B1 battle droid
Creature Type
You are a Construct.
Ability score increase
Your Dexterity score increases by 1, and your Intelligence or charisma increases by 1. Your Constitution goes down by 1
Size
B1 battle droids are made 6ft 4in tall. Your size is medium
Speed
Your base walking speed is 30ft
Builded in armour
Your armour is a part of your body, and due to your odd body you can’t wear normal armour. Your unarmed ac is 12+dex mod
Coded for the job
due you your programming you gain two skill, tool, weapon or vehicle proficiency
Weak as one deadly as a group
If you are within 5ft of a friendly construct, you gain a +1 to your attack roll per friendly construct (to a max of +3)
Basic battle programming
You have proficiency with light crossbows, pistols, and E-5 battle rifle.
clanker chatter
Due to the goofy and dumb reputation you and your kind can lean into that.
When you make a deception or persuasion check to pass yourself as harmless you can choose to roll it with advantage.
Additionally you can use this ability in combat. if a creature within 30ft of you makes an attack against you, you can use your reaction to play up your uselessness. The attacking creature must make a dc wisdom save, on a failed save the creature must pick a new target. If you have dealt damage to the attacking creature or someone they can see, they get advantage on the save. Creatures who are immune to charm pass automatically.
Your dc is equal to 8+pb+int or chr mod
You can use this ability a number of times equals to your int or chr mod, you regain all uses on a long rest
Sentry's Rest.
When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal
bene gesserit
Ability score increase
Your wisdom increases by 2 and your intelligence by 1
Age
bene gesserit age the same as humans
Size
Same as humans
Speed
Your base walking speed is 30 feet
Languages
You can speak and read common
Truthsense
As long as you understand the language the creature speaks, you can learn their tells. After watching how a creature talks and communicates for 1 minute you understand the creature’s tells, you remember their tells as long as you have talked to the creature within the last 24 hours after learning their tells.
While you know their tells you gain the following benefits
The creature has disadvantage on their saves against a spell casted with the voice
When you make a skill check to see if that creature is hiding something or when making an insight check you make the checkers if you have Expertise
You add 1d6 to your attack roll when you use Weirding way on the creature
You can remember a number of creature tells equal to your int mod plus your proficiency bonus
The voice
You know how to control people with a word.
You can cast the Command spell without a spell slot a number of times equal to your wisdom mod
At 3rd level you can cast the suggestion spell with only a vocal component two times without a spell slot.
Your spell casting ability for spells casted in this way is wisdom.
You regain all uses of your spells from the voice on a long rest
Fear is the mind killer
If you are frightened, you can use a bonus action to end the Condition a number of times equal to your proficiency bonus, you regain all uses of the Fear is the mind killer on a short rest
Chemical control
You have been trained in how to control your body’s chemical makeup, and due to this control you are immune to poison damage and the poisoned condition
Prana Bindu
With the control you have over your body you can make yourself appear sick, dead, or dying.
A creature can try to see pass this with a dc 20 insight check.
You can go twice as long without food and water then a normal human can.
As an action you can stop your heart and or shut down your brain, ending yourself
Weirding way
Your training to read people and creatures gives you an edge in combat.
As a bonus action you can find the best place to strike a creature within 5-10ft of yourself, you add 1d4 to your next attack roll made against that creature.
You can use weirding way a number of times equal to your proficiency bonus, you regain all uses of the Weirding way on a short rest
Training of the bene gesserit
You have proficiency with two of the following skills, insight, perception, History or Investigation
You learn two additional languages of your choice
Blood fiend
Creature type
Humanoid fiend
Ability score
Your Strength or Dexterity increase by 2, and your Constitution increase by 1
Speed
Your base walking speed is 30ft
Blood consumption
When you drink blood you heal 2d6+con mod hit points.
when you drink blood you regrow lost body parts.
you can not die by falling death saves
(note: drinking blood is the same type of action as drinking a potion)
Blood Manipulation
You can manipulate blood in the following ways
blood tools: as a bonus action you can make a simple or Martial melee weapon out of your blood, when you do you take 1d4 damage, 1d6 if you make the weapon +1, 2d6 if you make the weapon +2. A blood weapon lasts for 1 hour.
Additionally you can make simple items out of your blood, you can make an item that fits in a 1 foot cube and take 1 point of damage, or an item that fits in a 5ft cube and take 1d6 points of damage. An item made in this way last for an hour
Blood healing: as an action you can heal a creature you're touching 24d+your proficiency bonus. You can heal a creature in this way a number of times equal to your proficiency bonus. Additionally as an action you can heal a creature you're touching by giving them your blood. The creature regain a number of hit points equal to the number of hit point you remove
Blood trap: you can set up traps with your blood as an action by setting up your blood in a 5ft space, when a creature moves within 5ft of the blood you can use your reaction to set off the trap. The creature must make a dc dex save or take Piercing damage, half on a pass.
