mawyo Race====<br />
<br />
<br />
The Mawyo are mysterious, cat-like humanoids inhabiting the Eastern-themed world of Loalia. There are two kinds of Mawyo, Skrealian and Leolan. Skrealia and Leola are two continents on Loalia. Skrealian Mawyo are more focused on Yoga and Tai Chi. Leolan Mawyo are more focused on Karate and other martial arts. Skrealian Mawyo have ears that start at the top of their heads and end where a human's ears would start. Leolan Mawyo have ears that look like oversized, furry elf ones with their tips curled upwards.<br />
<br />
<br />
Skrealian Mawyo typically have white fur and Leolan ones have golden fur. Each region of Loalia has a deity. Skrea is the moon goddess of Skrealia, and Leo is the sun god of Leola.<br />
<br />
The cities of Skrealia are Kalia, Kaopolis, Laria, Karo City, and Kreo. <br />
<br />
The cities of Leola are Racryss, Aari, Kredase, Saro City, and Salyss.<br />
<br />
When a Skrealian Mawyo is born with a crescent moon on their tailtip they are known as a Child of Skrea. When a Leolan Mawyo is born with a mane, he (this happens only on males) is known as a Son of Leo.<br />
<br />
Skrealian Mawyo wear long, waving clothing and go barefoot. This symbolizes freedom. Leolan Mawyo wear tight, rigid clothing that is still large enough to allow the legs to move properly and always wear heavy boots. This symbolizes honor and tradition.<br />
<br />
====D100 Art Objects for you to find (WIP)====<br />
<br />
1. A shortsword/longsword/scimitar scabbard made from artificial leopard fur. The scabbard is studded with chunks of sapphire. This scabbard belongs to an aprentice sorcerer.<br />
<br />
2. A beautiful, fluffy choker with a pearl. The choker can also serve as a winter scarf. This choker was made by a queen for her 10-year old daughter.<br />
<br />
3. A golden statuette of a fox. The statuette was crafted as a gift to an elven queen.<br />
<br />
4. A silver locket shaped like a heart. Inside is the portrait of a male arcanaloth. If you speak to the portrait, the arcanaloth depicted smiles, his eyes filled with melancholy. This locket was crafted by the arcanaloth depicted for his lover, a female rakshasa. <br />
<br />
5. A large rug. It's so soft, it can double as a large blanket. This blanket was made by a half-elf hunter for his husky dog.<br />
<br />
===What I want===<br />
<br />
~Hope you get through the pandemic!</div>FlickerTheFlareonhttps://www.dandwiki.com/w/index.php?title=Your_Friendly_Guide_to_Deicide_(DnD_Other)&diff=1438088Your Friendly Guide to Deicide (DnD Other)2021-02-12T08:42:03Z<p>FlickerTheFlareon: /* Beating them in a Game */</p>
<hr />
<div>=Your Friendly Guide to Deicide=<br />
<br />
{| class="5e" style="float:right" border=1 cellpadding=2 cellspacing=2<br />
!https://s-media-cache-ak0.pinimg.com/564x/a7/bc/1b/a7bc1bf26c1bbe5b4a0b4169a4e879e4.jpg<br />
|-<br />
|''"It is done"'' -Elspeth [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=380395 kills] the God of Revels.<br />
|}<br />
<br />
So, lets say that (and this is not from any experience from any campaign… really) that you are the mighty and terrible barbarian Ben the Bloodthirsty in an all evil campaign. Let’s say that some old priest of Pelor says, “The only thing to fear is fear itself” right before you smash his face in with your mace. Now, this is a predicament to you because BEN THE BLOODTHIRSTY FEARS NOTHING, and while you would much like to throttle fear with your bulging biceps, one of your party members reminds you that fear is just a concept with no puny neck for you to throttle. <br />
<br />
So you decide to go for the next best thing and kill Bane instead, much to the annoyance of your DM who now has to come up with some convoluted quest to get a holy sword of Torm or something, to fight Bane at wherever he is, all while satisfying that one guy in the party who actually read the Forgotten Realms’ books and speaks up when things differ from cannon (I hate you Evan).<br />
<br />
But really, how do you kill a god? <br />
<br />
Well let’s go through some possibilities shall we?<br />
<br />
==The Sword of Convenient Plot Purposes==<br />
<br />
One of the most clichéd ways to kill a god (but one of the simplest), this is when you and your chums go after some sort of artifact (usually of a rival of the god your trying to kill) and kick some divine butt. It could also be a artifact that represents the gods power, which when destroyed either kills the god, or weakens them to the point where they can be fought and killed. Of course there’s always the question of… “Wait, if this artifact already existed for millennia, why didn’t someone use/destroy it already.” Now the simple answer would be “Shut up, Evan” but we’re a good DM so we’ll come up with excuses.<br />
<br />
1. '''The weapon is really difficult to get.''' <br />
<br />
Doesn’t explain why another god didn’t just swoop down and get it, so you’ll have to say “well, they can’t because that's just how god’s work”, or add a few more "really"s.<br />
<br />
2. '''Killing a god has a price.''' <br />
<br />
For example, the killer dies too. Or you become the new god of whatever it was the sucker you killed did. Cool if it’s Tyr or something… less cool if it’s Wastri.<br />
<br />
3. '''It’s a new artifact that you need to create.''' <br />
<br />
A bit better at defending, especially when you throw prophesy in the mix. If you can only mix the poison when the planets align and you have the blood of the chosen one... that's difficult to do at any other time.<br />
<br />
<br />
==Belief Killing==<br />
<br />
If your gods are more wishy washy astral things fed off the beliefs of mortals, might I suggest killing their source of belief? While this could go into uncomfortable territory (as Ben tried to enact genocide onto believers of Bane) you could also pull it off not by killing believers, just making them lose faith in their deity. It’s also a nice touch as it allows you to start killing a deity from a lower level, as every argument/sacrilege is a step toward killing your celestial foe. Here are some ways to do so.<br />
<br />
1. '''Destroying Proof'''<br />
<br />
Yes this will lead you on a quest to destroy the god's artifact like above, but it’s different as you're not destroying the artifact to directly hurt the god, you're destroying it so it can’t be seen on earth, one less proof of the gods existence. <br />
<br />
2. '''Portfolio Shredding'''<br />
<br />
So gods are pretty much the logos of the stuff in their portfolios, like Pelor with the Sun, Lolth with Drow, Mickey Mouse with Disney. So all you need is to take that stuffed portfolio of things and dump them into another god and Presto! you have a god that stands for nothing... and likely doesn't get prayed much to. <br />
<br />
3. '''Magic'''<br />
<br />
Similar to "The Sword of Convenient Plot Purposes" this is just a spell that makes everyone forget the gods existence, slowly starving the god to death.<br />
<br />
4. '''Arguing'''<br />
<br />
This might be one of the most humorous and fun ways to kill a god. Spend the entire campaign going to pilgrimage sites of the god and arguing that they A. Don't exist, or B. They've been killed off. Either way, it would probably be an interesting campaign based on running away from monsters the supposedly non-existing deity sends at you.<br />
<br />
5. '''Genocide'''<br />
<br />
Pretty simple, kill all the followers. The least favored way to do it, in my humble opinion, as it leaves a bad taste in my mouth regardless if it's "just a game" (and I would know, I've been a cannibal in one campaign but even I have standards). However, it is an option so here it is, no believers, no belief, no god.<br />
<br />
==Beating them in a Game==<br />
<br />
Probably, one of the more interesting ways to "kill" a god, beating them in a bet and winning their powers is possible. <br />
<br />
According to sources (Evan and WIki) this is how Bane, Bhaal and Myrkle got their powers, by playing bowling with Jergal, god of death at the time (I can't make this up). Maybe you beat them in cards, or if your classy chess. Or maybe you play D and D with them, staring a new campaign with your characters from the previous campaign attaining godhood at the end... Wow... layers.<br />
<br />
If you've always liked gods being laid back bros and brodettes, this is for you.<br />
<br />
==Starting a God War==<br />
<br />
''Warning: Do not try this is your Charisma is 19 or lower!''<br />
<br />
So, if you're so charming, why not start a god war? Go to your favourite god somehow (plane shift is a good option!) and- No no no no, wait, wrong words. Please- umm, forget everything after "why not start a god war?". Okay. Now, first you must wear some sort of awesome disguise (True Polymorph works) and defile an altar of the god you want to fight the other god. Then set the defiled altar up as an altar to the god you want to kill. Then un-Polymorph yourself and yell "My lord/lady! What happened to your holy site of worship? I think it was a cultist of (insert god you want to kill)!"<br />
<br />
Then wait for the deity to just start a war! Polymorph yourself into a Planetar from the deity's army, then just lead the charge! If the god dies you might become the new god of the dead one's domain for your heroic deeds! Celestial bards will sing of your bravery. <br />
<br />
''Warning 2: This will not work if the gods you want to fight are of the same alignment!''<br />
<br />
==Suggestions?==<br />
Do you have a way to kill a god that I didn't list? Put it in the discussion or just write it in the page. :D<br />
----<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Other]]</div>FlickerTheFlareonhttps://www.dandwiki.com/w/index.php?title=Goblin_Culture_(4e_Other)&diff=1438083Goblin Culture (4e Other)2021-02-12T08:22:46Z<p>FlickerTheFlareon: /* Forces */</p>
<hr />
<div>==Introduction==<br />
<br />
===Preface===<br />
<br />
Goblins are a staple creature in D&D. They have been shown in every edition, and appear in more adventures than most other creatures. Used as fodder for low-level characters, these creatures are nevertheless portrayed as cunning, violent, and warlike. This article gives explanation to them according to one of many possible interpretations. <br />
<br />
===Overview===<br />
<br />
Goblins exist on a tribal level. A tribe is a social group that exists outside of or before the development of states. The governmental systems are rudimentary and the rules are usually simple. Goblins typically are led by chiefs, whose tribes occupy a certain territory, but they do not have borders and control land in the same way a state would. Tribes arise out of common bonds of related or united families, which in turn coalesce to form an identity with a common history. This has the potential to make a tribe a very tight-knit social structure, if a very exclusionary one.<br />
<br />
The main disadvantage to a tribal existence is the lack of sophisticated social mechanisms needed to developed advanced technology. The only driver of innovation in goblin tribes is that of survival, rather than creativity, scientific curiosity, or profit motive. Hence, a tribe's customs, weapons, tools, religion, and magic are heavily tied to the environment around them. This, combined with the goblins' small size, makes them a very backward enemy to deal with, and they are rightfully considered targets for less experienced adventurers.<br />
<br />
==Cultural Influences== <br />
<br />
===Biology===<br />
<br />
Goblins' small size, omnivorous diet, and high multiplication rate play a role in shaping their culture as much as anything else.<br />
<br />
The most powerful aspect of biology which impacts goblin society is their small size. A small size means they are less dominant in their environment than larger creatures in a one-on-one battle. This has created the necessity of fighting in groups, and necessitating the use of stealth, traps, ambushes, and other equalizing factors in a fight. Adventurers who fight goblins ought to know that the traps and tricks used against them were not necessarily devised with the sole purpose of stopping them; they developed for a reason beforehand. Another implication of small size is that each individual goblins uses up fewer resources in a given area; a section of forest which could sustain 100 humans could sustain at least twice as many goblins. This plays into the other factor of biology for goblins... numbers.<br />
<br />
Due to their small size, short lifespan, ability to live off of relatively little, and their high mortality rate, goblins have had to multiply more in order to survive as a species. While the specifics differ from tribe to tribe, goblins generally set up their society in such a way as to maximize the reproductive potential of their females, and to keep the females out of combat unless necessary; females with magical skills or superb combat abilities are not typically barred from combat, although it is a rare tribe that would be foolish enough to risk the beings who are responsible for replenishing their numbers; like all males, goblin males can beget more children over a given period than a female can bear over the same time, so losing male warriors is typically not as painful as losing child-bearing females.<br />
<br />
===Traditions===<br />
<br />
A tradition is a belief or custom taught by one generation to the next. In tribal societies such as those of the goblins, tradition is as binding as a code of laws is to a civilization. With few goblins able to write anything and a literary culture next to nonexistent, goblins have been unable to write down their laws, record precedent, or even keep track of their population in a written census. Thus, they fall back on a set of beliefs and practices which develop organically, that is, they go with what practices work, dump the ones which fail them, and elevate the working practices and beliefs to the level of custom. The problem with this is that over time, traditions can become rigid and inflexible, especially if a tribe is used to a set of circumstances for a very long time. If conditions should suddenly change, the tribe might be unable to adapt to it, dragged down by obsolete customs. <br />
<br />
These traditions vary from tribe to tribe and include, but are not limited to, manhood rituals, fertility rites, holidays, offerings, religious ceremonies, art, music, stories, methods of warfare, food acquisition and preparation, clothing, and cultural taboos. <br />
<br />
===Outside Influences===<br />
<br />
Few cultures exist in complete isolation, and it is all but inevitable that a society will be impacted by other groups, either by trade, religious missions, conquest, or some other form of communication. Some goblin tribes have assimilated aspects of other, more advanced groups, while some have clung stubbornly to old traditions. Generally, the tribes who adopt new technologies are the ones who survive the best, while the ones who shun those technologies specifically because they didn't invent them are less likely to survive and prosper over the long run. Some examples of technology available to other races that goblins have had to import include crossbows, cast iron, plate armor (a great rarity among goblins for sure!), paper and parchment (another great rarity), many garments, and map-making skills. <br />
<br />
In addition to technologies, other cultures can impose their will over goblins by means of enslavement or coercion. Dragons are well-known to do this, and those huge beasts that employ goblins usurp or overtake a position of great power in the tribe, either by placing themselves where the chief would otherwise be, or by establishing himself as a power above the chief. This can lead to worship otherwise reserved for goblins deities being directed towards the dragon or other power that controls the goblins. Adventurers can also influence the development of a goblin culture, especially if the goblins in a certain land have a long history of being preyed upon by adventuring parties. This development can lead to tribes coming up with newer and more fiendish traps, as well as higher-powered magic and more skilled warriors than a tribe normally would have. <br />
<br />
==Socioeconomics== <br />
<br />
===Economy===<br />
<br />
Goblins have only the most rudimentary of economic systems. Barter is the most common means of exchange, with money only being used in areas where goblins have come into contact with more advanced races. Goblins generally produce enough food and clothing for themselves, and they are loathe to trade for more, even if this means they have to eat wild grain and wear rags, they would rather do that than surrender their independence. When trade does occur between goblins and other groups, it tends to be for items that goblins cannot furnish for themselves, such as glass vessels or metal alloys.<br />
<br />
Besides foods, weapons, clothing, and basic tools, goblins also produce religious items, materials needed for making huts, simple utensils (knives and the like), basic jewelry and sometimes, very simple musical instruments. The quantity and quality of such items varies greatly from tribe to tribe, although the main determinant of what gets made is the resources that are available to the tribe at a given time.<br />
<br />
===Politics=== <br />
<br />
As stated earlier, goblin tribes are run by chiefs. The specifics of how this rule is administered varies from tribe to tribe, but it is generally a form of primitive monarchy, with checks or balances on the chief's power being quite rare. When such counterbalance does exist, it is usually in the form of a warrior council or a powerful mage or cleric. Frequently, the chief ''is'' a powerful mage or cleric. <br />
<br />
