This is the race table, with sources at the bottom! If you don't know what something is, ask in the comments.
1d100
|
Race
|
Reroll
|
Benefit
|
Drawback
|
1-30.
|
Human*
|
Any
|
Extra Skill
|
Disadv vs Mutation
|
31-33.
|
Aasimar
|
WIS
|
Can heal ally for [level] HP once per day
|
Explode when Wounded for 1d8 damage in 20’ radius
|
34-36.
|
Cyborg
|
Any
|
2d8 laser beam once per day
|
Eat coins to recharge beam
|
37.
|
Half-Giant
|
CON
|
Shrug off 1d12 damage per day
|
Too big for doors
|
38.
|
Half-Orc
|
STR
|
Extra attack when you draw first blood
|
Most people distrust you. -3 to reaction rolls
|
39-43.
|
Halfling
|
DEX
|
Reroll a critical fail once per day
|
Eat double rations
|
44-46.
|
Tieflings
|
CHA
|
Light candle-sized flame anywhere on body
|
Animals fear you
|
47.
|
Trollkin
|
CON
|
Regen limbs/extremities
|
Save vs mutated regens
|
48.
|
Booze Dwarf
|
CHA
|
Blood is alcohol
|
All rolls are at disadv when sober
|
49.
|
Candle Dwarf
|
INT
|
Burn HP for light (1 HP = 10 mins)
|
Melt in the heat
|
50.
|
Mole Dwarf
|
WIS
|
Smell metal within 15’
|
Allergic to Copper
|
51.
|
Sea Floor Dwarf
|
STR
|
Hold breath for 8 hours
|
Sink like a stone
|
52.
|
Spinner Dwarf
|
DEX
|
Secrete 30’ of rope a day
|
No color vision
|
53-55.
|
Stone Dwarf
|
CON
|
Can identify origin of worked material
|
Gain exhaustion when sober
|
56.
|
Blood Elf
|
DEX
|
Your blood heals. 1 HP = 1 HP
|
Step down HD one size
|
57.
|
Chitin Elf
|
INT
|
+2 AC from chitin
|
Save vs molting under stress
|
58.
|
Dryad
|
WIS
|
Can revive dead plants
|
Need sunlight to benefit from Rest
|
59.
|
Gnome
|
DEX
|
Invisible if you close eyes, hold breath, don't move
|
Easily punted
|
60.
|
Hair Elf
|
CHA
|
Animated, prehensile hair
|
Save vs Rage at poor taste
|
61.
|
Sea Elf
|
DEX
|
Speak to fish
|
You irritate fish
|
62.
|
Silence Elf
|
WIS
|
1’ radius of Silence around hands
|
Deaf
|
63-65.
|
Wood Elf
|
CHA
|
Eat half as many rations
|
Wounds from iron and steel never heal
|
66.
|
Bugbear
|
STR
|
Adv on stealth and grapples
|
Need custom armor
|
67.
|
Colossus
|
CON
|
Eat strong heart to grow 1d12”
|
Save vs Challenges
|
68.
|
Dragonborn
|
STR
|
2d6 dragonbreath 1/day, 15’
|
Breath damages self too
|
69.
|
Goblin
|
DEX
|
Immune to disease
|
Leave filth and grease everywhere
|
70.
|
Gorgon
|
WIS
|
Petrify Gaze for 1d4 rounds 1/day
|
Hair is argumentative
|
71.
|
Hobgoblin
|
INT
|
Knows military hand signs
|
Save vs Impressing people
|
72.
|
Kobold
|
DEX
|
Can squeeze into tiny spaces
|
Extremely close sighted
|
73.
|
Orc
|
STR
|
When dropped to 0 or less HP, can drop to 1 instead once per session
|
Save vs Frenzy at blood
|
74-75.
|
Land Animals
|
1d20
| ||
1.
|
WIS
|
Badgerfolk - Can excavate 2x with claws
|
Extremely close sighted
| |
2.
|
STR
|
Bearfolk - Claws (d6)
|
Too big for doors; need custom armor
| |
3.
|
CON
|
Boarfolk - Tusks (as daggers)
|
Constant loud snuffling
| |
4.