When setting up the trap you take 1d4,1d6, or 1d8 points of damage, the damage of the trap is equal to double the dice you take when making the trap. A trap can be activate 1 time if you take 1d4 damage, 2 times if you take 1d6 damage or 3 times when you take 1d8 damage when setting it up
Empowered by Blood
When healing past your max hp with Blood consumption you gain temp hp equal to the amount you heal past your max hp.
While you have this temp hp you gain buffs based off of how much temp hp you have from this Ability.
When you have 5 or more temp hp you gain a +1 to all str and dex skill check, attack rolls, and saves.
When you have 10 or more temp hp you deal an extra 1d6 damage when you hit with a weapon or unarmed attack.
When you have 15 or more temp hp you add 1d4 to all attack rolls, skill checks and saving throws.
Greenland shark folk
Creature type
You are a humanoid
Ability score increase
Your constitution increases by 2 and your wisdom and strength by 1.
Your dexterity decreases by 2
Age
Greenland shark folk grow slowly, only reaching adulthood at age 50.
They can live between 300-500 years
Size
A Greenland shark folk stands between 4-8ft tall, your size is medium
Speed
You have a 15ft base walking speed and a 20ft swim speed
Living in the cold deep
You have cold damage immunity and you have resistance to Force
Sandpaper like skin
While unarmored your ac is 15+your dex mod.
When you get hit by an unarmed attack while you are unarmored oured the attacker takes 1d8 Bludgeoning damage
Electro sensory
You are aware of all creatures within 5ft of you.
You can not be surprised by a creature within 5ft of you
Blindsight
You are blind but due to your strong sense of smell you have a 30ft blindsight
Keen smell
When you make a Perception check to smell You roll as if you have expertise in the Perception skill
Bite
You have a natural unarmed attack with your bite. On a hit your bite deals 1d10 Piercing Damage.
If you hit a target wearing nonmagical armor you can make a dc str check to punch a hole in the armor , on a successful str check the armor's ac goes down by 1.
If you hit an unarmored target the target must make a dc con save or gain one of the following effects until they regain hit points
-1 to hit
-5 to movement
-1 to str, dex or con saves
Strength check is equal to 12 + 1 if light armor , +3 if medium amour +7 if heavy armor
Con save is equal to 8 + your proficiency bonus + your str mod
poisonous flesh
When a creature hits you with a bite attack they must make a dc con save or become poisoned for the next minute, while poisoned in this way the creature takes 1d4 poison damage.
A poisoned creature can remake the save at the end of there turn to end the poisoned effect
Jawa
Ability score increase
Your Intelligence score increases by 2, and your charisma increases by 1. Your strength goes down by 1
Size
A jawa stands around 3 feet tall. Your size is small
Speed
Your base walking speed is 25ft
Cloths of the jawa
Due to the jawa’s tradition and practical use You start with the robes of the jawa and mask of the jawa items
Jawa odor
Due to what jawa’s dip their clothes in and due to the common jawa belief that being a waste of precious water, jawas have an incredibly potent odor that is Repulsive to must.
Jawas can use this odor to find out the following information about other jawa’s. Jawas' identity, health, clan lineage, last meal, maturity, arousal and even their mood.
While in combat When a creature starts their turn within 5ft of you they must make a dc con save or take 1d4 poison damage. Creatures unable to smell pass the save.
Dc is equal to 8+pb
The odor is harmless to other jawas
strong immune system
Due to the jawa’s strong immune system you have resistance to poison damage and you have advantage on saves against being poisoned
Salesman of the desert
You have advantage on all chr checks when negotiating price
(note: it is up to the dm how much the price is altered)
Tools of the trade
You have Smith's, thieves, and tinker's tools proficiency
Darkvison
Thanks to your jawa blood, 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.
Language
You can speak and write Jawaese and Jawa Trade Talk. you can read and understand common
Komodo Dragon Folk
Creature type
You are a humanoid
Ability score increase
Your strength increase by 2 and your wisdom by 1
Size
A Komodo dragon fork stands between 7-8ft tall, your size is medium
speed
Your base walking speed is 30ft
Bite
You have a natural unarmed attack with your bite. On a hit your bite deals 1d6 Piercing Damage.
On a hit the target must make a Dc con save or they can not regain hit points until the start of their next turn and they can not pass a save to avoid or end the effects of the bleed condition for the next minute
DC is equal to 8 + your proficiency bonus + your str mod
Rip and tear
After you hit a creature with a bite attack you can use your bonus action to tear a piece out of the target, the target must make a Dc con save or take 2d4 slashing damage and gain the bleed condition for 1 minute.