Since each tribe is its own political unit, goblins have no unified nation-states, no centralized empires, nor feudal kingdoms. The closest thing to a central authority is a "high chief" who may appear to unite a group of tribes when great danger arises. This event is quite rare, as it requires the appearance of a powerful and highly charismatic chief to appear at such a time that the tribes CAN be united, which usually necessitates a threat great enough that the goblin tribes in a certain region come to the conclusion that they must band together or be collectively destroyed by the approaching threat. When a high chief emerges, the first thing he does is to form a horde out of tribal levies, use his new army to eliminate dissent from the ranks, force recalcitrant goblin tribes to join up, and then, once his power is consolidated, use his forces to deal with whatever opponent or threat that the horde was formed to oppose.<br />
<br />
Such a status as "high chief" rarely outlives the first one in a line, as it would take a very capable heir and the continuation of the conditions under which the horde formed in the first place in order to maintain it. Furthermore, most goblin tribes are very independent, and will often try to break off from the horde if the great leader who formed it had died.<br />
<br />
==Military==<br />
Goblins generally use their entire adult and adolescent male population to fight. This contrasts greatly with many civilized realms, which often restrict access to weapons to a small class of fighters, such as a standing army, mercenary groups, or feudal retainers loyal to specific lords. In a sense, the goblins use a militia to fight with, as there is generally little distinction between a farmer and a warrior, or someone who works and someone who fights. Female Goblins fight when they have to, but are generally left at home to raise more young; this is not necessarily done out of sexism, but necessity, as Goblins always have to replenish their numbers given their high mortality rates and lack of individual strength relative to most other sentient species. <br />
<br />
===Forces===<br />
<br />
{{stub|Lack of information. One or two sentences are of no use.}}<br />
<br />
When goblins face other races, they often ride trained wolves into battle.<br />
<br />
----<br />
{{4e Others Breadcrumb}}<br />
[[Category:4e]]<br />
[[Category:User]]<br />
[[Category:Other]]</div>FlickerTheFlareonhttps://www.dandwiki.com/w/index.php?title=Goblin_Culture_(4e_Other)&diff=1438082Goblin Culture (4e Other)2021-02-12T08:21:52Z<p>FlickerTheFlareon: /* Forces */</p>
<hr />
<div>==Introduction==<br />
<br />
===Preface===<br />
<br />
Goblins are a staple creature in D&D. They have been shown in every edition, and appear in more adventures than most other creatures. Used as fodder for low-level characters, these creatures are nevertheless portrayed as cunning, violent, and warlike. This article gives explanation to them according to one of many possible interpretations. <br />
<br />
===Overview===<br />
<br />
Goblins exist on a tribal level. A tribe is a social group that exists outside of or before the development of states. The governmental systems are rudimentary and the rules are usually simple. Goblins typically are led by chiefs, whose tribes occupy a certain territory, but they do not have borders and control land in the same way a state would. Tribes arise out of common bonds of related or united families, which in turn coalesce to form an identity with a common history. This has the potential to make a tribe a very tight-knit social structure, if a very exclusionary one.<br />
<br />
The main disadvantage to a tribal existence is the lack of sophisticated social mechanisms needed to developed advanced technology. The only driver of innovation in goblin tribes is that of survival, rather than creativity, scientific curiosity, or profit motive. Hence, a tribe's customs, weapons, tools, religion, and magic are heavily tied to the environment around them. This, combined with the goblins' small size, makes them a very backward enemy to deal with, and they are rightfully considered targets for less experienced adventurers.<br />
<br />
==Cultural Influences== <br />
<br />
===Biology===<br />
<br />
Goblins' small size, omnivorous diet, and high multiplication rate play a role in shaping their culture as much as anything else.<br />
<br />
The most powerful aspect of biology which impacts goblin society is their small size. A small size means they are less dominant in their environment than larger creatures in a one-on-one battle. This has created the necessity of fighting in groups, and necessitating the use of stealth, traps, ambushes, and other equalizing factors in a fight. Adventurers who fight goblins ought to know that the traps and tricks used against them were not necessarily devised with the sole purpose of stopping them; they developed for a reason beforehand. Another implication of small size is that each individual goblins uses up fewer resources in a given area; a section of forest which could sustain 100 humans could sustain at least twice as many goblins. This plays into the other factor of biology for goblins... numbers.<br />
<br />
Due to their small size, short lifespan, ability to live off of relatively little, and their high mortality rate, goblins have had to multiply more in order to survive as a species. While the specifics differ from tribe to tribe, goblins generally set up their society in such a way as to maximize the reproductive potential of their females, and to keep the females out of combat unless necessary; females with magical skills or superb combat abilities are not typically barred from combat, although it is a rare tribe that would be foolish enough to risk the beings who are responsible for replenishing their numbers; like all males, goblin males can beget more children over a given period than a female can bear over the same time, so losing male warriors is typically not as painful as losing child-bearing females.<br />
<br />
===Traditions===<br />
<br />
A tradition is a belief or custom taught by one generation to the next. In tribal societies such as those of the goblins, tradition is as binding as a code of laws is to a civilization. With few goblins able to write anything and a literary culture next to nonexistent, goblins have been unable to write down their laws, record precedent, or even keep track of their population in a written census. Thus, they fall back on a set of beliefs and practices which develop organically, that is, they go with what practices work, dump the ones which fail them, and elevate the working practices and beliefs to the level of custom. The problem with this is that over time, traditions can become rigid and inflexible, especially if a tribe is used to a set of circumstances for a very long time. If conditions should suddenly change, the tribe might be unable to adapt to it, dragged down by obsolete customs. <br />
<br />
These traditions vary from tribe to tribe and include, but are not limited to, manhood rituals, fertility rites, holidays, offerings, religious ceremonies, art, music, stories, methods of warfare, food acquisition and preparation, clothing, and cultural taboos. <br />
<br />
===Outside Influences===<br />
<br />
Few cultures exist in complete isolation, and it is all but inevitable that a society will be impacted by other groups, either by trade, religious missions, conquest, or some other form of communication. Some goblin tribes have assimilated aspects of other, more advanced groups, while some have clung stubbornly to old traditions. Generally, the tribes who adopt new technologies are the ones who survive the best, while the ones who shun those technologies specifically because they didn't invent them are less likely to survive and prosper over the long run. Some examples of technology available to other races that goblins have had to import include crossbows, cast iron, plate armor (a great rarity among goblins for sure!), paper and parchment (another great rarity), many garments, and map-making skills. <br />
<br />
In addition to technologies, other cultures can impose their will over goblins by means of enslavement or coercion. Dragons are well-known to do this, and those huge beasts that employ goblins usurp or overtake a position of great power in the tribe, either by placing themselves where the chief would otherwise be, or by establishing himself as a power above the chief. This can lead to worship otherwise reserved for goblins deities being directed towards the dragon or other power that controls the goblins. Adventurers can also influence the development of a goblin culture, especially if the goblins in a certain land have a long history of being preyed upon by adventuring parties. This development can lead to tribes coming up with newer and more fiendish traps, as well as higher-powered magic and more skilled warriors than a tribe normally would have. <br />
<br />
==Socioeconomics== <br />
<br />
===Economy===<br />
<br />
Goblins have only the most rudimentary of economic systems. Barter is the most common means of exchange, with money only being used in areas where goblins have come into contact with more advanced races. Goblins generally produce enough food and clothing for themselves, and they are loathe to trade for more, even if this means they have to eat wild grain and wear rags, they would rather do that than surrender their independence. When trade does occur between goblins and other groups, it tends to be for items that goblins cannot furnish for themselves, such as glass vessels or metal alloys.<br />
<br />
Besides foods, weapons, clothing, and basic tools, goblins also produce religious items, materials needed for making huts, simple utensils (knives and the like), basic jewelry and sometimes, very simple musical instruments. The quantity and quality of such items varies greatly from tribe to tribe, although the main determinant of what gets made is the resources that are available to the tribe at a given time.<br />
<br />
===Politics=== <br />
<br />
As stated earlier, goblin tribes are run by chiefs. The specifics of how this rule is administered varies from tribe to tribe, but it is generally a form of primitive monarchy, with checks or balances on the chief's power being quite rare. When such counterbalance does exist, it is usually in the form of a warrior council or a powerful mage or cleric. Frequently, the chief ''is'' a powerful mage or cleric. <br />
<br />
Since each tribe is its own political unit, goblins have no unified nation-states, no centralized empires, nor feudal kingdoms. The closest thing to a central authority is a "high chief" who may appear to unite a group of tribes when great danger arises. This event is quite rare, as it requires the appearance of a powerful and highly charismatic chief to appear at such a time that the tribes CAN be united, which usually necessitates a threat great enough that the goblin tribes in a certain region come to the conclusion that they must band together or be collectively destroyed by the approaching threat. When a high chief emerges, the first thing he does is to form a horde out of tribal levies, use his new army to eliminate dissent from the ranks, force recalcitrant goblin tribes to join up, and then, once his power is consolidated, use his forces to deal with whatever opponent or threat that the horde was formed to oppose.<br />
<br />
Such a status as "high chief" rarely outlives the first one in a line, as it would take a very capable heir and the continuation of the conditions under which the horde formed in the first place in order to maintain it. Furthermore, most goblin tribes are very independent, and will often try to break off from the horde if the great leader who formed it had died.<br />
<br />
==Military==<br />
Goblins generally use their entire adult and adolescent male population to fight. This contrasts greatly with many civilized realms, which often restrict access to weapons to a small class of fighters, such as a standing army, mercenary groups, or feudal retainers loyal to specific lords. In a sense, the goblins use a militia to fight with, as there is generally little distinction between a farmer and a warrior, or someone who works and someone who fights. Female Goblins fight when they have to, but are generally left at home to raise more young; this is not necessarily done out of sexism, but necessity, as Goblins always have to replenish their numbers given their high mortality rates and lack of individual strength relative to most other sentient species. <br />
<br />
===Forces===<br />
<br />
{{stub}}<br />
<br />
When goblins face other races, they often ride trained wolves into battle.<br />
<br />
----<br />
{{4e Others Breadcrumb}}<br />
[[Category:4e]]<br />
[[Category:User]]<br />
[[Category:Other]]</div>FlickerTheFlareonhttps://www.dandwiki.com/w/index.php?title=Becoming_a_Deity:_True_Polymorph_(5e_Optimized_Character_Build)&diff=1438074Becoming a Deity: True Polymorph (5e Optimized Character Build)2021-02-12T07:37:47Z<p>FlickerTheFlareon: /* The Strategy */</p>
<hr />
<div>==Concept==<br />
Sitting on his throne of clouds, the deity looked down upon his people. He still remembered being like them, mortal. It made him a little more sympathetic than most deities, but now he understood the complexity of divinity. Still, some small piece of him missed the days of adventure, his old friends and family. They had died long ago of old age, but their spirits sometimes came by for a visit. He shook his head. No time for nostalgia, he had destiny to weave.<br />
<br />
Have you ever wondered what it took to become a deity in dnd? The answer is actually pretty simple: True Polymorph. By clever manipulation of that single spell you can slowly push yourself from mortal into divine. Here's how:<br />
<br />
==Race, Ability Scores, Class==<br />
'''Race''': This really won't be relevant once you get True Polymorph. Just pick something that increases your spellcasting modifier. Gnomes are best for wizards, and tieflings and yuan-ti are good choices for warlocks and bards. There's also some flavor if you pick forest gnome or yuan-ti since you can get some sort of "divine messenger" animal to do stuff for you.<br />
<br />
<br />
'''Ability Scores''': Maximize your spellcasting ability, which is Charisma or <br />
Intelligence. The other scores mostly don't matter since you get the ability sscores of the creature you turn into. However, don't think a character with Dexterity, Strength, Constitution, and Wisdom 8 can make it to 20th level easily...<br />
<br />
<br />
'''Class''': The first major decision you must make. Your class must be a Bard, Warlock, or Wizard. These can learn True Polymorph. The wizard has most spells and is such optimal, but a bard has features which buff their (divine) allies. The warlock also has some cool pact spells and other features.<br />
<br />
==The Strategy==<br />
'''Maximize your level''': You need to maximize your level before true polymorphing yourself. This unlocks the highest CR forms you can take.<br />
<br />
'''Casting off Mortality''': Now it is time to choose your new form. You don't need to worry about alignment, since you retain that regardless of your form. Ideally you want to pick a form that doesn't use Legendary Actions since you can't use them and it will be weaker for you. We also need a form with workable hands and can speak to allow us to still use all our spells. They should have at least a 20 or higher in the ability score that effects our casting. Finally we want to pick a creature that doesn't die of old age. That leaves the following options:<br />
<br />
* '''Pit Fiend''': Easily the best form. Has over 20 in both Charisma and intelligence, making it a fantastic spell caster. Flying speed is always great. None of its CR comes from Legendary Actions, meaning you get the full power of its form. Doesn't die of old age. One downside: if you ever do actually die, you reform in the 9 hells. Kinda a scary thought. Might be able to anchor yourself to a Clone if you're a wizard however, a clever solution to that issue.<br />
<br />
* '''Balor''': Same benefits as a Pit fiend but also the huge size. Better flying speed, 40 less health.<br />
<br />
* '''Planetar''': Great for charisma casters. has a far better reaction from other creatures. Doesn't reform if you somehow die, not without the aid of another god. Use the Clone spell to fix that issue.<br />
<br />
* '''Storm Giant Quintessance''': Its advantage is that it is a huge creature that most people don't inherently think is evil.<br />
<br />
* '''Ancient Brass Dragon''': If you really want to be a dragon. You'll need to use Clone to stay alive though.<br />
<br />
* '''Intellect Devourer''': You won't permanently change your form to this, instead you can temporarily change, eating a creature's brain lets you learn what it knew, including spells and languages.<br />
<br />
To make sure you don't have any unfortunate accidents, create a series of clones for yourself. The Clone spell will effectively grant you immortality, and when paired with Demiplane and a good knowledge of how to hide things, it's fairly fool proof.<br />
<br />
'''Regaining Your Magic''': One downside of True Polymorph is you lose your class levels. However, do not despair. In the Dungeon Masters guide (pg.283) it talks about Creatures gaining class levels. You can start as a level 1 spell caster and begin the process of leveling up to 17. Except as a CR 16-20 monster you're going to be able to farm experience a lot faster the second time. One way to ignore this process is to cast Simulacrum -> cast Magic Jar, then possess simulacrum -> have your simulacrum True Polymorph your original body -> have your simulacrum cast Clone on your polymorphed body -> Kill your original body, then destroy the jar -> Enter your polymorphed form with all your levels (this process will also make the transformation unable to be simply dispelled), however, this method requires DM permission.<br />
<br />
==Using the Power of Creation==<br />