|
DEX
|
Catfolk - Half fall damage
|
Save vs disobeying commands
| |
5.
|
CHA
|
Deerfolk - Antlers (as clubs)
|
Run when afraid
| |
6.
|
INT
|
Foxfolk - Half time foraging
|
Cannot tell the direct truth
| |
7.
|
DEX
|
Goatfolk - Rough terrain doesn’t affect movement
|
Constant goat odor
| |
8.
|
WIS
|
Hedgehogfolk - +2 AC
|
Cannot wear armor on chest or limbs
| |
9.
|
STR
|
Horsefolk - +2 inventory slots
|
Save or take 1d4 damage when fatigued
| |
10
|
CHA
|
Houndfolk - Can track by smell
|
Save vs obeying commands
| |
11.
|
WIS
|
Jackalfolk - Can speak with recently dead 1/day
|
Disadv on Wound rolls
| |
12.
|
WIS
|
Molefolk - Can burrow underground as movement
|
Can only see 10’
| |
13.
|
INT
|
Monkeyfolk - Prehensile tail, hand-feet
|
Save vs tinkering
| |
14.
|
WIS
|
Mousefolk - Can detect incredibly quiet sounds
|
Freezes when afraid
| |
15.
|
STR
|
Oxfolk - Horns (1d6+1 damage, save or stunned for a round)
|
Hungry enemies attack you first
| |
16.
|
DEX
|
Rabbitfolk - Jump twice as high
|
Save or flee when afraid
| |
17.
|
INT
|
Ratfolk - Can crawl through narrow spaces
|
Save vs fear when alone
| |
18.
|
CON
|
Sheepfolk - Ignore cold weather
|
Save or flee when surprised
| |
19.
|
STR
|
Slothfolk - Never afraid
|
Always surprised
| |
20.
|
STR
|
Weaselfolk - crawl through narrow spaces
|
Must eat uncooked food
| |
76-77.
|
Water Animals
|
1d10
| ||
1.
|
INT
|
Barnaclefolk - AC as Plate (carrier is encumbered as Plate)
|
Must be carried
| |
2.
|
DEX
|
Bullet Shrimpfolk - LOUD punch (d12) [level] times a day
|
Disadv on stealth, even in the dark, from bright coloration
| |
3.
|
CON
|
Crabfolk
1. Coconut - Horse sized (Rideable)
2. Fiddler - Wield 2-handed things in big claw
3. Horseshoe - 2-in-6 chance for blood to purge toxins each morning
4. Spider - Double reach
|
Disadv on any checks for fine manipulation
| |
4.
|
CHA
|
Cuttlefolk - Adv on stealth when naked
|
Skin shows emotion under stress
| |
5.
|
INT
|
Eelfolk - Adv on grappling
|
Can’t see any closer than 1’
| |
6.
|
CON
|
Fishfolk - Hold breath for 5 mins
|
Drink double water
| |
7.
|
WIS
|
Krillfolk - Fit through 1 cm openings
|
Double damage from area attacks
| |
8.
|
STR
|
Lobsterfolk - +1 HP per level from molting
|
You are delicious and everyone knows it.
| |
9.
|
CHA
|
Lousefolk - Reroll race for host. Use their physical stats. Can make a new host of any incapacitated creature with a tongue roughly human sized.
|
The fearful will try to kill you. Can be seen in host’s open mouth. 1 in all physical stats when outside a host.
| |
10.
|
STR
|
Sharkfolk - Smell blood in 200’
|
Save vs frenzy at sight of blood
| |
78-79.
|
Sky Animals
|
1d8
| ||
1.
|
WIS
|
Batfok - WIS check for echolocation
|
Save vs Fear at light
| |
2.
|
CON
|
Goosefolk - Prehensile neck, cam fit head through small cracks
|
Save vs attacking when afraid
| |
3.
|
INT
|
Hawkfolk - Make out details at a long distance
|
Must eat uncooked food
| |
4.
|
WIS
|
Heronfolk - Beak (as a dagger)
|
Must eat raw fish
| |
5.
|
WIS
|
Owlfolk - Adv on stealth at night
|
Must eat raw meat
| |
6.
|
CHA
|
Ravenfolk - Perfect mimicry
|
Save vs eating corpses
| |
7.