A target takes half as much damage and is not bleed on a successful save
DC is equal to 8 + your proficiency bonus + your str mod
charge
When you take the dash attack you can use your bonus action to make a single melee or bite attack
natural chain-mail
While you are unarmored your ac is 16
Island’s apex
You are immune to the frightened condition
Find the kill
When you make a Perception check to smell blood add your proficiency bonus to the roll an additional time
False son
Ability score increase
Your str and con score increases by 2, and Your dex goes down by 2
Age
The false son does not age like a human
Size
Your size is medium (i have no idea have heavy the false son would be)
Speed
Your base walking speed is 20ft
Crystal like body
Due to your odd body you can't wear armor but the material that makes up said body gives you an ac of 17
Club of the forsaken
On a long rest you can make a club out of the same material that makes up your body.
The club can only be used by you and when you make a 2nd club the 1st one falls apart.
The club deals 1d12 Bludgeoning
Lunar tampering
Your ac goes up by 2 if you haven’t used half or more of your lunar spikes (Round up)
Your speed increases by 5ft if you have used half or more if your lunar spikes (Round up)
Lunar spikes
You can make and use the lunar spikes a number of times equal to your con mod. As an action you can make a ranged (thrown) attack with the Lunar spikes.
Lunar spikes have a range of 60ft, and deal 1d6 piercing damage.
Until the end of your next turn a creature hit by the lunar spikes takes an extra 1d4 damage when they take damage and their speed is reduced by 5ft pre spike they are hit with.
A lunar spike breaks after you make an attack with it.
You regain all used lunar spikes at the end of a long rest
Step of the brothers
As an action you teleport yourself 30ft to an unoccupied space you can see. All creatures within 5ft of space you teleport to must make a con save or take 3d6 thunder damage, half as much on a successful one. The thunder can be heard from0 up to 100ft away. You can use step of the brothers a number of times equal to your pb, you retain all uses on a long rest
(Dc equal to 8+pb+con mod)
Laser of the father
As an action you fire a laser. The laser can hit 4 times be it the same or different targets.
make 4 range spell attacks against the targets of your choice within 40ft, on a hit the target takes 2d4 force damage.
After you use the Laser of the father you regain all used Lunar spikes.
You can use laser of the father ones per long rest
Ork
Creature type
You are a plant
Ability score increase
Your str and con increase by 2, your dex and int decrease by 2
Size
An ork stands around 6 and half feet stand on average. Your size is medium
Speed
Your base walking speed is 30ft
Fungus body
The 1st time you are knocked down to zero hp after taking a short rest or long rest you instead drop to 1 hp, unless you were hit with fire damage.
You are vulnerability to fire damage
Letz get Krumping!
As a bonus action when you move closer to an enemy you can pump yourself up.
When you do you gain 1d6 temp hp plus 1d4 for each size larger the enemy is then you.
And your movement speed increases by 5ft plus an additional 5ft for each size larger the enemy is then you.
Once the enemy is defeated or when you willingly move away form the enemy you lose all temp hp and extra movement speed gained from Letz get Krumping!.
You use Letz get Krumping! A number of times equal to your con mod plus your Proficiency Bonus. You regain all uses on a long rest
Teef
Your teeth regrow after 1 week, any teeth you remove will degrade after a 1 week
Spark of Waaagh!!!
At the start of your turn you can feel the sparks of waagh energy.
Until the start of your next turn you gain the following effects
+2 to all melee damage rolls that use str
Your critical hit range increases by 1
+10 movement speed
When you take damage, you take 1d6 less damage
You can use the spark of Waaagh!!! Ones per long rest
Da big boss
When you reach level 10 you become large.
when large your gain the following effects
Your melee attacks deal an extra 1d4 damage
You have a minus 2 penalty to your AC
When you take damage you take 2 less damage
When you reach level 20 you become huge.
when huge your gain the following effects
Your melee attacks deal an extra 1d6 damage
You have a minus 4 penalty to your AC
When you take damage you take 6 less damage
Ork tech
You have Proficiency with ork tech, vehicle and weapons
Green power
Your unarmed strikes deal 1d6+str bludgeoning damage
————————————————————————————
(clans) Subraces
Badmoons
Yellow is da richest wunz
Your teeth regrow after 3 days.
You start with 100gp worth of items on top of your normal starting equipment
More dakka!
When you score a critical hit with a ranged weapon you can make a an additional attack with that weapon
————————————————————————————
Blood axe
un-Orky skills
You have Proficiency Deception and Stealth
Orks is never beaten
When you take damage you can use your reaction to move half your movement speed away form the creature who damaged you as if you Disengage
————————————————————————————
Deathskulls
Blue is da lucky wunz
While you have something blue on you gain an odd level of luck.