'''Creating Life''': Using true polymorph, you can create life out of an object. Anything with a CR beneath 9. Using that, you could create your own race of creatures, sentient life that looks to you as their creator. Shape them to appear how you want, create enough for a stable population, then let them loose. You could even make it so they can't have offspring with anyone besides another of their kind to prevent them from breeding into obscurity. Or you could have a tiefling effect where they are either fully tiefling or the other race, no inbetweens.<br />
<br />
'''Mold your Form''': You can change into any creature you want. Though it would require DM permission, it isn't against the rules to alter your new form to look like your new race, just larger and "perfect". This will help with your race choosing to worship you since they can relate to your appearance at least. If lore is to be believed, it is through this worship you ascend to divinity.<br />
<br />
==The Results==<br />
First, you're now a CR 16-20 creature that is also a 20th level spell caster. You're also undying. If you were actually in the monster manual, you'd be closer to a CR 26 or higher creature at this point. You are truly unstoppable, but if you do actually manage to die, you can have back up bodies produced using the Clone spell, meaning you're basically immortal.<br />
<br />
You've also created your own race. Either homebrewed or just a new visual of an existing race, these creatures look to you as their creator. Worship is often cited as the source of divinity in D&D, so as your race populates you will eventually gain enough of a following to become a true deity. You'll be able to grant miracles to your people indirectly now rather than using high level magic to do it. Celestial Warlocks or Bards have the advantage in this since their magic can be a bit more "divine" then a Wizards is, inspiring more worship as a result.<br />
<br />
You've now reached Divinity. Most campaigns will end before you get to this point, but power to you if you can. The fastest way would be to hit 17, turn into a Planetar, immediately create your race, and then use as much of your time as possible to aid that race. Good luck!<br />
<br />
==additional non-core-rule strategies==<br />
'''21+ transformations'''<br />
If the DM allows levels in prestige classes or some other way to gain more than 20 levels, you can become even stronger creatures.<br />
<br />
'''Creature transformations'''<br />
<br />
* '''Dybbuk''': similarly to the intellect devourer, this creature can learn the knowledge of controlled creatures, though this creature lets you learn that creatures skill proficiencies instead, MToF.<br />
<br />
* '''Molydeus''': a type of demon similar to a balor in ability, can cast high level spells and can speak abyssal letting you cast your own spells, MToF, CR 21.<br />
<br />
* '''Sibriex''': a demon that can speak all languages, cast spells, deals decently high damage, and can “warp” a creature, giving it the poisoned and exhausted conditions, MToF.<br />
<br />
* '''Marut''': A construct that can cast spells and speak, deals high damage, has high hp, is lawful neutral meaning that it isn’t seen as evil by those who know what it is, MToF, CR 25.<br />
----<br />
{{5e Optimized Character Build Breadcrumb}}<br />
<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:DnD]]<br />
[[Category:Optimized Character Build]]<br />
[[Category:Core Rules Only]]</div>FlickerTheFlareonhttps://www.dandwiki.com/w/index.php?title=Becoming_a_Deity:_True_Polymorph_(5e_Optimized_Character_Build)&diff=1438073Becoming a Deity: True Polymorph (5e Optimized Character Build)2021-02-12T07:33:26Z<p>FlickerTheFlareon: /* Race, Ability Scores, Class */</p>
<hr />
<div>==Concept==<br />
Sitting on his throne of clouds, the deity looked down upon his people. He still remembered being like them, mortal. It made him a little more sympathetic than most deities, but now he understood the complexity of divinity. Still, some small piece of him missed the days of adventure, his old friends and family. They had died long ago of old age, but their spirits sometimes came by for a visit. He shook his head. No time for nostalgia, he had destiny to weave.<br />
<br />
Have you ever wondered what it took to become a deity in dnd? The answer is actually pretty simple: True Polymorph. By clever manipulation of that single spell you can slowly push yourself from mortal into divine. Here's how:<br />
<br />
==Race, Ability Scores, Class==<br />
'''Race''': This really won't be relevant once you get True Polymorph. Just pick something that increases your spellcasting modifier. Gnomes are best for wizards, and tieflings and yuan-ti are good choices for warlocks and bards. There's also some flavor if you pick forest gnome or yuan-ti since you can get some sort of "divine messenger" animal to do stuff for you.<br />
<br />
<br />
'''Ability Scores''': Maximize your spellcasting ability, which is Charisma or <br />
Intelligence. The other scores mostly don't matter since you get the ability sscores of the creature you turn into. However, don't think a character with Dexterity, Strength, Constitution, and Wisdom 8 can make it to 20th level easily...<br />
<br />
<br />
'''Class''': The first major decision you must make. Your class must be a Bard, Warlock, or Wizard. These can learn True Polymorph. The wizard has most spells and is such optimal, but a bard has features which buff their (divine) allies. The warlock also has some cool pact spells and other features.<br />
<br />
==The Strategy==<br />
'''Max your level''': you need to maximize your level before true polymorphing yourself. This unlocks the highest CR forms you can take.<br />
<br />
'''Casting off Mortality''': Now it is time to choose your new form. You don't need to worry about alignment, since you retain that regardless of your form. Idealy you want to pick a form that doesn't use Legendary Actions since you can't use them and it will be weaker for you. We also need a form with workable hands and can speak to allow us to still use all our spells. They should have at least a 20 or higher in the ability score that effects our casting. Finally we want to pick a creature that doesn't die of old age. That leaves the following options<br />
<br />
* '''Pit Fiend''': Easily the best form. Has over 20 in both Charisma and intelligence, making it a fantastic spell caster. Flying speed is always great. None of its CR comes from Legendary Actions, meaning you get the full power of its form. Doesn't die of old age. One downside: if you ever do actually die, you reform in the 9 hells. Kinda a scary thought. Might be able to anchor yourself to a Clone if you're a wizard however, a clever solution to that issue.<br />
<br />
* '''Balor''': Same benefits as a Pit fiend but also the huge size. Better flying speed, 40 less health.<br />
<br />
* '''Planetar''': Great for charisma casters. has a far better reaction from other creatures. Doesn't reform if you somehow die, not without the aid of another god. Use the Clone spell to fix that issue.<br />
<br />
* '''Storm Giant Quintessance''': its advantage is that it is a huge creature that most people don't inherently think is evil.<br />
<br />
* '''Ancient Brass Dragon''': If you really want to be a dragon. You'll need to use Clone to stay alive though.<br />
<br />
* '''Intellect Devourer''': you wont permanently change you form to this, instead you can temporarily change, eating a creatures brain lets you learn what it knew, including spells and languages.<br />
<br />
To make sure you don't have any unfortunate accidents, create a series of clones for yourself. The Clone spell will effectively grant you immortality, and when paired with Demi-plane and a good knowledge of how to hide things, its fairly full proof.<br />
<br />
'''Regaining Your Magic''': One downside of True Polymorph is you lose your class levels. However, do not despair. In the Dungeon Masters guide (pg.283) it talks about Creatures gaining class levels. You can start as a level 1 spell caster and begin the process of leveling up to 17. Except as a CR 16-20 monster you're going to be able to farm experience a lot faster the second time. One way to ignore this process is to cast Simulacrum -> cast Magic Jar, then possess simulacrum -> have your simulacrum True Polymorph your original body -> have your simulacrum cast Clone on your polymorphed body -> Kill your original body, then destroy the jar -> Enter your polymorphed form with all your levels (this process will also make the transformation unable to be simply dispelled), however, this method requires DM permission.<br />
<br />
==Using the Power of Creation==<br />
'''Creating Life''': Using true polymorph, you can create life out of an object. Anything with a CR beneath 9. Using that, you could create your own race of creatures, sentient life that looks to you as their creator. Shape them to appear how you want, create enough for a stable population, then let them loose. You could even make it so they can't have offspring with anyone besides another of their kind to prevent them from breeding into obscurity. Or you could have a tiefling effect where they are either fully tiefling or the other race, no inbetweens.<br />
<br />
'''Mold your Form''': You can change into any creature you want. Though it would require DM permission, it isn't against the rules to alter your new form to look like your new race, just larger and "perfect". This will help with your race choosing to worship you since they can relate to your appearance at least. If lore is to be believed, it is through this worship you ascend to divinity.<br />
<br />
==The Results==<br />
First, you're now a CR 16-20 creature that is also a 20th level spell caster. You're also undying. If you were actually in the monster manual, you'd be closer to a CR 26 or higher creature at this point. You are truly unstoppable, but if you do actually manage to die, you can have back up bodies produced using the Clone spell, meaning you're basically immortal.<br />
<br />
You've also created your own race. Either homebrewed or just a new visual of an existing race, these creatures look to you as their creator. Worship is often cited as the source of divinity in D&D, so as your race populates you will eventually gain enough of a following to become a true deity. You'll be able to grant miracles to your people indirectly now rather than using high level magic to do it. Celestial Warlocks or Bards have the advantage in this since their magic can be a bit more "divine" then a Wizards is, inspiring more worship as a result.<br />
<br />
You've now reached Divinity. Most campaigns will end before you get to this point, but power to you if you can. The fastest way would be to hit 17, turn into a Planetar, immediately create your race, and then use as much of your time as possible to aid that race. Good luck!<br />
<br />
==additional non-core-rule strategies==<br />
'''21+ transformations'''<br />
If the DM allows levels in prestige classes or some other way to gain more than 20 levels, you can become even stronger creatures.<br />
<br />
'''Creature transformations'''<br />
<br />
* '''Dybbuk''': similarly to the intellect devourer, this creature can learn the knowledge of controlled creatures, though this creature lets you learn that creatures skill proficiencies instead, MToF.<br />
<br />
* '''Molydeus''': a type of demon similar to a balor in ability, can cast high level spells and can speak abyssal letting you cast your own spells, MToF, CR 21.<br />
<br />
* '''Sibriex''': a demon that can speak all languages, cast spells, deals decently high damage, and can “warp” a creature, giving it the poisoned and exhausted conditions, MToF.<br />
<br />
* '''Marut''': A construct that can cast spells and speak, deals high damage, has high hp, is lawful neutral meaning that it isn’t seen as evil by those who know what it is, MToF, CR 25.<br />
----<br />
{{5e Optimized Character Build Breadcrumb}}<br />
<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:DnD]]<br />
[[Category:Optimized Character Build]]<br />
[[Category:Core Rules Only]]</div>FlickerTheFlareonhttps://www.dandwiki.com/w/index.php?title=User:TeslaFistforge/Vee_(5e_Race)&diff=1437934User:TeslaFistforge/Vee (5e Race)2021-02-11T18:59:23Z<p>FlickerTheFlareon: /* Variant Vee: Evolutionless */</p>
<hr />
<div>{{WIP}}<br />
{{Design Disclaimer|5e|Many traits of this race are based on the weather and the environment. If your DM in unwilling to keep track of these variables, or you are in a dungeon crawler campaign, this race may be unintentionally underpowered.}}<br></center><br />
<br />
<br />
==Vee==<br />
Vees are a race of bipedal fox-like humanoids. Vees are frequently mistaken for kitsune or elementals but are not quite either. Vees are simply humanoids with a sliver of elemental power, not unlike dragonborn or genasi.<br />
<br />
===Physical Description===<br />
Adolescent vees have brown fur, thick white neck hair, a bushy tail with a white tip and long ears on the top of their heads. At approximately 15 years of age, adolescent vees become extremely sensitive to their environment. Unless great care is taken to avoid this, they will absorb the power of the local environment, changing their appearance and giving them a small amount of elemental power. The physical changes can be relatively minor, such as with the fire vee, whose fur simply changes color to orange and gains a tuft of hair on its head. The physical changes can also be somewhat extensive, as is the case with the fairy vee, which gains white fur, pink and light blue highlights, ribbons, and bows. The magical changes to a vee are relatively minor, being limited to basic control of their element, similar to that of an apprentice wizard. <br />
<br />
Scholars are puzzled with the fact that despite technically having elemental magic, some vee evolutions have magic similar to that of other planar creatures, such as fey and undead. One theory for this is that vees are able to draw power from all of the inner planes and not just the elemental planes. Unfortunately, this theory is somewhat disproven by the fact that the psychic vee has magic similar to beholders and mind flayers, which are not native to the inner planes.<br />
<br />
Very rarely, a vee is born all white and is referred to as a "shiny" (shiny is a slang word and some vees find it offensive). While it was thought to just be albinism, further research shows that it is not. When a shiny vee evolves, instead of continuing to have white fur, they gain a unique color scheme different from normal vees. Despite the color change, they still retain the element of a standard vee of their type. This confuses those who are not familiar with vees, as a shiny psychic vee looks green, very similar to a grass vee. Shiny fire vees have golden fur instead of orange.<br />
<div class="externalimage-holder" style="width:30%;float:right;"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
</div><br />
<br />
===History===<br />
According to vee legend, vees are descended from powerful elemental beasts, the most powerful among them being capable of casting cataclysmic spells such as ''{{5e|Meteor Swarm}}''. Somewhere along the way, however, they lost most of this power and gained sentience. There are many theories as to how this happened. Some think that the gods had decided that it was too dangerous to let mindless beasts have so much power, so they decided to solve both problems at the same time. The gods took most of their power and gave them enough intelligence to control what they had left. Others think that they simply evolved, and losing that power was merely a step along the way.<br />
<br />
===Society===<br />
Vees are a very social race that like to live in large towns and villages. They are good at incorporating themselves into settlements but if they are forced out of a settlement due to superstition or the like, they may set up a settlement of only vees or become wild vees. Wild vees are generally vees that decided to abandon society in favor of being in their natural environment. Wild vees will sometimes live alone or form small clans of vees of the same element. A natural environment for a vee is an area where they can connect to their element (and is often acceptable for evolution) such as a volcano for fire vee or an ocean for water vee. On occasion, a particular environment may be suitable for more than one type of vee, such as a snowy forest or a tropical island.<br />
<br />
When a vee reaches their mid-teens, their body will begin absorbing ambient energies. Around this age, parent vees generally watch for signs that their child will soon evolve, such as their hands having a leafy texture after gardening or their tail turning blue after swimming. These features revert to normal after a short time but become more frequent the closer they are to evolution. Vee tradition states that, after the third sign of evolution, the child should be covered as much as possible in elementally resistant clothing until the time of evolution (normal clothing is a bit less effective, but is much cheaper). The child should then either be taken to a necessary location to evolve or an elementally charged stone should be obtained to facilitate evolution.<br />
<br />
===Vee Names===<br />
Vees usually follow the naming schemes of the local races, as they like socializing with other races, especially humans. Wild vees almost always name themselves after their element. In some cases, non-wild vees might name their offspring after their element, too.<br />
<br />
'''Wild Vee Names:''' River (Water), Splash (Water), Raindrop (Water), Bolt (Electric), Zap (Electric), Sizzle (Fire), Coal (Fire), Blast (Fire), Fortune (Psychic), Luckless (Psychic), Shadow (Dark), Nightmare (Dark), Midnight (Dark), Rose (Grass), Fern (Grass), Bracken (Grass), Frosty (Ice), Snow (Ice), Freeze (Ice), Sparkle (Fairy), Lucky (Fairy), Shine (Fairy)<br />
<br />
<br />
<br />
===Vee Traits===<br />
{{5e Racial Traits<br />
|summary=The vees are similar to the famous Eevees of Pokémon.<br />
|abilities=No ability score increases are gained from this race on its own, you instead get your ability scores through your subrace.<br />
|age=Vees reach adulthood when they evolve in their mid-teens. They tend to live less than a century.<br />