|
CHA
|
Songbirdfolk - Adv on reaction rolls after singing
|
Save vs distraction at food
| |
8.
|
DEX
|
Swanfolk - Can sing and shout incredibly well
|
Cursed, -2 to saves
| |
80-81.
|
Insect
|
1d20
| ||
1.
|
CON
|
Antfolk - Can lift 10x body weight
|
Save vs Fear when alone
| |
2.
|
INT
|
Beefolk - Can loudly hover, can sacrifice self to make a d12 piercing damage melee sting attack
|
Step down HD
| |
3.
|
CHA
|
Butterflyfolk - Can fly (costs 1 ration)
|
Step down HD
| |
4.
|
DEX
|
Centipedefolk - You have a natural secretion melee attack that deals d4 acid damage, and move at double speed
|
Must eat 1HD of living creature for rations
| |
5.
|
STR
|
Dragonflyfolk - Can loudly hover, when hovering move at double speed and turn on a dime
|
Needs double rations
| |
6.
|
CHA
|
Fireflyfolk - Can emit bright light in 20' radius
|
Step down HD
| |
7.
|
STR
|
Fleafolk - Small, can jump as far as they can sprint in a round
|
Must drink 1 HD of blood as rations
| |
8.
|
WIS
|
Grasshopperfolk - Can jump as far as they can sprint in a round, move at double speed
|
Step down HD
| |
9.
|
Any
|
Larvafolk - Whenever you level up, on your next long rest, roll a d10. On a 10-(level) or greater, you pupate and become another bugfolk race at random
|
Who knows?
| |
10.
|
STR
|
Mantisfolk - Step up unarmed damage die and may deal physical damage type of choice
|
Disadvantage on manipulating objects, all weapons count as improvised
| |
11.
|
CON
|
Millipedefolk - +2 AC
|
Can't run, halve walk speed
| |
12.
|
DEX
|
Mosquitofolk - Have a natural proboscis melee attack that deals d6 piercing damage and sucks blood, can loudly hover
|
Must drink 1HD of blood for rations
| |
13.
|
WIS
|
Mothfolk - Can fly (costs 1 ration)
|
Save vs. distraction by bright lights
| |
14.
|
CON
|
Pillbugfolk - Can roll up and roll around at double speed, have +1 AC while rolling and deal d6+CON bludgeoning damage to whoever you hit, but can't use limbs while rolling
|
Can't roll up and unroll in same round. When frightened or stressed, save vs. rolling up until out of stressful situation
| |
15.
|
CON
|
Roachfolk - Advantage on all physical saves
|
Disadvantage on all mental saves
| |
16.
|
STR
|
Scarabfolk
1. Dung Beetle: Can wield two-handed weapon or other large item in one hand.
2. Goliath Beetle: Size of horse, +6 to encumbrance limit.
3. Stag Beetle: Natural horn melee attack that deals d8+STR bludgeoning damage.
|
Disadvantage on ranged attacks
| |
17.
|
INT
|
Scorpionfolk - Have a natural stinger melee attack that deals d4 piercing damage and forces a save vs. paralysis with (level) uses per daily rest, step up unarmed attack damage die
|
Disadvantage on manipulating objects, all weapons count as improvised
| |
18.
|
DEX
|
Spiderfolk - Have spider climb, can spin sticky webs (1 min per level*10ft of web)
1. Black Widow: Has paralyzing venom melee attack, forces save vs. paralysis, with [level] uses per daily rest.
2. Diving Bell: Webs are waterproof, trap air. 3. Orb Weaver: Can make webs as combat turn instead of taking a minute. 4. Peacock: Webs can be any color you want, have fine control as painting or sculpture. 5. Tarantula: 4 manipulator arms, can't spin webs. 6. Trapdoor: Can burrow through loose earth, can't spin webs. |
Step HD size down twice
| |
19.
|
WIS
|
Waspfolk - Can loudly hover, and have a natural stinger melee attack that deals d8 piercing damage, with (level) uses per daily rest
|
Save vs Frenzy when wounded
| |
20.
|
INT
|
Wormfolk - Can burrow through loose earth, have tremorsense within 30'
|
No hands, but you can hold one thing in your mouth
| |
82-83.
