Here's a look at some of the Races in the Worldspire Journal!
Added 2021-06-13 18:05:51 +0000 UTCHey all! Sorry for being quiet the past few days. Got my computer back and had to redownload everything and get it all nice and set up. But I'm good to go now, so here's what's coming on the horizon:
### Dionaea Traits
The dionaea are a "fly trap" race of plantfolk.
***Ability Score Increase.*** Your Constitution score increases by 2 and your Dexterity or Strength score increases by 1.
***Age.*** Sadly short lived, the dionaea reach maturity at 8 years of age and can live to be 50 years old.
***Alignment.*** They tend to favor neutral alignments.
***Creature Type.*** You are humanoid and plant.
***Size.*** Your size is medium.
***Speed.*** Your base walking speed is 30 feet and you have a swimming speed of 20 feet.
***Language.*** You can speak, read, and write Common and Sylvan.
***Amphibious.*** You can breathe air and water.
***Acid Resistance.*** You have resistance to Acid damage.
***Acidic Bite.*** Your fanged, chitinous maw is a natural weapon, which you can use to make unarmed strikes. If you hit with your bite, you deal piercing damage equal to 1d4 + your Strength modifier, and your target must make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier). On a failed save, the target takes 1d4 acid damage.
***Every Rose Has Its Thorns.*** You know the *thorn whip* cantrip. Constitution is your spellcasting ability for it.
***Locking Grasp.*** Like a venus fly trap, a dionaea traps its prey to be digested. When grappling a creature, you can use your reaction to impose disadvantage on Strength (Athletics) and Dexterity (Acrobatics) checks made to escape your grapple. You can use this feature a number of times equal to your Constitution modifier (minimum 1) per long rest and regain all expended uses when you complete a long rest.
### Nidaren Traits
Otherwise known as the sea goblins, the nideran are a small and blue variety of goblinoid.
***Ability Score Increase.*** Your Dexterity score increases by 2 and your Charisma score increases by 1.
***Age.*** Nidaren age similarly to other goblinkin. They mature quickly, usually by age 8, and can live for around 60 to 70 years.
***Alignment.*** Unlike their green skinned relatives, the nidaren are usually a well regarded people. They are traders and travelers at their best and pirates at their worst.
***Creature Type.*** You are humanoid.
***Size.*** Nidaren are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small.
***Speed.*** Your base walking speed is 25 feet and you have a swimming speed of 40 ft.
***Language.*** You can speak, read, and write Common and Goblin.
***Amphibious.*** You can breathe air and water.
***Nimble Escape.*** You can take the Disengage or Hide action as a bonus action on each of your turns.
***Toxic Sting.*** As a reaction whenever a creature hits you with a melee weapon attack, grapples you, or otherwise touches you, you can force that creature to make a Constitution saving throw. The DC for this saving throw is 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 poison damage on a failed save, and half as much damage on a successful one. The damage increase to 3d6 at 5th level, 4d6 at 11th, and 5d6 at 17th level.
After using your toxic sting, you cannot use it again until you complete a short or long rest.
### Sakol Traits
Your character gains CENTIPEDE-like capabilities.
***Ability Score Increase.*** Your Constitution score increases by 2 and your Strength score increases by 1.
***Age.***
***Alignment.***
***Creature Type.*** You are humanoid.
***Size.***
***Speed.*** Your base walking speed is 35 ft.
***Language.*** You can speak, read, and write Common and Primordial.
***Charge.*** If you move at least 30 feet straight toward a creature and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your toxicognaths.
***Hundred Legs.*** You count as one size larger when determining your carrying capacity and the weight you can push or drag. Additionally, you have a climbing speed equal to your walking speed.
***Toxicognaths.*** Your arms have a poisonous, needle-like appendages you can use to make unarmed strikes with. Your toxicognaths are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal Poison damage equal to 1d6 + your Constitution modifier, instead of the bludgeoning damage normal for an unarmed strike.