|alignment=Being somewhat innocent and naive as adolescents, most Vees lean towards good into adulthood. However certain subraces such as "Dark Vee" are more inclined towards neutral or even evil. Finally, Vees that come from the wild lean more towards Chaos. <br />
|size=Vees range from under 5 to over 6 feet tall and have slender builds that reflect their vulpine nature. Your size is Medium.<br />
|speed=Your base walking speed is 30 feet.<br />
|trait1=Shiny<br />
|description1=Roll 1d100 when you first make your character. On a 100, you may use the shiny coloration of your chosen sub-race.<br />
|languages= You can speak, read, and write in Common and Primordial. <br />
|subrace=There are 8 different evolutions of vee: water vee, electric vee, fire vee, psychic vee, dark vee, grass vee, ice vee, and fairy vee. <br />
With your DM's permission, you may also play the unevolved vee or the crossbred vee.<br />
}}<br />
====Water Vee/Vaporeon====<br />
The Water Vees are often gracious, with fish-like fins on the sides of their heads. They also have bluish-green skin and usually have small patches of fish-like scales on their bodies.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|con}} score increases by 2 and your {{5a|int}} score increases by 1.<br />
|trait1=Water Magic<br />
|description1=You know the ''shape water''<ref>p.21 Elemental Evil Players Companion</ref> cantrip and the [[Water Blast (5e Spell)|''water blast'']] cantrip. You may use your spellcasting ability for these cantrips. If you have no spellcasting ability, you may use your {{5a|con}} instead. <br />
|trait2=Water Affinity <br />
|description2=You can breathe both water and air, and have a swim speed equal to your walking speed.<br />
|trait3=Hydration<br />
|description3=While you are in rain or fully submerged in water, you have {{5e|advantage}} on your next saving throw against magic. Once you use this trait, you can’t use it again until you complete a short or long rest. <br />
|trait4=Living Water<br />
|description4=When you are fully submerged in water and remain motionless, you may use an action to become {{5c|invisible}} until you move, attack, or cast a spell.<br />
|trait5=Shiny<br />
|description5=Shiny water vees are magenta.<br />
}}<br />
<br />
====Electric Vee/Jolteon====<br />
<br />
The electric Vees are often jumpy and vigilant. They have bright yellow fur.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|dex}} score increases by 2 and your {{5a|int}} score increases by 1<br />
|trait1=Electric Magic<br />
|description1=You know the [[Control Electricity (5e Spell)|''control electricity'']] cantrip and the [[Thunder Shock (5e Spell)|''thunder shock'']] cantrip. You may use your spellcasting ability for these cantrips. If you have no spellcasting ability, you may use your {{5a|dex}} instead. <br />
|trait2=Electric Resistance<br />
|description2=You have {{5e|Damage Resistance|resistance}} to lightning damage.<br />
|trait3=Quick Feet<br />
|description3=You have {{5e|advantage}} on saving throws to resist effects that would reduce your speed (such as ''{{5e|slow}}'' or ''{{5e|ray of frost}}'').<br />
|trait4=Lightning Speed<br />
|description4=Your base walking speed increases to 35 feet.<br />
|trait5=Shiny<br />
|description5=Shiny electric vees are usually a muted green.<br />
}}<br />
<br />
====Fire Vee/Flareon====<br />
<br />
Most fire Vees get angry easily. They have orange fur and a tuft of fur on their foreheads.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|str}} score increases by 2 and your {{5a|cha}} score increases by 1.<br />
|trait1=Fire Magic<br />
|description1=You know the ''control flames''<ref>p.152 Elemental Evil Player's Companion</ref> cantrip and the [[Ember (5e Spell)|''ember'']] cantrip. You may use your spellcasting ability for these cantrips. If you have no spellcasting ability, you may use your {{5a|str}} instead. <br />
|trait2=Fire Resistance<br />
|description2=You have {{5e|Damage Resistance|resistance}} to fire damage.<br />
|trait3=Guts<br />
|description3=You have {{5e|advantage}} on saving throws to resist effects that would cause you to have {{5e|advantage|disadvantage}} on your attack rolls (such as ''{{5e|vicious mockery}}'').<br />
|trait4=Fiery Aura<br />
|description4=As an action you can create an aura of heat around you, granting all creatures within 15 feet of you gain {{5e|advantage}} on Constitution saving throws to resist the effects of extreme cold. Maintaining this aura is taxing on you. For every hour you keep this aura active, you must succeed on a DC 15 {{5a|con}} saving throw or gain one level of exhaustion.<br />
|trait5=Shiny<br />
|description5=Shiny fire vees have golden fur instead of orange.<br />
}}<br />
<br />
====Psychic Vee/Espeon====<br />
<br />
The Psychic Vees are mysterious and uncannily inteligent. They are purple, with a marking on their foreheads, and have odd appendages on their cheeks.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|int}} score increases by 2 and your {{5a|dex}} score increases by 1<br />
|trait1=Psychic Magic<br />
|description1=You know the [[Psionic Hand (5e Spell)|''psionic hand'']] cantrip and the [[Psionic Blast (5e Spell)|''psionic blast'']] cantrip. You may use your spellcasting ability for these cantrips. If you have no spellcasting ability, you may use your {{5a|int}} instead. <br />
|trait2=Psychic Resistance<br />
|description2=You have {{5e|Damage Resistance|resistance}} to psychic damage.<br />
|trait3=Magic Bounce<br />
|description3=If you are targeted by a spell of 5th level or lower and you are aware of it, you may use your reaction to attempt to nullify its effects. Make an ability check using your spellcasting ability, if you have no spellcasting ability, you may use your {{5a|int}} instead. The DC equals 15 + the spell's level. On a success, the spell fails and has no effect. Once you use this trait, you can’t use it again until you complete a long rest.<br />
|trait4=Premonition<br />
|description4=When the weather is about to change, you get a small tingling sensation. At your DM's discretion, you may get this sensation from other sources.<br />
|trait5=Shiny<br />
|description5=Shiny psychic vees are bright green.<br />
}}<br />
<br />
====Dark Vee/Umbreon====<br />
<br />
The Dark Vees are unusual and even more reclusive then psychic Vees. Unlike other Vees, they tend toward evil. They are black with gold markings.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|cha}} score increases by 2 and your {{5a|wis}} score increases by 1<br />
|trait1=Dark Magic<br />
|description1=You know the [[Black Candle (5e Spell)|''black candle'']] cantrip and the [[Vicious Rant (5e Spell)|''vicious rant'']] cantrip. You may use your spellcasting ability for these cantrips. If you have no spellcasting ability, you may use your {{5a|cha}} instead. <br />
|trait2=Dark Resistance<br />
|description2=You have {{5e|Damage Resistance|resistance}} to necrotic damage.<br />
|trait3=Inner Focus<br />
|description3=You have {{5e|advantage}} on saving throws against being {{5c|frightened}}.<br />
|trait4=Darkvision<br />
|description4=Accustomed to life in the shadows, you have superior vision in dark and dim 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.<br />
|trait5=Shiny<br />
|description5=A shiny dark vee's markings are blue instead of gold.<br />
}}<br />
<br />
====Grass Vee/Leafeon====<br />
<br />
The grass Vees are often close to the ground and dislike heights. They have brownish-green fur.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|wis}} score increases by 2 and your {{5a|str}} score increases by 1<br />
|trait1=Grass Magic<br />
|description1=You know the ''{{5e|Mold Earth}}'' cantrip and the ''(placeholder)'' cantrip. You may use your spellcasting ability for these cantrips. If you have no spellcasting ability, you may use your {{5a|wis}} instead.<br />
|trait2=Sun Eater<br />
|description2=You have {{5e|Damage Resistance|resistance}} to radiant damage<br />
|trait3=Leaf Guard<br />
|description3=While you are in direct sunlight, you have {{5e|advantage}} on your next saving throw against magic. Once you use this trait, you can’t use it again until you complete a short or long rest.<br />
|trait4=Photosynthesis <br />
|description4=If you finish a short or long rest in direct sunlight, you gain 1d4 temporary hit points until your next short or long rest. You are also fully fed for the day (you still need water).<br />
|trait5=Shiny<br />
|description5=Shiny grass vees are a lighter green then usual.<br />
}}<br />
<br />
====Ice Vee/Glaceon====<br />
<br />
Unlike others of their kind, Ice Vees are usually lonely and will turn down company. Ice Vees have light blue or light gray fur.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|int}} score increases by 2 and your {{5a|wis}} score increases by 1<br />
|trait1=Ice Magic<br />
|description1=You know the ''{{5e|Ray of Frost}}'' cantrip and the ''(placeholder)'' cantrip. You may use your spellcasting ability for these cantrips. If you have no spellcasting ability, you may use your {{5a|int}} instead.<br />
|trait2=Ice Resistance<br />
|description2=You have {{5e|Damage Resistance|resistance}} to cold damage.<br />
|trait3=Snow Cloak<br />
|description3=While you are in a blizzard, hailstorm, or similar weather event, you gain half {{5e|cover}}. <br />
|trait4=Icy Aura<br />
|description4=As an action you can create an aura of cold around you, granting all creatures within 15 feet of you gain {{5e|advantage}} on Constitution saving throws to resist the effects of extreme heat. Maintaining this aura is taxing on you. For every hour you keep this aura active, you must succeed on a DC 15 {{5a|con}} saving throw or gain one level of exhaustion.<br />
|trait5=Shiny<br />
|description5=Shiny ice vees are perfectly white.<br />
}}<br />
<br />
====Fairy Vee/Sylveon====<br />
<br />
The fairy vees are often quite playful. They have bows, ribbons, and colorful highlights on their pink bodies.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|cha}} score increases by 2 and your {{5a|int}} score increases by 1<br />
|trait1=Fairy Magic<br />
|description1=You know the ''{{5e|Faerie Fire}}'' spell and the ''{{5e|Minor Illusion}}'' cantrip. You may use your spellcasting ability for these spells. If you have no spellcasting ability, you may use your {{5a|cha}} instead. You require no material components for these spells.<br />
|trait2=Fairy Resistance<br />
|description2=You have {{5e|advantage}} on saving throws against being charmed, and magic can’t put you to sleep.<br />
|trait3=Cute Charm<br />
|description3=When you are hit by a melee attack, you may use a reaction to attempt to charm the attacker. The attacker must make a {{5a|wis}} saving throw (DC 8 + your proficiency bonus + your {{5a|cha}} modifier) or become {{5c|charmed}} for 1 minute or until the attacker takes damage. Once you use this trait, you can’t use it again until you complete a short or long rest. <br />
|trait4=Calming Presence<br />
|description4=You gain {{5e|Proficiency Bonus|proficiency}} in the {{5s|persuasion}} skill<br />
|trait5=Faerie Tongue<br />
|description5=You can speak, read, and write Sylvan. Sylvan <br />
is like sounds of nature, often mimicking the calls of birds.<br />
|trait6=Shiny<br />
|description6=Shiny fairy vees are blue instead of pink.<br />
}}<br />
<br />
====Unevolved Vee====<br />
{{Design Note|This sub-race is intentionally underpowered. This sub-race is primarily intended for DMs who want to make NPCs and players who want to play a normal vee for various reasons. If you end up evolving over the course of a campaign, remove all traits gained from this sub-race (including ability scores) and assume all traits of your new subrace (resolving things like multiclassing, etc. as normal).}}<br />
<br />
Whether a child drawn to adventure, the recipient of a magical experiment or someone trying to cling on to their youth, sometimes vees don't get the opportunity to evolve or don't want to. <br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|dex}} score increases by 1 and your {{5a|cha}} score increases by 1<br />
|trait1=Run Away<br />
|description1=You may use the {{5e|disengage action|disengage}} action as a bonus action. You may also choose to lose the bonus action and instead permanently increase your movement speed by 5 feet <br />
|trait2=Naive and Cute<br />
|description2={{5s|deception|Deception}} checks are made against you with {{5e|advantage}} but you have {{5e|advantage}} on {{5s|persuasion}} checks.<br />
}}<br />
<br />
====Crossbred Vee====<br />
<br />
{{Design Note|This subrace might become extremely overpowered. Use with caution.}}<br />
<br />
In rare cases, two different types of vee might breed. Opposite types (dark/fairy, fire/water, fire/ice) cannot breed in this way.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Pick an ability score your primary ancestry increases. The score you chose will be raised by 2. An ability score of your choice (you cannot increase the score you increased by 2) is increased by 1.<br />
|trait1=Major Ancestry<br />
|description1=You have any ancestry as your major ancestry. You have one trait of your choice from your major ancestry.<br />
|trait2=Minor Ancestry<br />
|description2=You can pick any ancestry that does not collide with your major ancestry (water collides with fire, dark collides with fairy, fire collides with ice) as your minor ancestry. You gain any two traits from your minor ancestry. These traits cannot be damage resistances. <br />
|trait3=Versatile<br />
|description3=You gain proficiency with three tools and learn two languages.<br />
|trait4=Unstable Enhancement<br />
|description4=You have a highly unstable nature. Once per day, you can expend 1 hit die or more to increase 1 ability score by 2 per hit die expended temporarily. The ability score returns to normal after 2 hours. You can expend up to 3 hit dice this way per day. If you expend 4 or more, you gain one level of exhaustion. The level of exhaustion will only disappear after you regain all of the hit dice you expended. You gain no hit points from hit dice expended this way.<br />
}}<br />
<br />
====Variant Vee: Evolutionless====<br />
<br />
A few unusual vees have either used magic to halt their evolution, or had their evolution stopped by mystical forces. Such vees remain a youthful brown even as they age, and often retain a youthful vigor. Do note that such vees are different from unevolved ones, as the magic that stopped their evolution tampered with their nature as well.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your Charisma score increases by 2, and your Intelligence increases by 1.<br />
|trait1=Odd Magic<br />
|description1=You know the {{5e|Mage Hand}} cantrip and the {{5e|Minor Illusion}} cantrip. You can cast those cantrips at will, requiring no components. Every time you cast a spell of 1st level or higher, there is a 30% chance you lose 3 hit points.<br />
|trait2=Hardy<br />
|description2=You are resistant to magical damage. Checks made to intimidate you have disadvantage.<br />
|trait3=Aura of Light<br />
|description3=Once per day you may use your mystical powers to conjure a glimmering halo of purple light above your head. The aura sheds bright light in a 30-foot radius.<br />
|trait4=Aura of Power<br />
|description4=At 6th level, you may use your powers to summon a halo of black light above your head. The first attack you make while this aura is activated is an automatic critical hit. Allies within 40 feet of you while this aura is activated gain advantage on attack rolls. While the aura is active, you may use all of your Hit Dice to force yourself to an even higher tier of mystical power. You must have at least half of your hit dice to use this feature. When the aura is forced, any allies within 40 feet have automatic critical hits. However, you may only mantain the normal aura for 1 hour. After using the normal aura you take 10 necrotic damage. If you use the forced aura, you can only mantain it for 10 minutes. After you use the forced aura, you gain 2 levels of {{5c|exhaustion}}. If you use the forced aura more then once per month, roll a d100. On a 50 or less, you lose your powers and your subrace becomes Unevolved Vee.<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Vee<br />
|feet=4<br />
|inches=6<br />
|heightmod=2d10<br />
|weight=90<br />
|weightmod=1d4<br />
}}<br />
<br />
===References===<br />
<references/><br />
:Some spells on this race use this variant rule: [[Ignited and Soaked Conditions (5e Variant Rule)]].<br />
<br />
<vote type=1 /><br />
----<br />
{{5e Races Breadcrumb}}<br />
{{Copyright Disclaimer|owner=Creatures, Inc.''', '''Game Freak''', and '''Nintendo|franchise=Pokémon}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <br />
[[Category:Humanoid Type]]<br />
[[Category:Anthropomorphic]]</div>FlickerTheFlareonhttps://www.dandwiki.com/w/index.php?title=User:FlickerTheFlareon/Blessed_Vee_(5e_Race)&diff=1437929User:FlickerTheFlareon/Blessed Vee (5e Race)2021-02-11T18:44:44Z<p>FlickerTheFlareon: /* Blessed Grass Vee */</p>
<hr />
<div>{{WIP}}<br />
{{stub|This page is in alpha stage. Please do not edit this unless you are [[User:FlickerTheFlareon]] until the page is no longer in alpha stage.}}<br />
{{inuse}}<br />
==Blessed Vee==<br />
Blessed Vees are special Vees that were blessed by Mew. Humanoid foxes, they are often mistaken for arcanaloths or kitsune.<br />
<br />
===Physical Description===<br />
Blessed Vees look like normal Vees, apart from the purple eye-shaped mark they have on one of their palms. See [[Vee (5e Race)]] for information about what regular Vees look like.<br />
<br />
<br />
<br />
===History===<br />
Blessed Vees were first created when a group of Vees searched for Mew. Those Vees were the first to be blessed. If at least one member of a Vee couple is blessed, their offspring will be blessed for sure. <br />
<br />
===Society===<br />