Before you make an attack roll, ability check or saving throw you can choose to make the roll with advantage.
You can use this ability a number of times equal to your Proficiency Bonus.
You regain all uses of blue is da lucky wunz after a long rest
Da best tech
On a long rest you can “upgrade” one weapon, giving it one of the following effects until the next dawn or until you “upgrade” another weapon in this way
Add +1 to the attack and damage rolls of the weapon (+2 at level 10)
Deal an extra 1d6 fire or lightning damage to the weapon (1d8 at level 10)
Add the Explosive Properties to the weapon (2d8 Explosive damage at level 10)
If a creature rolls a nat one with the weapon the weapon explodes and becomes damaged. The weapon using the weapon must make a dc 14 con or take 2d8 fire damage, a creature who passes takes half damage. The weapon can not be used again until it is fixed
————————————————————————————
Evil sunz
Da red wunz go fasta!
While you have something red on you, you gain a plus 10ft to all of your movement speeds
Fasta fasta!
You know a good ride is a fast ride.
When you are riding a mount or driving a vehicle the mount or vehicle gains a plus 20ft to its movement speed
————————————————————————————
Snakebites
Da big hunt
You have Proficiency survival
During the 1st round of combat at the start of your turn you can select one creature or vehicle that is either larger then you in size or of a higher level/CR as your prey.
Until the end of combat or until you or your prey is reduced to zero 0 you gain the following effects
Your movement speed increases by 5ft when moving closer to your prey
You gain a +1 to attack attacks made against your prey
Your critical hit range increases by 1 when attacking your prey
You can use da big hunt a number of times equal to your Proficiency Bonus.
You regain all uses on a long rest
‘Ard as nails
As a reaction when you take damage you can lessen the damage by 1d6 plus your con mod.
You can use ‘Ard as nails a number of times equal to your con mod.
You regain all uses on a long rest
————————————————————————————
Goff
fist to face combat
Your unarmed strikes deal 1d8+str bludgeoning damage
Love of da fight
When you hit a creature with a melee attack you gain temp hp equal to your Proficiency Bonus
Shark fiend
Creature type
Humanoid fiend
Ability score
Your constitution increase by 2, and your wisdom increase by 1
Speed
Your base walking speed is 30ft
Blood consumption
When you drink blood you heal 2d4+con mod hit points.
when you drink blood you regrow lost body parts.
you can not die by falling death saves
(note: drinking blood is the same type of action as drinking a potion)
Shark living
You have a swim speed equal to your walking speed, you can breathe both air and water
Land shark
You can swim through solid land and objects as if it was water, when you do use your swim speed.
You can not breathe while your head is underground in this way.
You can not bring items (under then the clothes/armor you're wearing) or creatures with you through solid land and objects.
Shark bite
As an attack action you can turn your head into a shark's head and make an unarmed attack. Your bite has a reach of 10ft.
On hit the target takes 2d6 piercing damage, at 6th level the damage becomes magical.
Enhanced smell
You have advantage on perception that uses smell.
Additionally you can tell if someone is a devil, demon or fiend by their smell and you can tell if a item, spell, or magic is demonic in nature by the smell
Yuki onna
Creature Type
You are a undead
Ability score increase
Your charisma score increases by 2, and your Intelligence or Constitution increases by 1
Size
Your size is medium
Speed
You have a 30ft walk and hover speed
Snow Ghost
as a snow spirit you have immunity to cold and necrotic damage and vulnerability to fire damage
Cold shoulder
Due to being a snow spirit your body is cold to touch, when a creature hits you with an unarmed attack or if you hit a creature with an unarmed attack the creature takes cold damage equal to half of your proficiency bonus round down
Kiss of death
A number of times equal to your pb you can make a kiss of death attack.
The attack uses your chr mod and deals 2d6+chr necrotic on a hit.
If the target is not an undead or construct you heal equal to the damage dealt, and the creatures max hp goes down by half of the damage dealt until they take a long rest
Ice breath
A number of times equal to your proficiency bonus you can send out a 15ft cone of ice cold air from yourself.
All creatures in the cone must make a dc con save or take a number of d6 cold damage equal to proficiency bonus and have their speed reduced to 0 until the start of their next turn. Half as much damage and speed is normal on a pass.
dc is equal to 8 + proficiency bonus + chr mod
Icy mist
As an action you can turn into a cold mist along with all items on your person, while mist you.
can not make attacks or cast spells.
You gain immunity to slashing, Bludgeoning and Piercing.
You have a 30ft fly speed.
Cold shoulder deals cold damage equal to pb, and deals that damage when you move through a creature (one’s per creature pre turn)
And you can move through tiny spaces
You can be mist for a minute.
You can turn into mist a number of times equal to con mod