### Sauros Traits
Your character gains raptor-like capabilities.
***Ability Score Increase.*** Your Strength score increases by 2.
***Age.*** Sarous can live up to 80 years with a healthy diet and regular exercise.
***Alignment.*** In the heartland of the continent, the empire of the saros governs with cruelty and efficiency. There society is governed by status and class.
***Creature Type.*** You are humanoid.
***Size.*** Sauros vary in size widely from barely 5 feet tall to just over 8 feet in height. Your size is medium.
***Speed.*** Your base walking speed is 30 ft.
***Language.*** You can speak, read, and write Commona and Saurosian.
***Bite.*** Your mighty maw is natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal Piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
***Natural Armor.*** You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
***Pack Hunter.*** You have advantage on all Wisdom (Survival) checks to hunt or track if at least one of your allies is within 10 feet of you.
***Subraces.*** Choose one subrace from among the Swift Claw and Strong Jaw below.
### Swift Claw
Smaller and faster, the Swift Claw are more raptor like.
***Ability Score Increase.*** Your Dexterity score increases by 1.
***Fleet of foot.*** Your base walking speed increases to 35 feet.
***Hunting Dash.*** Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your bite as a bonus action.
### Strong Jaw
Larger and muscular, the Strong Jaw are more tyrannosaurus like.
***Ability Score Increase.*** Your Constitution score increases by 1.
***Powerful Build.*** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
***Strong Jaw.*** Whenever you hit with your bite attack, you can use your bonus action to deal an additional amount of damage equal to your level. Once you use this trait, you cannot use it again until you finish a short or long rest.
### Vuldr Traits
Fox. Yes, they're technically furies.
***Ability Score Increase.*** Your Dexterity score increases by 2 and your Wisdom score increases by 1.
***Age.***
***Alignment.***
***Creature Type.*** You are humanoid.
***Size.***
***Speed.*** Your base walking speed is 30 ft.
***Language.*** You can speak, read and write Common and Vuldr.
***Darkvision.*** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
***Fox Fires.*** Whenever you take the dash action, you can leave a trail of shimmering light behind you that sheds bright light for 5 feet and dim light for an additional 5 feet. The trail covers the full distance of your movement and lasts until the start of your next turn.
***Favor of the Winter Winds.*** You have resistance to cold damage.
***Lakestride.*** You can move across any liquid surface as if it were solid ground.
### Zotz Traits
Your character gains bat-like capabilities.
***Ability Score Increase.*** Your Strength score increases by 2 and your Charisma score increases by 1.
***Age.***
***Alignment.***
***Creature Type.*** You are humanoid and a Fiend.
***Size.*** Your size is medium.
***Speed.*** Your base walking speed is 30 ft.
***Language.*** You can speak, read, and write Abyssal, Common, and Yutecan.
***Echolocation.*** You have blindsight out to 40 ft. but are blind beyond that range. You are immune to Blinding effects that target your vision. Whenever you take Thunder damage, you must make a DC 13 Constitution saving throw or be Blinded until the start of your next turn. Additionally, you are Blinded whenever you are Deafened or if you cannot make sound due to the *silence* spell or other similar effect.
***Fangs.*** Your long fangs are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal Piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
***Spider Climb.*** You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
***Maw of Seething Flame.*** Starting at 3rd level, you can use your action to cause your sabre-toothed maw to be engulfed in abyssal flame for up to 1 minute, or until you end it as a bonus action. The flame is typically blue, black, or red, but can be any color you choose. During it, your fangs become magical weapons, and once on each of your turns, you can deal extra fire damage to one target when you deal damage to it with an attack or a spell. The extra fire damage equals your level.
Once you use this trait, you can't use it again until you finish a long rest.
These races are in earlier development than the Etherkin you all have seen, but are next on the docket for the new setting! Some of these may not make it to the full release depending on what role I can have them fit, but they will all be made into full races!
Which one is your favorite?