Blessed Vees live in all sorts of communities, and if cast out, they will firmly keep returning until they are accepted. Blessed Vees consider Mew sacred, and should they see a creature defiling a symbol of Mew, they will take the creature into custody if possible until it apologizes for its mistake. <br />
<br />
A Blessed Vee's home is often quite large, with usually at least one altar dedicated to Mew.<br />
<br />
In Blessed Vee society, one's birthday is considered a special day, and whenever a new Vee is born, the child is considered a special blessing. <br />
<br />
Blessed Vees also have large evolution ceremonies. For the ceremony, the teenage unevolved Vee is taken to the Evolution Temple which matches their element.<br />
<br />
Water Temples are built on pillars above lakes, out of marble. The inside is more of a long hall with an ultramarine blue carpet. Streams flow one the sides of the carpet, and the Evolution Stone is surrounded by white shells.<br />
<br />
Fire Temples are built entirely out of scorched stone. Numerous brass braziers burn with a bright flame, forming a path covered by a dark red carpet with burn marks on it. The Evolution Stone is in a huge fire pit.<br />
<br />
Psychic Temples are built out of stone. Their walls are covered with symbols of Mew. Tapestries showing Mew cover the walls. The Evolution Stone is carved to look like Mew's head.<br />
<br />
Lightning Temples are built out of stone, too, but with lots of lightning rods on their rooftops. The rods attract lightning to strike the Evolution Stone.<br />
<br />
Grass Temples are made out of cracked rock and are overgrown with vines. The Evolution Stone is covered in moss.<br />
<br />
Dark Temples are built in caves, lit only by a few torches burning with purple {{5e|Continual Flame}}. The Evolution stone is in the middle of one such cave temple.<br />
<br />
Fairy Temples are overgrown with flowering creepers and often have the Evolution Stone surrounded by potted flowers.<br />
<br />
Ice Temples are often dug into the side of mountains, the floor inside being frozen over. The Evolution Stones in such temples are frozen in blocks of ice.<br />
<br />
Blessed Vees also display signs that evolution is near. <br />
<br />
Will-be Fire Vees often feel cold in early autumn, and wear two jumpers.<br />
<br />
Will-be Lightning Vees often accidentally shock anything that touches them.<br />
<br />
Will-be Water Vees often shower for longer then needed and realize they can breathe underwater.<br />
<br />
Will-be Psychic Vees are plagued by nightmares and the mark on their palms glows while they sleep, indicating the displeasure their bearer suffers.<br />
<br />
Will-be Grass Vees often find themselves with leaves in their tails when there is no logical way leaves could have ended up there.<br />
<br />
Will-be Dark Vees start taking large naps during the day and finding it hard to sleep at night, their darkvision appearing.<br />
<br />
Will-be Fairy Vees often realize they have ribbons and bows stuck in their fur, but on a closer look, their fur is clean.<br />
<br />
Will-be Ice Vees often breathe chilly air and always have cold fur.<br />
<br />
===Blessed Vee Names===<br />
See [[Vee (5e Race)]] for Blessed Vee names. Do note that Psychic Blessed Vees do not know the idea of names and call fellow Vees "comrade", other creatures are called "outlanders" and other Psychic Blessed Vees are called "Mewchild".<br />
<br />
<br />
===Blessed Vee Traits===<br />
{{5e Racial Traits<br />
|summary=<!--A few Vees were blessed by Mew and gained psychic abillities.--><br />
|abilities=Your {{5a|int}} score increases by 2. Also, your subrace increases one other score by 1.<br />
|age=Blessed Vees can live up to 1000 years.<br />
|alignment=Blessed Vees tend toward neutral or good alignments.<br />
|size=Blessed Vees are taller and more slender then normal Vees, weighing at maximum 80 pounds and being about 5 feet tall. Your size is Medium.<br />
|speed=Your base walking speed is 35 feet. <br />
|trait1=Mew-blessed<br />
|description1=You have been blessed by Mew. You gain resistance to psychic damage.<br />
|trait2=Psyforce<br />
|description2=Your blessing gave you an unusual abillity to cast spells. You can cast [[Psionic Blast (5e Spell)|Psionic Blast]] at will. <br />
|trait3=Embrace the Psyforce <br />
|description3=You have advantage on {{5a|wis}} ({{5s|perception}}) checks.<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
|languages=You can speak, read, and write Common and Primordial.<br />
|subrace=All normal types of Vees but the Evolutionless may become blessed.<br />
}}<br />
<br />
<br />
====Blessed Water Vee====<br />
Blessed Water Vees, scientifically known as ''Veeus Vaporeon'', have a variety of interesting traits.<br />
<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|con}} score increases by 1.<br />
|trait1=Amphibious<br />
|description1=You have a swimming speed of 30 feet and can breathe underwater.<br />
|trait2=Marine Communication<br />
|description2=You can telepathically speak with all marine creatures within 120 feet. You may attempt to charm a marine creature with an {{5a|int}} score of 4 or less with the DC= 10 + the creature's CR. Use your {{5a|cha}} modifier for this check. If you charm it, the creature listens to your telepathic commands. You can have only 2 creatures charmed this way at once. <br />
|trait3=Living Water<br />
|description3=You have immunity to nonmagical fire damage if you are at least half submerged in water.<br />
|trait4=Water Magic<br />
|description4=You know the ''shape water'' cantrip.<br />
<br />
}}<br />
<br />
====Psychic Blessed Vee====<br />
Psychic Blessed Vees are mysterious, with no idea of names whatsoever. Their scientific name is ''Veeus Espeon''.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|wis}} score increases by 1.<br />
|trait1=Blessed<br />
|description1=You gain immunity to psychic damage.<br />
|trait2=Telepathy<br />
|description2=You can communicate telepathically with any creature that understands a language you speak.<br />
|trait3=Superior Psyforce<br />
|description3=You radiate an aura of psychic energy which can be detected if someone casts {{5e|detect magic}}. This aura can also be sensed by Beholders and Beholderkin. Such creatures will hesitate to attack you and try to neutralize you if attacked. <br />
<br />
}}<br />
<br />
====Blessed Fire Vee====<br />
Blessed Fire Vees, their scientific name being ''Veeus Flareon'', are often short-tempered.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|cha}} score increases by 1.<br />
|trait1=Flameproof Hide<br />
|description1=You are resistant to fire damage.<br />
|trait2=Blessed Flame<br />
|description2=Your tail burns with a bright flame. This effect does not harm you. You may extinguish or re-light the flame at any time. While lit the flame sheds bright light in a 30-foot sphere.<br />
|trait3=Friend of the Flame<br />
|description3=Fire-related creatures, such as {{5e|Efreeti}} and {{5e|Fire Elemental}}s view you as friendly. This does not work on fiends.<br />
|trait4=Fire Magic <br />
|description4=You know the {{5e|Fire Bolt}} cantrip and the {{5e|Burning Hands}} spell.<br />
<br />
}}<br />
<br />
====Blessed Electric Vee====<br />
Blessed Electric Vees are scientifically named ''Veeus Jolteon''. They are quick and alert.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|dex}} score increases by 1.<br />
|trait1=Lightning Speed<br />
|description1=Your base walking speed is 40 feet.<br />
|trait2=Born of Electricity<br />
|description2=You have resistance to lightning damage.<br />
|trait3=Electrically Charged<br />
|description3=For every hour you wear metal armor, you lose one hit point.<br />
|trait4=Electro-magic<br />
|description4=You know the {{5e|Shocking Grasp}} cantrip.<br />
}}<br />
<br />
====Blessed Grass Vee====<br />
Blessed Grass Vees bear the scientific name ''Veeus Leafeon''.<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|con}} score increases by 1.<br />
|trait1=Born of Nature<br />
|description1=You have resistance to damage from plant type creatures.<br />
|trait2=Earth Magic<br />
|description2=You know the ''mold earth'' cantrip.<br />
|trait3=Photosyntethis<br />
|description3=If you finish a short rest in sunlight, you are fully fed for the day.<br />
<br />
}}<br />
<br />
====Blessed Fairy Vee====<br />
Blessed Fairy Vees are playful. Their scientific name is ''Veeus Sylveon''.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|cha}} score increases by 1.<br />
|trait1=Fairy Luck<br />
|description1=If you roll a 1 on an ability check, saving throw, or attack roll, you may reroll the die and must use the new roll.<br />
|trait2=Faerie Tongue<br />
|description2=You can read, speak, and write Sylvan.<br />
|trait3=Born of the Light<br />
|description3=You have resistance to radiant damage.<br />
<br />
}}<br />
<br />
====Blessed Dark Vee====<br />
Blessed Dark Vees are scientifically known as ''Veeus Umbreon''. They are quite reclusive.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|dex}} score increases by 1.<br />
|trait1=Darkvision<br />
|description1=You can see in darkness within 60 feet of you as if it were dim light, and in dim light within 60 feet of you as if it were bright light.<br />
|trait2=Dark Magic<br />
|description2=You know the {{5e|Darkness}} spell and one cantrip of your choice from the Warlock spell list.<br />
|trait3=Deathly Endurance<br />
|description3=You have resistance to necrotic damage.<br />
<br />
}}<br />
<br />
====Blessed Ice Vee====<br />
Blessed Ice Vees, scientifically known as ''Veeus Glaceon'', are hardy and often turn down company.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|con}} score increases by 1.<br />
|trait1=Born of Snow<br />
|description1=You have resistance to cold damage.<br />
|trait2=Living Snow<br />
|description2=You have advantage on {{5a|dex}} ({{5s|Stealth}}) checks made to hide in snowy terrain.<br />
<br />
}}<br />
====Blessed Crossbred Vee====<br />
Different subraces of Blessed Vee sometimes breed. The resulting Vee has mysterious powers. The same rules for non-compatibility between types the Crossbred Vee subrace uses apply.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Increase the ability score that your major ancestry increases by 1.<br />
|trait1=Major Ancestry<br />
|description1=You have one type of Blessed Vee subrace apart from Crossbred as your Major Ancestry. You gain one trait of your choice from your Major Ancestry.<br />
|trait2=Minor Ancestry<br />
|description2=You have one type of Vee ([[Vee (5e Race)]] subrace as your Minor Ancestry. You have two traits from your Minor Ancestry. Those traits cannot be damage resistances.<br />
|trait3=Combined Psyforce<br />
|description3=The Psyforce your parents wielded has combined into a special sort of energy you can harness. You learn any two cantrips.<br />
<br />
}}<br />
<br />
''More coming soon!''<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Blessed Vee<br />
|feet=5<br />
|inches=<!--base height inches--><br />
|heightmod=2d10<br />
|weight=70 <br />
|weightmod=1d4<br />
}}<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
<vote type=1 /><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Pokémon franchise]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>FlickerTheFlareonhttps://www.dandwiki.com/w/index.php?title=User:FlickerTheFlareon/Blessed_Vee_(5e_Race)&diff=1437928User:FlickerTheFlareon/Blessed Vee (5e Race)2021-02-11T18:42:36Z<p>FlickerTheFlareon: </p>
<hr />
<div>{{WIP}}<br />
{{stub|This page is in alpha stage. Please do not edit this unless you are [[User:FlickerTheFlareon]] until the page is no longer in alpha stage.}}<br />
{{inuse}}<br />
==Blessed Vee==<br />
Blessed Vees are special Vees that were blessed by Mew. Humanoid foxes, they are often mistaken for arcanaloths or kitsune.<br />
<br />
===Physical Description===<br />
Blessed Vees look like normal Vees, apart from the purple eye-shaped mark they have on one of their palms. See [[Vee (5e Race)]] for information about what regular Vees look like.<br />
<br />
<br />
<br />
===History===<br />
Blessed Vees were first created when a group of Vees searched for Mew. Those Vees were the first to be blessed. If at least one member of a Vee couple is blessed, their offspring will be blessed for sure. <br />
<br />
===Society===<br />
Blessed Vees live in all sorts of communities, and if cast out, they will firmly keep returning until they are accepted. Blessed Vees consider Mew sacred, and should they see a creature defiling a symbol of Mew, they will take the creature into custody if possible until it apologizes for its mistake. <br />
<br />
A Blessed Vee's home is often quite large, with usually at least one altar dedicated to Mew.<br />
<br />
In Blessed Vee society, one's birthday is considered a special day, and whenever a new Vee is born, the child is considered a special blessing. <br />
<br />
Blessed Vees also have large evolution ceremonies. For the ceremony, the teenage unevolved Vee is taken to the Evolution Temple which matches their element.<br />
<br />
Water Temples are built on pillars above lakes, out of marble. The inside is more of a long hall with an ultramarine blue carpet. Streams flow one the sides of the carpet, and the Evolution Stone is surrounded by white shells.<br />
<br />
Fire Temples are built entirely out of scorched stone. Numerous brass braziers burn with a bright flame, forming a path covered by a dark red carpet with burn marks on it. The Evolution Stone is in a huge fire pit.<br />
<br />
Psychic Temples are built out of stone. Their walls are covered with symbols of Mew. Tapestries showing Mew cover the walls. The Evolution Stone is carved to look like Mew's head.<br />
<br />
Lightning Temples are built out of stone, too, but with lots of lightning rods on their rooftops. The rods attract lightning to strike the Evolution Stone.<br />
<br />
Grass Temples are made out of cracked rock and are overgrown with vines. The Evolution Stone is covered in moss.<br />
<br />
Dark Temples are built in caves, lit only by a few torches burning with purple {{5e|Continual Flame}}. The Evolution stone is in the middle of one such cave temple.<br />
<br />
Fairy Temples are overgrown with flowering creepers and often have the Evolution Stone surrounded by potted flowers.<br />
<br />
Ice Temples are often dug into the side of mountains, the floor inside being frozen over. The Evolution Stones in such temples are frozen in blocks of ice.<br />
<br />
Blessed Vees also display signs that evolution is near. <br />
<br />
Will-be Fire Vees often feel cold in early autumn, and wear two jumpers.<br />
<br />
Will-be Lightning Vees often accidentally shock anything that touches them.<br />
<br />
Will-be Water Vees often shower for longer then needed and realize they can breathe underwater.<br />
<br />
Will-be Psychic Vees are plagued by nightmares and the mark on their palms glows while they sleep, indicating the displeasure their bearer suffers.<br />
<br />
Will-be Grass Vees often find themselves with leaves in their tails when there is no logical way leaves could have ended up there.<br />
<br />
Will-be Dark Vees start taking large naps during the day and finding it hard to sleep at night, their darkvision appearing.<br />
<br />
Will-be Fairy Vees often realize they have ribbons and bows stuck in their fur, but on a closer look, their fur is clean.<br />
<br />
Will-be Ice Vees often breathe chilly air and always have cold fur.<br />
<br />
===Blessed Vee Names===<br />
See [[Vee (5e Race)]] for Blessed Vee names. Do note that Psychic Blessed Vees do not know the idea of names and call fellow Vees "comrade", other creatures are called "outlanders" and other Psychic Blessed Vees are called "Mewchild".<br />
<br />
<br />
===Blessed Vee Traits===<br />
{{5e Racial Traits<br />
|summary=<!--A few Vees were blessed by Mew and gained psychic abillities.--><br />
|abilities=Your {{5a|int}} score increases by 2. Also, your subrace increases one other score by 1.<br />
|age=Blessed Vees can live up to 1000 years.<br />
|alignment=Blessed Vees tend toward neutral or good alignments.<br />
|size=Blessed Vees are taller and more slender then normal Vees, weighing at maximum 80 pounds and being about 5 feet tall. Your size is Medium.<br />
|speed=Your base walking speed is 35 feet. <br />
|trait1=Mew-blessed<br />
|description1=You have been blessed by Mew. You gain resistance to psychic damage.<br />
|trait2=Psyforce<br />
|description2=Your blessing gave you an unusual abillity to cast spells. You can cast [[Psionic Blast (5e Spell)|Psionic Blast]] at will. <br />
|trait3=Embrace the Psyforce <br />
|description3=You have advantage on {{5a|wis}} ({{5s|perception}}) checks.<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
|languages=You can speak, read, and write Common and Primordial.<br />
|subrace=All normal types of Vees but the Evolutionless may become blessed.<br />
}}<br />
<br />
<br />
====Blessed Water Vee====<br />
Blessed Water Vees, scientifically known as ''Veeus Vaporeon'', have a variety of interesting traits.<br />
<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|con}} score increases by 1.<br />
|trait1=Amphibious<br />
|description1=You have a swimming speed of 30 feet and can breathe underwater.<br />
|trait2=Marine Communication<br />
|description2=You can telepathically speak with all marine creatures within 120 feet. You may attempt to charm a marine creature with an {{5a|int}} score of 4 or less with the DC= 10 + the creature's CR. Use your {{5a|cha}} modifier for this check. If you charm it, the creature listens to your telepathic commands. You can have only 2 creatures charmed this way at once. <br />
|trait3=Living Water<br />
|description3=You have immunity to nonmagical fire damage if you are at least half submerged in water.<br />
|trait4=Water Magic<br />
|description4=You know the ''shape water'' cantrip.<br />
<br />
}}<br />
<br />
====Psychic Blessed Vee====<br />
Psychic Blessed Vees are mysterious, with no idea of names whatsoever. Their scientific name is ''Veeus Espeon''.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|wis}} score increases by 1.<br />