|
Odd Animals
|
1d6
| ||
1.
|
CHA
|
Frogfolk - 20’ prehensile tongue
|
Drink twice as much water
| |
2.
|
STR
|
Hippofolk - +1 HP per level from sweated antibiotics
|
Too big for doors; need custom armor
| |
3.
|
CON
|
Lizardfolk - Bite (1d6), +2 AC
|
Disadv on all rolls when cold
| |
4.
|
INT
|
Otterfolk - Hold breath for 8 mins
|
Slippery oily skin
| |
5.
|
INT
|
Snakefolk - Bite (1d6 + Poison)
|
Disadv on all rolls when cold
| |
6.
|
STR
|
Toadfolk - Jump twice as high
|
Infectious warts
| |
84.
|
Copper Knight
|
CHA
|
+6 AC
|
Cannot wear armor. Must eat metal
|
85.
|
Deck Ape
|
DEX
|
Can glide with skin flaps; Hands for feet
|
Absolutely disgusting sailor mouth
|
86.
|
Fletch
|
WIS
|
Can appear as a copy of a person looking at you
|
Save vs fear at light
|
87-88.
|
Forged
|
CON
|
Repair all HP and wound over Daily rest w/ materials
|
Can’t heal with rations or during short rests
|
89.
|
Galatean
|
STR
|
Punch for 1d8, 24 HP Total
|
Cannot heal, no HP rerolls
|
90.
|
Gith
|
INT
|
Crit on attack rolls of 1 or 2
|
Save vs anxiety attack at Chaos
|
91.
|
Gray
|
INT
|
Move fist sized objects 20’ per round
|
Disadv vs. Stress and insanity
|
92-93.
|
Mushroom
|
WIS
|
Can eat any organics as a ration
|
Double damage from fire
|
94.
|
Poreborn
|
STR
|
Drink blood as rations
|
-2 Inventory Slots
|
95.
|
Ragwretch
|
STR
|
Produce 1 cubic ft of rags per day
|
Double damage from fire
|
96.
|
Scab
|
WIS
|
Sense electricity within 100’. Small
|
Save vs Commands
|
97.
|
Starfolk
|
1d8
| ||
1.
|
DEX
|
Mercurial - 50% to act in surprise rounds
|
Eat double Rations
| |
2.
|
CHA
|
Venusian - make no sounds when moving
|
Step HD down one size
| |
3.
|
INT
|
Lunai - Adv with Technology and Advanced Magic
|
Disadv vs Spells and Spell like effects
| |
4.
|
STR
|
Martian - +1 AC
|
Save to ever show mercy
| |
5.
|
DEX
|
Belter - 2 HP to separate into 6 pieces (head, torso, limbs) Each have 6 in the physical stats and ⅙ of your HP
|
Wound on 5+ damage
| |
6.
|
WIS
|
Jovian
1. Callistan - Rubbery, bounce and take only 1 fall damage 2. Europan - Breathe underwater and ignore extreme temperatures 3. Ganymedean - 1 HP to pull 1’ of steel wire from hair 4. Ion - Vent core [level] times a day, 1d8 damage in 10’ radius |
Always encumbered as chain
| |
7.
|
CHA
| Saturnite 1. Titanian - Always float 1” off the ground 2. Ringwalker - Leave held objects floating in midair for 1d6 mins |
No save vs forced movement, attackers can push you 5’ when they hit
| |
8.
|
CON
|
Outworlder - Don’t need air, food, or water; blend into night sky
|
No HP restoration outside of daily rest
| |
98.
|
Twitch
|
DEX
|
Teleport 50’ once per day
|
Iron deals 1d6 damage
|
99.
|
Wordzing
|
CHA
|
Can read all languages
|
Save or read aloud any text you see
|
00
|
Roll Twice
|
Either
|
Take both Benefits
|
Take both Drawbacks
|
* Flip a coin; Heads, they are skin-colored. Tails, they are an alien color (1d6 ROYGBV)
Sources:
Coins and ScrollsThrone of Salt
Iron and Ink
Blasted, Cratered Land
Moonhop
Meandering Banter
My Own Brain! (for like, 2 or three minor things..)
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