|trait1=Blessed<br />
|description1=You gain immunity to psychic damage.<br />
|trait2=Telepathy<br />
|description2=You can communicate telepathically with any creature that understands a language you speak.<br />
|trait3=Superior Psyforce<br />
|description3=You radiate an aura of psychic energy which can be detected if someone casts {{5e|detect magic}}. This aura can also be sensed by Beholders and Beholderkin. Such creatures will hesitate to attack you and try to neutralize you if attacked. <br />
<br />
}}<br />
<br />
====Blessed Fire Vee====<br />
Blessed Fire Vees, their scientific name being ''Veeus Flareon'', are often short-tempered.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|cha}} score increases by 1.<br />
|trait1=Flameproof Hide<br />
|description1=You are resistant to fire damage.<br />
|trait2=Blessed Flame<br />
|description2=Your tail burns with a bright flame. This effect does not harm you. You may extinguish or re-light the flame at any time. While lit the flame sheds bright light in a 30-foot sphere.<br />
|trait3=Friend of the Flame<br />
|description3=Fire-related creatures, such as {{5e|Efreeti}} and {{5e|Fire Elemental}}s view you as friendly. This does not work on fiends.<br />
|trait4=Fire Magic <br />
|description4=You know the {{5e|Fire Bolt}} cantrip and the {{5e|Burning Hands}} spell.<br />
<br />
}}<br />
<br />
====Blessed Electric Vee====<br />
Blessed Electric Vees are scientifically named ''Veeus Jolteon''. They are quick and alert.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|dex}} score increases by 1.<br />
|trait1=Lightning Speed<br />
|description1=Your base walking speed is 40 feet.<br />
|trait2=Born of Electricity<br />
|description2=You have resistance to lightning damage.<br />
|trait3=Electrically Charged<br />
|description3=For every hour you wear metal armor, you lose one hit point.<br />
|trait4=Electro-magic<br />
|description4=You know the {{5e|Shocking Grasp}} cantrip.<br />
}}<br />
<br />
====Blessed Grass Vee====<br />
Blessed Grass Vees bear the scientific name ''Veeus Leafeon''.<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|con}} score increases by 1.<br />
|trait1=Born of Nature<br />
|description1=You have resistance to damage from plant type creatures.<br />
|trait2=Earth Magic<br />
|description2=You know the''mold earth'' cantrip.<br />
|trait3=Photosyntethis<br />
|description3=If you finish a short rest in sunlight, you are fully fed for the day.<br />
<br />
}}<br />
<br />
====Blessed Fairy Vee====<br />
Blessed Fairy Vees are playful. Their scientific name is ''Veeus Sylveon''.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|cha}} score increases by 1.<br />
|trait1=Fairy Luck<br />
|description1=If you roll a 1 on an ability check, saving throw, or attack roll, you may reroll the die and must use the new roll.<br />
|trait2=Faerie Tongue<br />
|description2=You can read, speak, and write Sylvan.<br />
|trait3=Born of the Light<br />
|description3=You have resistance to radiant damage.<br />
<br />
}}<br />
<br />
====Blessed Dark Vee====<br />
Blessed Dark Vees are scientifically known as ''Veeus Umbreon''. They are quite reclusive.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|dex}} score increases by 1.<br />
|trait1=Darkvision<br />
|description1=You can see in darkness within 60 feet of you as if it were dim light, and in dim light within 60 feet of you as if it were bright light.<br />
|trait2=Dark Magic<br />
|description2=You know the {{5e|Darkness}} spell and one cantrip of your choice from the Warlock spell list.<br />
|trait3=Deathly Endurance<br />
|description3=You have resistance to necrotic damage.<br />
<br />
}}<br />
<br />
====Blessed Ice Vee====<br />
Blessed Ice Vees, scientifically known as ''Veeus Glaceon'', are hardy and often turn down company.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|con}} score increases by 1.<br />
|trait1=Born of Snow<br />
|description1=You have resistance to cold damage.<br />
|trait2=Living Snow<br />
|description2=You have advantage on {{5a|dex}} ({{5s|Stealth}}) checks made to hide in snowy terrain.<br />
<br />
}}<br />
====Blessed Crossbred Vee====<br />
Different subraces of Blessed Vee sometimes breed. The resulting Vee has mysterious powers. The same rules for non-compatibility between types the Crossbred Vee subrace uses apply.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Increase the ability score that your major ancestry increases by 1.<br />
|trait1=Major Ancestry<br />
|description1=You have one type of Blessed Vee subrace apart from Crossbred as your Major Ancestry. You gain one trait of your choice from your Major Ancestry.<br />
|trait2=Minor Ancestry<br />
|description2=You have one type of Vee ([[Vee (5e Race)]] subrace as your Minor Ancestry. You have two traits from your Minor Ancestry. Those traits cannot be damage resistances.<br />
|trait3=Combined Psyforce<br />
|description3=The Psyforce your parents wielded has combined into a special sort of energy you can harness. You learn any two cantrips.<br />
<br />
}}<br />
<br />
''More coming soon!''<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Blessed Vee<br />
|feet=5<br />
|inches=<!--base height inches--><br />
|heightmod=2d10<br />
|weight=70 <br />
|weightmod=1d4<br />
}}<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
<vote type=1 /><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Pokémon franchise]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>FlickerTheFlareonhttps://www.dandwiki.com/w/index.php?title=Shadow_Elf,_Variant_(5e_Subrace)&diff=1437922Shadow Elf, Variant (5e Subrace)2021-02-11T18:31:18Z<p>FlickerTheFlareon: </p>
<hr />
<div>===Elf Subrace===<br />
Shadow elves are a subgroup of elves that were exposed to the powers of Shadowfell. However, unlike the pale [[Shadar-Kai (5e Subrace)|shadar-kai]], these shadow elves have skin that ranges from a midnight black to a deep twilight purple. In this way, they are almost like drow in pigment. However, they are strangely nocturnal in that they hate to do anything while the sun is up, even if they are not directly within its rays. They thus are said to have an internal clock that allows them to know the phases of the sun and moon relative to their location. While active, they tend to engage in espionage and other crafty projects involving their great stealth.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|cha}} score increases by 1.<br />
|trait1=Weapon Training<br />
|description1=You are proficient with {{5e|light crossbow}}s, {{5e|Dagger}}s, and {{5e|Shortsword}}s.<br />
|trait2=Shadow Stealth<br />
|description2=While you are in darkness, you have {{5e|advantage}} on {{5a|dex}} ({{5s|stealth}}) checks.<br />
|trait3=Shadow Magic<br />
|description3=You know the [[5e SRD:Minor Illusion|''minor illusion'']] cantrip. When you reach 3rd level, you can cast the [[5e SRD:Pass without Trace|''pass without trace'']] spell once, and it recharges after a {{5e|long rest}}. When you reach 5th level, you can cast [[5e SRD:Invisibility|''invisibility'']] (Self Only) once, and it recharges after a {{5e|long rest}}. You do not need the material components required of the spells. {{5a|cha}} is your spellcasting ability for these spells.<br />
|trait4=Inner Clock<br />
|description4=You always know whether it is night or day in your location, even if the sun and moon are not visible to you.<br />
|trait5=Extreme Sunlight Sensitivity <br />
|description5=You have disadvantage on all attack rolls, saving throws, and ability and skill checks while in sunlight of any sort. In addition, you gain 2 levels of {{5c|exhaustion}} for each day in which you spend 2 hours or more in bright sunlight. <br />
}} <br />
----<br />
{{5e Subrace Breadcrumb}}<br />
[[Category:Elf Tag]]<br />
[[Category:5e]]<br />
[[Category:Subrace]]<br />
[[Category:User]]</div>FlickerTheFlareonhttps://www.dandwiki.com/w/index.php?title=User:FlickerTheFlareon&diff=1437835User:FlickerTheFlareon2021-02-11T09:01:52Z<p>FlickerTheFlareon: /* What I work on */</p>
<hr />
<div>===Who I am===<br />
Hi! I'm Flicker! I love Pokemon and Animal Jam. I also love Flareons! Other things I like are ''Star Wars'', ''Harry Potter'', and the video game ''Transformice Adventures''. <br />
<br />
I am a DM and my AJ user is Pinguthepenguin18.<br />
<br />
====My Characters====<br />
<br />
Julie- 10th level high elf rogue, has an awakened hippogriff buddy named Aragorn after the novel character. Black hair and green eyes, intelligence 17 (Julie is as smart as a ''beholder''!)<br />
<br />
Alydia- 8th level drow gunslinger, has a pet mechatressym called Caliope.<br />
<br />
Flicker- 1st level sorcerer, 6th level shadow monk, fire vee, casts loads of fire bolts. Julie's apprentice. My user was named after her!<br />
<br />
Petro- 6th level ranger, half-avariel (avariel are winged elves), has a griffon mount called Platinum.<br />
<br />
===What I work on===<br />
Here's one of the pages where I pulled my weight: [[Vee (5e Race)]]<br />
My custom race: [[Blessed Vee (5e Race)]]<br />
Also, if someone not logged in is editing my pages, that's probably me.<br />
<br />
====Supreme "Pokétrainer" Build!====<br />
<br />
First, get forest gnome for your race. Then, pick the druid class, get 3 levels, multiclass in ranger with 4 levels over there in beast master, and pick a panther companion. Voila, an Incineroar! Use forest gnome abillity to befriend a rat (more like a Rattata!) and then multiclass 3 levels in artificer, battle smith. Make your steel defender be...a Rotom! Take Magic Initiate and get Find Familiar, then pick a quipper, and you got a Magikarp! You now have 4 Pokémon-like creatures of average power. The panther deals damage, the rat can spy on others, the defender can give you advantage, and the quipper is, well, just cute. Druid is optional and just for flavor. You can also try to befriend an arctic fox for an Alolan Vulpix.<br />
<br />
====Mawyo Race====<br />
<br />
The Mawyo are mysterious, cat-like humanoids inhabiting the Eastern-themed world of Loalia. There are two kinds of Mawyo, Skrealian and Leolan. Skrealia and Leola are two continents on Loalia. Skrealian Mawyo are more focused on Yoga and Tai Chi. Leolan Mawyo are more focused on Karate and other martial arts. Skrealian Mawyo have ears that start at the top of their heads and end where a human's ears would start. Leolan Mawyo have ears that look like oversized, furry elf ones with their tips curled upwards.<br />
<br />
<br />
====D100 Art Objects for you to find (WIP)====<br />
<br />
1. A shortsword/longsword/scimitar scabbard made from artificial leopard fur. The scabbard is studded with chunks of sapphire. This scabbard belongs to an aprentice sorcerer.<br />
<br />
2. A beautiful, fluffy choker with a pearl. The choker can also serve as a winter scarf. This choker was made by a queen for her 10-year old daughter.<br />
<br />
3. A golden statuette of a fox. The statuette was crafted as a gift to an elven queen.<br />
<br />
4. A silver locket shaped like a heart. Inside is the portrait of a male arcanaloth. If you speak to the portrait, the arcanaloth depicted smiles, his eyes filled with melancholy. This locket was crafted by the arcanaloth depicted for his lover, a female rakshasa. <br />
<br />
5. A large rug. It's so soft, it can double as a large blanket. This blanket was made by a half-elf hunter for his husky dog.<br />
<br />
===What I want===<br />
<br />
~Hope you get through the pandemic!</div>FlickerTheFlareonhttps://www.dandwiki.com/w/index.php?title=User:FlickerTheFlareon&diff=1437819User:FlickerTheFlareon2021-02-11T07:36:45Z<p>FlickerTheFlareon: /* What I work on */</p>
<hr />
<div>===Who I am===<br />
Hi! I'm Flicker! I love Pokemon and Animal Jam. I also love Flareons! Other things I like are ''Star Wars'', ''Harry Potter'', and the video game ''Transformice Adventures''. <br />
<br />
I am a DM and my AJ user is Pinguthepenguin18.<br />
<br />
====My Characters====<br />
<br />
Julie- 10th level high elf rogue, has an awakened hippogriff buddy named Aragorn after the novel character. Black hair and green eyes, intelligence 17 (Julie is as smart as a ''beholder''!)<br />
<br />
Alydia- 8th level drow gunslinger, has a pet mechatressym called Caliope.<br />
<br />
Flicker- 1st level sorcerer, 6th level shadow monk, fire vee, casts loads of fire bolts. Julie's apprentice. My user was named after her!<br />
<br />
Petro- 6th level ranger, half-avariel (avariel are winged elves), has a griffon mount called Platinum.<br />
<br />
===What I work on===<br />
Here's one of the pages where I pulled my weight: [[Vee (5e Race)]]<br />
My custom race: [[Blessed Vee (5e Race)]]<br />
Also, if someone not logged in is editing my pages, that's probably me.<br />
<br />
====Supreme "Pokétrainer" Build!====<br />
<br />
First, get forest gnome for your race. Then, pick the druid class, get 3 levels, multiclass in ranger with 4 levels over there in beast master, and pick a panther companion. Voila, an Incineroar! Use forest gnome abillity to befriend a rat (more like a Rattata!) and then multiclass 3 levels in artificer, battle smith. Make your steel defender be...a Rotom! Take Magic Initiate and get Find Familiar, then pick a quipper, and you got a Magikarp! You now have 4 Pokémon-like creatures of average power. The panther deals damage, the rat can spy on others, the defender can give you advantage, and the quipper is, well, just cute. Druid is optional and just for flavor. You can also try to befriend an arctic fox for an Alolan Vulpix.<br />
<br />
<br />
====D100 Art Objects for you to find (WIP)====<br />
<br />
1. A shortsword/longsword/scimitar scabbard made from artificial leopard fur. The scabbard is studded with chunks of sapphire. This scabbard belongs to an aprentice sorcerer.<br />
<br />
2. A beautiful, fluffy choker with a pearl. The choker can also serve as a winter scarf. This choker was made by a queen for her 10-year old daughter.<br />
<br />
3. A golden statuette of a fox. The statuette was crafted as a gift to an elven queen.<br />
<br />
4. A silver locket shaped like a heart. Inside is the portrait of a male arcanaloth. If you speak to the portrait, the arcanaloth depicted smiles, his eyes filled with melancholy. This locket was crafted by the arcanaloth depicted for his lover, a female rakshasa. <br />
<br />
5. A large rug. It's so soft, it can double as a large blanket. This blanket was made by a half-elf hunter for his husky dog.<br />
<br />
===What I want===<br />
<br />
~Hope you get through the pandemic!</div>FlickerTheFlareonhttps://www.dandwiki.com/w/index.php?title=User:FlickerTheFlareon&diff=1437815User:FlickerTheFlareon2021-02-11T07:22:49Z<p>FlickerTheFlareon: </p>
<hr />
<div>===Who I am===<br />
Hi! I'm Flicker! I love Pokemon and Animal Jam. I also love Flareons! Other things I like are ''Star Wars'', ''Harry Potter'', and the video game ''Transformice Adventures''. <br />
<br />
I am a DM and my AJ user is Pinguthepenguin18.<br />
<br />
====My Characters====<br />
<br />
Julie- 10th level high elf rogue, has an awakened hippogriff buddy named Aragorn after the novel character. Black hair and green eyes, intelligence 17 (Julie is as smart as a ''beholder''!)<br />
<br />
Alydia- 8th level drow gunslinger, has a pet mechatressym called Caliope.<br />
<br />
Flicker- 1st level sorcerer, 6th level shadow monk, fire vee, casts loads of fire bolts. Julie's apprentice. My user was named after her!<br />
<br />
Petro- 6th level ranger, half-avariel (avariel are winged elves), has a griffon mount called Platinum.<br />
<br />
===What I work on===<br />
Here's one of the pages where I pulled my weight: [[Vee (5e Race)]]<br />
My custom race: [[Blessed Vee (5e Race)]]<br />
Also, if someone not logged in is editing my pages, that's probably me.<br />
<br />
====Supreme "Pokétrainer" Build!====<br />
<br />
First, get forest gnome for your race. Then, pick the druid class, get 3 levels, multiclass in ranger with 4 levels over there in beast master, and pick a panther companion. Voila, an Incineroar! Use forest gnome abillity to befriend a rat (more like a Rattata!) and then multiclass 3 levels in artificer, battle smith. Make your steel defender be...a Rotom! Take Magic Initiate and get Find Familiar, then pick a quipper, and you got a Magikarp! You now have 4 Pokémon-like creatures of average power. The panther deals damage, the rat can spy on others, the defender can give you advantage, and the quipper is, well, just cute. Druid is optional and just for flavor.<br />
<br />
<br />
===What I want===<br />
<br />
~Hope you get through the pandemic!</div>FlickerTheFlareonhttps://www.dandwiki.com/w/index.php?title=User:TeslaFistforge/Vee_(5e_Race)&diff=1437812User:TeslaFistforge/Vee (5e Race)2021-02-11T07:14:58Z<p>FlickerTheFlareon: /* Dark Vee/Umbreon */</p>
<hr />
<div>{{WIP}}<br />
{{Design Disclaimer|5e|Many traits of this race are based on the weather and the environment. If your DM in unwilling to keep track of these variables, or you are in a dungeon crawler campaign, this race may be unintentionally underpowered.}}<br></center><br />
<br />
<br />
==Vee==<br />
Vees are a race of bipedal fox-like humanoids. Vees are frequently mistaken for kitsune or elementals but are not quite either. Vees are simply humanoids with a sliver of elemental power, not unlike dragonborn or genasi.<br />
<br />
===Physical Description===<br />
Adolescent vees have brown fur, thick white neck hair, a bushy tail with a white tip and long ears on the top of their heads. At approximately 15 years of age, adolescent vees become extremely sensitive to their environment. Unless great care is taken to avoid this, they will absorb the power of the local environment, changing their appearance and giving them a small amount of elemental power. The physical changes can be relatively minor, such as with the fire vee, whose fur simply changes color to orange and gains a tuft of hair on its head. The physical changes can also be somewhat extensive, as is the case with the fairy vee, which gains white fur, pink and light blue highlights, ribbons, and bows. The magical changes to a vee are relatively minor, being limited to basic control of their element, similar to that of an apprentice wizard. <br />
<br />
Scholars are puzzled with the fact that despite technically having elemental magic, some vee evolutions have magic similar to that of other planar creatures, such as fey and undead. One theory for this is that vees are able to draw power from all of the inner planes and not just the elemental planes. Unfortunately, this theory is somewhat disproven by the fact that the psychic vee has magic similar to beholders and mind flayers, which are not native to the inner planes.<br />
<br />
Very rarely, a vee is born all white and is referred to as a "shiny" (shiny is a slang word and some vees find it offensive). While it was thought to just be albinism, further research shows that it is not. When a shiny vee evolves, instead of continuing to have white fur, they gain a unique color scheme different from normal vees. Despite the color change, they still retain the element of a standard vee of their type. This confuses those who are not familiar with vees, as a shiny psychic vee looks green, very similar to a grass vee. Shiny fire vees have golden fur instead of orange.<br />
<div class="externalimage-holder" style="width:30%;float:right;"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}<br />
</div><br />
<br />
===History===<br />
According to vee legend, vees are descended from powerful elemental beasts, the most powerful among them being capable of casting cataclysmic spells such as ''{{5e|Meteor Swarm}}''. Somewhere along the way, however, they lost most of this power and gained sentience. There are many theories as to how this happened. Some think that the gods had decided that it was too dangerous to let mindless beasts have so much power, so they decided to solve both problems at the same time. The gods took most of their power and gave them enough intelligence to control what they had left. Others think that they simply evolved, and losing that power was merely a step along the way.<br />
<br />
===Society===<br />
Vees are a very social race that like to live in large towns and villages. They are good at incorporating themselves into settlements but if they are forced out of a settlement due to superstition or the like, they may set up a settlement of only vees or become wild vees. Wild vees are generally vees that decided to abandon society in favor of being in their natural environment. Wild vees will sometimes live alone or form small clans of vees of the same element. A natural environment for a vee is an area where they can connect to their element (and is often acceptable for evolution) such as a volcano for fire vee or an ocean for water vee. On occasion, a particular environment may be suitable for more than one type of vee, such as a snowy forest or a tropical island.<br />
<br />
When a vee reaches their mid-teens, their body will begin absorbing ambient energies. Around this age, parent vees generally watch for signs that their child will soon evolve, such as their hands having a leafy texture after gardening or their tail turning blue after swimming. These features revert to normal after a short time but become more frequent the closer they are to evolution. Vee tradition states that, after the third sign of evolution, the child should be covered as much as possible in elementally resistant clothing until the time of evolution (normal clothing is a bit less effective, but is much cheaper). The child should then either be taken to a necessary location to evolve or an elementally charged stone should be obtained to facilitate evolution.<br />
<br />
===Vee Names===<br />
Vees usually follow the naming schemes of the local races, as they like socializing with other races, especially humans. Wild vees almost always name themselves after their element. In some cases, non-wild vees might name their offspring after their element, too.<br />
<br />
'''Wild Vee Names:''' River (Water), Splash (Water), Raindrop (Water), Bolt (Electric), Zap (Electric), Sizzle (Fire), Coal (Fire), Blast (Fire), Fortune (Psychic), Luckless (Psychic), Shadow (Dark), Nightmare (Dark), Midnight (Dark), Rose (Grass), Fern (Grass), Bracken (Grass), Frosty (Ice), Snow (Ice), Freeze (Ice), Sparkle (Fairy), Lucky (Fairy), Shine (Fairy)<br />
<br />
<br />
<br />
===Vee Traits===<br />
{{5e Racial Traits<br />
|summary=The vees are similar to the famous Eevees of Pokémon.<br />
|abilities=No ability score increases are gained from this race on its own, you instead get your ability scores through your subrace.<br />
|age=Vees reach adulthood when they evolve in their mid-teens. They tend to live less than a century.<br />
|alignment=Being somewhat innocent and naive as adolescents, most Vees lean towards good into adulthood. However certain subraces such as "Dark Vee" are more inclined towards neutral or even evil. Finally, Vees that come from the wild lean more towards Chaos. <br />
|size=Vees range from under 5 to over 6 feet tall and have slender builds that reflect their vulpine nature. Your size is Medium.<br />
|speed=Your base walking speed is 30 feet.<br />
|trait1=Shiny<br />
|description1=Roll 1d100 when you first make your character. On a 100, you may use the shiny coloration of your chosen sub-race.<br />
|languages= You can speak, read, and write in Common and Primordial. <br />
|subrace=There are 8 different evolutions of vee: water vee, electric vee, fire vee, psychic vee, dark vee, grass vee, ice vee, and fairy vee. <br />
With your DM's permission, you may also play the unevolved vee or the crossbred vee.<br />
}}<br />
====Water Vee/Vaporeon====<br />
The Water Vees are often gracious, with fish-like fins on the sides of their heads. They also have bluish-green skin and usually have small patches of fish-like scales on their bodies.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|con}} score increases by 2 and your {{5a|int}} score increases by 1.<br />
|trait1=Water Magic<br />
|description1=You know the ''shape water''<ref>p.21 Elemental Evil Players Companion</ref> cantrip and the [[Water Blast (5e Spell)|''water blast'']] cantrip. You may use your spellcasting ability for these cantrips. If you have no spellcasting ability, you may use your {{5a|con}} instead. <br />
|trait2=Water Affinity <br />
|description2=You can breathe both water and air, and have a swim speed equal to your walking speed.<br />
|trait3=Hydration<br />
|description3=While you are in rain or fully submerged in water, you have {{5e|advantage}} on your next saving throw against magic. Once you use this trait, you can’t use it again until you complete a short or long rest. <br />
|trait4=Living Water<br />
|description4=When you are fully submerged in water and remain motionless, you may use an action to become {{5c|invisible}} until you move, attack, or cast a spell.<br />
|trait5=Shiny<br />
|description5=Shiny water vees are magenta.<br />
}}<br />
<br />
====Electric Vee/Jolteon====<br />
<br />
The electric Vees are often jumpy and vigilant. They have bright yellow fur.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|dex}} score increases by 2 and your {{5a|int}} score increases by 1<br />
|trait1=Electric Magic<br />
|description1=You know the [[Control Electricity (5e Spell)|''control electricity'']] cantrip and the [[Thunder Shock (5e Spell)|''thunder shock'']] cantrip. You may use your spellcasting ability for these cantrips. If you have no spellcasting ability, you may use your {{5a|dex}} instead. <br />
|trait2=Electric Resistance<br />
|description2=You have {{5e|Damage Resistance|resistance}} to lightning damage.<br />
|trait3=Quick Feet<br />
|description3=You have {{5e|advantage}} on saving throws to resist effects that would reduce your speed (such as ''{{5e|slow}}'' or ''{{5e|ray of frost}}'').<br />
|trait4=Lightning Speed<br />
|description4=Your base walking speed increases to 35 feet.<br />
|trait5=Shiny<br />
|description5=Shiny electric vees are usually a muted green.<br />
}}<br />
<br />
====Fire Vee/Flareon====<br />
<br />
Most fire Vees get angry easily. They have orange fur and a tuft of fur on their foreheads.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|str}} score increases by 2 and your {{5a|cha}} score increases by 1.<br />
|trait1=Fire Magic<br />
|description1=You know the ''control flames''<ref>p.152 Elemental Evil Player's Companion</ref> cantrip and the [[Ember (5e Spell)|''ember'']] cantrip. You may use your spellcasting ability for these cantrips. If you have no spellcasting ability, you may use your {{5a|str}} instead. <br />
|trait2=Fire Resistance<br />
|description2=You have {{5e|Damage Resistance|resistance}} to fire damage.<br />
|trait3=Guts<br />
|description3=You have {{5e|advantage}} on saving throws to resist effects that would cause you to have {{5e|advantage|disadvantage}} on your attack rolls (such as ''{{5e|vicious mockery}}'').<br />
|trait4=Fiery Aura<br />
|description4=As an action you can create an aura of heat around you, granting all creatures within 15 feet of you gain {{5e|advantage}} on Constitution saving throws to resist the effects of extreme cold. Maintaining this aura is taxing on you. For every hour you keep this aura active, you must succeed on a DC 15 {{5a|con}} saving throw or gain one level of exhaustion.<br />
|trait5=Shiny<br />
|description5=Shiny fire vees have golden fur instead of orange.<br />
}}<br />
<br />
====Psychic Vee/Espeon====<br />
<br />
The Psychic Vees are mysterious and uncannily inteligent. They are purple, with a marking on their foreheads, and have odd appendages on their cheeks.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|int}} score increases by 2 and your {{5a|dex}} score increases by 1<br />
|trait1=Psychic Magic<br />
|description1=You know the [[Psionic Hand (5e Spell)|''psionic hand'']] cantrip and the [[Psionic Blast (5e Spell)|''psionic blast'']] cantrip. You may use your spellcasting ability for these cantrips. If you have no spellcasting ability, you may use your {{5a|int}} instead. <br />
|trait2=Psychic Resistance<br />
|description2=You have {{5e|Damage Resistance|resistance}} to psychic damage.<br />
|trait3=Magic Bounce<br />
|description3=If you are targeted by a spell of 5th level or lower and you are aware of it, you may use your reaction to attempt to nullify its effects. Make an ability check using your spellcasting ability, if you have no spellcasting ability, you may use your {{5a|int}} instead. The DC equals 15 + the spell's level. On a success, the spell fails and has no effect. Once you use this trait, you can’t use it again until you complete a long rest.<br />
|trait4=Premonition<br />
|description4=When the weather is about to change, you get a small tingling sensation. At your DM's discretion, you may get this sensation from other sources.<br />
|trait5=Shiny<br />
|description5=Shiny psychic vees are bright green.<br />
}}<br />
<br />
====Dark Vee/Umbreon====<br />
<br />
The Dark Vees are unusual and even more reclusive then psychic Vees. Unlike other Vees, they tend toward evil. They are black with gold markings.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|cha}} score increases by 2 and your {{5a|wis}} score increases by 1<br />
|trait1=Dark Magic<br />
|description1=You know the [[Black Candle (5e Spell)|''black candle'']] cantrip and the [[Vicious Rant (5e Spell)|''vicious rant'']] cantrip. You may use your spellcasting ability for these cantrips. If you have no spellcasting ability, you may use your {{5a|cha}} instead. <br />
|trait2=Dark Resistance<br />
|description2=You have {{5e|Damage Resistance|resistance}} to necrotic damage.<br />
|trait3=Inner Focus<br />
|description3=You have {{5e|advantage}} on saving throws against being {{5c|frightened}}.<br />
|trait4=Darkvision<br />
|description4=Accustomed to life in the shadows, you have superior vision in dark and dim 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.<br />
|trait5=Shiny<br />
|description5=A shiny dark vee's markings are blue instead of gold.<br />
}}<br />
<br />
====Grass Vee/Leafeon====<br />
<br />
The grass Vees are often close to the ground and dislike heights. They have brownish-green fur.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|wis}} score increases by 2 and your {{5a|str}} score increases by 1<br />
|trait1=Grass Magic<br />
|description1=You know the ''{{5e|Mold Earth}}'' cantrip and the ''(placeholder)'' cantrip. You may use your spellcasting ability for these cantrips. If you have no spellcasting ability, you may use your {{5a|wis}} instead.<br />
|trait2=Sun Eater<br />
|description2=You have {{5e|Damage Resistance|resistance}} to radiant damage<br />
|trait3=Leaf Guard<br />
|description3=While you are in direct sunlight, you have {{5e|advantage}} on your next saving throw against magic. Once you use this trait, you can’t use it again until you complete a short or long rest.<br />
|trait4=Photosynthesis <br />
|description4=If you finish a short or long rest in direct sunlight, you gain 1d4 temporary hit points until your next short or long rest. You are also fully fed for the day (you still need water).<br />
|trait5=Shiny<br />
|description5=Shiny grass vees are a lighter green then usual.<br />
}}<br />
<br />
====Ice Vee/Glaceon====<br />
<br />
Unlike others of their kind, Ice Vees are usually lonely and will turn down company. Ice Vees have light blue or light gray fur.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|int}} score increases by 2 and your {{5a|wis}} score increases by 1<br />
|trait1=Ice Magic<br />
|description1=You know the ''{{5e|Ray of Frost}}'' cantrip and the ''(placeholder)'' cantrip. You may use your spellcasting ability for these cantrips. If you have no spellcasting ability, you may use your {{5a|int}} instead.<br />
|trait2=Ice Resistance<br />
|description2=You have {{5e|Damage Resistance|resistance}} to cold damage.<br />
|trait3=Snow Cloak<br />
|description3=While you are in a blizzard, hailstorm, or similar weather event, you gain half {{5e|cover}}. <br />
|trait4=Icy Aura<br />
|description4=As an action you can create an aura of cold around you, granting all creatures within 15 feet of you gain {{5e|advantage}} on Constitution saving throws to resist the effects of extreme heat. Maintaining this aura is taxing on you. For every hour you keep this aura active, you must succeed on a DC 15 {{5a|con}} saving throw or gain one level of exhaustion.<br />
|trait5=Shiny<br />
|description5=Shiny ice vees are perfectly white.<br />
}}<br />
<br />
====Fairy Vee/Sylveon====<br />
<br />
The fairy vees are often quite playful. They have bows, ribbons, and colorful highlights on their pink bodies.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|cha}} score increases by 2 and your {{5a|int}} score increases by 1<br />
|trait1=Fairy Magic<br />
|description1=You know the ''{{5e|Faerie Fire}}'' spell and the ''{{5e|Minor Illusion}}'' cantrip. You may use your spellcasting ability for these spells. If you have no spellcasting ability, you may use your {{5a|cha}} instead. You require no material components for these spells.<br />
|trait2=Fairy Resistance<br />
|description2=You have {{5e|advantage}} on saving throws against being charmed, and magic can’t put you to sleep.<br />
|trait3=Cute Charm<br />
|description3=When you are hit by a melee attack, you may use a reaction to attempt to charm the attacker. The attacker must make a {{5a|wis}} saving throw (DC 8 + your proficiency bonus + your {{5a|cha}} modifier) or become {{5c|charmed}} for 1 minute or until the attacker takes damage. Once you use this trait, you can’t use it again until you complete a short or long rest. <br />
|trait4=Calming Presence<br />
|description4=You gain {{5e|Proficiency Bonus|proficiency}} in the {{5s|persuasion}} skill<br />
|trait5=Faerie Tongue<br />
|description5=You can speak, read, and write Sylvan. Sylvan <br />
is like sounds of nature, often mimicking the calls of birds.<br />
|trait6=Shiny<br />
|description6=Shiny fairy vees are blue instead of pink.<br />
}}<br />
<br />
====Unevolved Vee====<br />
{{Design Note|This sub-race is intentionally underpowered. This sub-race is primarily intended for DMs who want to make NPCs and players who want to play a normal vee for various reasons. If you end up evolving over the course of a campaign, remove all traits gained from this sub-race (including ability scores) and assume all traits of your new subrace (resolving things like multiclassing, etc. as normal).}}<br />
<br />
Whether a child drawn to adventure, the recipient of a magical experiment or someone trying to cling on to their youth, sometimes vees don't get the opportunity to evolve or don't want to. <br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|dex}} score increases by 1 and your {{5a|cha}} score increases by 1<br />
|trait1=Run Away<br />
|description1=You may use the {{5e|disengage action|disengage}} action as a bonus action. You may also choose to lose the bonus action and instead permanently increase your movement speed by 5 feet <br />
|trait2=Naive and Cute<br />
|description2={{5s|deception|Deception}} checks are made against you with {{5e|advantage}} but you have {{5e|advantage}} on {{5s|persuasion}} checks.<br />
}}<br />
<br />
====Crossbred Vee====<br />
<br />
{{Design Note|This subrace might become extremely overpowered. Use with caution.}}<br />
<br />
In rare cases, two different types of vee might breed. Opposite types (dark/fairy, fire/water, fire/ice) cannot breed in this way.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Pick an ability score your primary ancestry increases. The score you chose will be raised by 2. An ability score of your choice (you cannot increase the score you increased by 2) is increased by 1.<br />
|trait1=Major Ancestry<br />
|description1=You have any ancestry as your major ancestry. You have one trait of your choice from your major ancestry.<br />
|trait2=Minor Ancestry<br />
|description2=You can pick any ancestry that does not collide with your major ancestry (water collides with fire, dark collides with fairy, fire collides with ice) as your minor ancestry. You gain any two traits from your minor ancestry. These traits cannot be damage resistances. <br />
|trait3=Versatile<br />
|description3=You gain proficiency with three tools and learn two languages.<br />
|trait4=Unstable Enhancement<br />
|description4=You have a highly unstable nature. Once per day, you can expend 1 hit die or more to increase 1 ability score by 2 per hit die expended temporarily. The ability score returns to normal after 2 hours. You can expend up to 3 hit dice this way per day. If you expend 4 or more, you gain one level of exhaustion. The level of exhaustion will only disappear after you regain all of the hit dice you expended. You gain no hit points from hit dice expended this way.<br />
}}<br />
<br />
====Variant Vee: Evolutionless====<br />
<br />
A few unusual vees have either used magic to halt their evolution, or had their evolution stopped by mystical forces. Such vees remain a youthful brown even as they age, and often retain a youthful vigor. Do note that such vees are different from unevolved ones, as the magic that stopped their evolution tampered with their nature as well.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your Charisma score increases by 2, and your Intelligence increases by 1.<br />
|trait1=Odd Magic<br />
|description1=You know the {{5e|Mage Hand}} cantrip and the {{5e|Minor Illusion}} cantrip. You can cast those cantrips at will, requiring no components. Every time you cast a spell of 1st level or higher, there is a 30% chance you lose 3 hit points.<br />
|trait2=Hardy<br />
|description2=You are resistant to magical damage. Checks made to intimidate you have disadvantage.<br />
|trait3=Aura of Light<br />
|description3=Once per day you may use your mystical powers to conjure a glimmering halo of purple light above your head. The aura sheds bright light in a 30-foot radius.<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Vee<br />
|feet=4<br />
|inches=6<br />
|heightmod=2d10<br />
|weight=90<br />
|weightmod=1d4<br />
}}<br />
<br />
===References===<br />
<references/><br />
:Some spells on this race use this variant rule: [[Ignited and Soaked Conditions (5e Variant Rule)]].<br />
<br />
<vote type=1 /><br />
----<br />
{{5e Races Breadcrumb}}<br />
{{Copyright Disclaimer|owner=Creatures, Inc.''', '''Game Freak''', and '''Nintendo|franchise=Pokémon}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <br />
[[Category:Humanoid Type]]<br />
[[Category:Anthropomorphic]]</div>FlickerTheFlareonhttps://www.dandwiki.com/w/index.php?title=User:FlickerTheFlareon/Blessed_Vee_(5e_Race)&diff=1437811User:FlickerTheFlareon/Blessed Vee (5e Race)2021-02-11T07:13:11Z<p>FlickerTheFlareon: /* Society */</p>
<hr />
<div>{{WIP}}<br />
{{stub|This page is in alpha stage. Please do not edit this unless you are [[User:FlickerTheFlareon]] until the page is no longer in alpha stage.}}<br />
{{inuse}}<br />
==Blessed Vee==<br />
Blessed Vees are special Vees that were blessed by Mew. Humanoid foxes, they are often mistaken for arcanaloths or kitsune.<br />
<br />
===Physical Description===<br />
Blessed Vees look like normal Vees, apart from the purple eye-shaped mark they have on one of their palms. See [[Vee (5e Race)]] for information about what regular Vees look like.<br />
<br />
<br />
<br />
===History===<br />
Blessed Vees were first created when a group of Vees searched for Mew. Those Vees were the first to be blessed. If at least one member of a Vee couple is blessed, their offspring will be blessed for sure. <br />
<br />
===Society===<br />
Blessed Vees live in all sorts of communities, and if cast out, they will firmly keep returning until they are accepted. Blessed Vees consider Mew sacred, and should they see a creature defiling a symbol of Mew, they will take the creature into custody if possible until it apologizes for its mistake. <br />
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A Blessed Vee's home is often quite large, with usually at least one altar dedicated to Mew.<br />
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In Blessed Vee society, one's birthday is considered a special day, and whenever a new Vee is born, the child is considered a special blessing. <br />
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Blessed Vees also have large evolution ceremonies. For the ceremony, the teenage unevolved Vee is taken to the Evolution Temple which matches their element.<br />
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Water Temples are built on pillars above lakes, out of marble. The inside is more of a long hall with an ultramarine blue carpet. Streams flow one the sides of the carpet, and the Evolution Stone is surrounded by white shells.<br />
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Fire Temples are built entirely out of scorched stone. Numerous brass braziers burn with a bright flame, forming a path covered by a dark red carpet with burn marks on it. The Evolution Stone is in a huge fire pit.<br />
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Psychic Temples are built out of stone. Their walls are covered with symbols of Mew. Tapestries showing Mew cover the walls. The Evolution Stone is carved to look like Mew's head.<br />
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Lightning Temples are built out of stone, too, but with lots of lightning rods on their rooftops. The rods attract lightning to strike the Evolution Stone.<br />
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Grass Temples are made out of cracked rock and are overgrown with vines. The Evolution Stone is covered in moss.<br />
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Dark Temples are built in caves, lit only by a few torches burning with purple {{5e|Continual Flame}}. The Evolution stone is in the middle of one such cave temple.<br />
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Fairy Temples are overgrown with flowering creepers and often have the Evolution Stone surrounded by potted flowers.<br />
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Ice Temples are often dug into the side of mountains, the floor inside being frozen over. The Evolution Stones in such temples are frozen in blocks of ice.<br />
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Blessed Vees also display signs that evolution is near. <br />
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Will-be Fire Vees often feel cold in early autumn, and wear two jumpers.<br />
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Will-be Lightning Vees often accidentally shock anything that touches them.<br />
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Will-be Water Vees often shower for longer then needed and realize they can breathe underwater.<br />
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Will-be Psychic Vees are plagued by nightmares and the mark on their palms glows while they sleep, indicating the displeasure their bearer suffers.<br />
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Will-be Grass Vees often find themselves with leaves in their tails when there is no logical way leaves could have ended up there.<br />
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Will-be Dark Vees start taking large naps during the day and finding it hard to sleep at night, their darkvision appearing.<br />
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Will-be Fairy Vees often realize they have ribons and bows stuck in their fur, but on a closer look, their fur is clean.<br />
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===Blessed Vee Names===<br />
See [[Vee (5e Race)]] for Blessed Vee names. Do note that Psychic Blessed Vees do not know the idea of names and call fellow Vees "comrade", other creatures are called "outlanders" and other Psychic Blessed Vees are called "Mewchild".<br />
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<br />
===Blessed Vee Traits===<br />
{{5e Racial Traits<br />
|summary=<!--A few Vees were blessed by Mew and gained psychic abillities.--><br />
|abilities=Your {{5a|int}} score increases by 2. Also, your subrace increases one other score by 1.<br />
|age=Blessed Vees can live up to 1000 years.<br />
|alignment=Blessed Vees tend toward neutral or good alignments.<br />
|size=Blessed Vees are taller and more slender then normal Vees, weighing at maximum 80 pounds and being about 5 feet tall. Your size is Medium.<br />
|speed=Your base walking speed is 35 feet. <br />
|trait1=Mew-blessed<br />
|description1=You have been blessed by Mew. You gain resistance to psychic damage.<br />
|trait2=Psyforce<br />
|description2=Your blessing gave you an unusual abillity to cast spells. You can cast [[Psionic Blast (5e Spell)|Psionic Blast]] at will. <br />
|trait3=<br />
|description3=<br />
|trait4=<br />
|description4=<br />
|trait5=<br />
|description5=<br />
|languages= You can speak, read, and write Common and Primordial.<br />
|subrace=All normal types of Vees but the Evolutionless may become blessed.<br />
}}<br />
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<br />
====Blessed Water Vee====<br />
Blessed Water Vees, scientifically known as ''Veeus Vaporeon'', have a variety of interesting traits.<br />
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<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|con}} score increases by 1.<br />
|trait1=Amphibious<br />
|description1=You have a swimming speed of 30 feet and can breathe underwater.<br />
|trait2=Marine Communication<br />
|description2=You can telepathically speak with all marine creatures within 120 feet. You may attempt to charm a marine creature with an {{5a|int}} score of 4 or less with the DC= 10 + the creature's CR. Use your {{5a|cha}} modifier for this check. If you charm it, the creature listens to your telepathic commands. You can have only 2 creatures charmed this way at once. <br />
|trait3=Living Water<br />
|description3=You have immunity to nonmagical fire damage if you are at least half submerged in water.<br />
|trait4=Water Magic<br />
|description4=You know the ''shape water'' cantrip.<br />
<br />
}}<br />
<br />
====Psychic Blessed Vee====<br />
Psychic Blessed Vees are mysterious, with no idea of names whatsoever. Their scientific name is ''Veeus Espeon''.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|wis}} score increases by 1.<br />
|trait1=Blessed<br />
|description1=You gain immunity to psychic damage.<br />
|trait2=Telepathy<br />
|description2=You can communicate telepathically with any creature that understands a language you speak.<br />
|trait3=Superior Psyforce<br />
|description3=You radiate an aura of psychic energy which can be detected if someone casts {{5e|detect magic}}. This aura can also be sensed by Beholders and Beholderkin. Such creatures will hesitate to attack you and try to neutralize you if attacked. <br />
<br />
}}<br />
<br />
====Blessed Fire Vee====<br />
Blessed Fire Vees, their scientific name being ''Veeus Flareon'', are often short-tempered.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|cha}} score increases by 1.<br />
|trait1=Flameproof Hide<br />
|description1=You are resistant to fire damage.<br />
|trait2=Blessed Flame<br />
|description2=Your tail burns with a bright flame. This effect does not harm you. You may extinguish or re-light the flame at any time. While lit the flame sheds bright light in a 30-foot sphere.<br />
|trait3=Friend of the Flame<br />
|description3=Fire-related creatures, such as {{5e|Efreeti}} and {{5e|Fire Elemental}}s view you as friendly. This does not work on fiends.<br />
|trait4=Fire Magic <br />
|description4=You know the {{5e|Fire Bolt}} cantrip and the {{5e|Burning Hands}} spell.<br />
<br />
}}<br />
<br />
====Blessed Electric Vee====<br />
Blessed Electric Vees are scientifically named ''Veeus Jolteon''. They are quick and alert.<br />
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{{5e Subrace Traits<br />
|abilities=Your {{5a|dex}} score increases by 1.<br />
|trait1=Lightning Speed<br />
|description1=Your base walking speed is 40 feet.<br />
|trait2=Born of Electricity<br />
|description2=You have resistance to lightning damage.<br />
|trait3=Electrically Charged<br />
|description3=For every hour you wear metal armor, you lose one hit point.<br />
|trait4=Electro-magic<br />
|description4=You know the {{5e|Shocking Grasp}} cantrip.<br />
}}<br />
<br />
====Blessed Grass Vee====<br />
Blessed Grass Vees bear the scientific name ''Veeus Leafeon''.<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|con}} score increases by 1.<br />
|trait1=Born of Nature<br />
|description1=You have resistance to damage from plant type creatures.<br />
|trait2=Earth Magic<br />
|description2=You know the''mold earth'' cantrip.<br />
|trait3=Photosyntethis<br />
|description3=If you finish a short rest in sunlight, you are fully fed for the day.<br />
<br />
}}<br />
<br />
====Blessed Fairy Vee====<br />
Blessed Fairy Vees are playful. Their scientific name is ''Veeus Sylveon''.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|cha}} score increases by 1.<br />
|trait1=Fairy Luck<br />
|description1=If you roll a 1 on an ability check, saving throw, or attack roll, you may reroll the die and must use the new roll.<br />
|trait2=Faerie Tongue<br />
|description2=You can read, speak, and write Sylvan.<br />
|trait3=Born of the Light<br />
|description3=You have resistance to radiant damage.<br />
<br />
}}<br />
<br />
====Blessed Dark Vee====<br />
Blessed Dark Vees are scientifically known as ''Veeus Umbreon''. They are quite reclusive.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|dex}} score increases by 1.<br />
|trait1=Darkvision<br />
|description1=You can see in darkness within 60 feet of you as if it were dim light, and in dim light within 60 feet of you as if it were bright light.<br />
|trait2=Dark Magic<br />
|description2=You know the {{5e|Darkness}} spell and one cantrip of your choice from the Warlock spell list.<br />
|trait3=Deathly Endurance<br />
|description3=You have resistance to necrotic damage.<br />
<br />
}}<br />
<br />
====Blessed Ice Vee====<br />
Blessed Ice Vees, scientifically known as ''Veeus Glaceon'', are hardy and often turn down company.<br />
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{{5e Subrace Traits<br />
|abilities=Your {{5a|con}} score increases by 1.<br />
|trait1=Born of Snow<br />
|description1=You have resistance to cold damage.<br />
|trait2=Living Snow<br />
|description2=You have advantage on {{5a|dex}} ({{5s|Stealth}}) checks made to hide in snowy terrain.<br />
<br />
}}<br />
====Blessed Crossbred Vee====<br />
Different subraces of Blessed Vee sometimes breed. The resulting Vee has mysterious powers. The same rules for non-compatibility between types the Crossbred Vee subrace uses apply.<br />
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{{5e Subrace Traits<br />
|abilities=Increase the ability score that your major ancestry increases by 1.<br />
|trait1=Major Ancestry<br />
|description1=You have one type of Blessed Vee subrace apart from Crossbred as your Major Ancestry. You gain one trait of your choice from your Major Ancestry.<br />
|trait2=Minor Ancestry<br />
|description2=You have one type of Vee ([[Vee (5e Race)]] subrace as your Minor Ancestry. You have two traits from your Minor Ancestry. Those traits cannot be damage resistances.<br />
|trait3=Combined Psyforce<br />
|description3=The Psyforce your parents wielded has combined into a special sort of energy you can harness. You learn any two cantrips.<br />
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}}<br />
<br />
''More coming soon!''<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Blessed Vee<br />
|feet=4<br />
|inches=<!--base height inches--><br />
|heightmod=2d10<br />
|weight=70 <br />
|weightmod=1d8<br />
}}<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
<vote type=1 /><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Pokémon franchise]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>FlickerTheFlareonhttps://www.dandwiki.com/w/index.php?title=User_talk:FlickerTheFlareon&diff=1437474User talk:FlickerTheFlareon2021-02-10T12:00:58Z<p>FlickerTheFlareon: /* This is where you can ask me questions! */</p>
<hr />
<div>===This is where you can ask me questions!===<br />
Please post like this:<br />
<br />
(your message, without the brackets)<br />
[[User:FlickerTheFlareon|FlickerTheFlareon]] ([[User talk:FlickerTheFlareon|talk]]) 03:54, 9 February 2021 (MST)<br />
<br />
Write 4 tildes (~) after your post<br />
<br />
-Flicker the Flareon<br />
<br />
== Welcome to D&D Wiki! == <br />
<br />
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A strong and welcoming community exists on D&D Wiki, and I'm sure you will find us friendly. To enable the community to function, a number of [[Help:Behavioral Policy|policies]] are in effect. Most importantly, we follow and expect you to follow Wikipedia's guidelines on [http://en.wikipedia.org/wiki/Wikipedia:Civility civility] and [http://en.wikipedia.org/wiki/Wikipedia:Etiquette etiquette] when discussing anything. As most work has multiple authors, please do not delete content without following our [[Help:Improving, Reviewing, and Removing Templates|removal process]]. When posting a comment on a talk page, please ensure you sign your name with four tildes (<nowiki>~~~~</nowiki>) or by clicking on the signature icon ([[Image:Signature_icon.png]]). This will automatically produce your name and the date. I hope you come to enjoy D&D Wiki and the community. Welcome again, you are now a D&D Wikian. --[[User:SirSprinkles|SirSprinkles]] ([[User talk:SirSprinkles|talk]]) 12:56, 8 February 2021 (MST)<br />
<br />
==Thanks!==<br />
Also, I didn't know that a ~ was called a tilde.<br />
[[User:FlickerTheFlareon|FlickerTheFlareon]] ([[User talk:FlickerTheFlareon|talk]]) 03:52, 9 February 2021 (MST)[[User:FlickerTheFlareon]]</div>FlickerTheFlareon