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    DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Players Handbook, Monster Manual, Dungeon Masters Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. 2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Bochat 31, 2800 Delmont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. Author's Note: I would not have been able to finish this work without the help of a few very important people (in no particular order): The folks down at Brap's Magic for your help with the playtesting; George Miller for his Mad Max films; Brom for the utterly inspirational art; Bradley Fish for the fantastic personal feedback; the Unearthed Arcana subreddit for the sheer amount of suggestions and encouragement; and, of course, the original creators of the Dark Sun setting at TSR.

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    By

    George Sutherland Howard

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    Contents

    Part 1: Races 4 Elf: Wasteland Elf 4 Halfling: Feral Halfling 4

    Half-Dwarf 5 Half-Giant 6 Krith 6

    Part 2: Classes 8 The Barbarian: Primal Path of the Ending 8 The Bard: College of Red Iron 9

    The Cleric: Air Domain 10 The Cleric: Earth Domain 11 The Cleric: Fire Domain 11 The Cleric: Water Domain 12 The Fighter: World Warrior Archetype 13 The Paladin: Oath of the Sworn Sword 14 The Sorcerer: Psychic Sorcerous Origin 16 Other Classes 17

    Part 3: Backgrounds 19 Secret-Broker 19 Tyrants Lieutenant 20

    Part 4: feats 21 Animal Companion 21 Hardened 21 Herbalist 21 Historyskin 21 Hulking 21 Poison Master 22 Psychic Talent 22

    Part 5: Alternate & Additional Rules 23 Alternate Materials 23 Defiling and Preserving 23 Expanded Weapons 24 Injuries 25 Wasteland Currency 26

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    Part 1: RacesThe harsh wastes are home to many intelligent species. Some, like humans and elves, closely resemble their more traditional fantasy counterparts. Others, like feral halflings, have several marked differences from their depictions in other more traditional settings. Still other creatures, like the mantis-people known as the Krith, and the slaver-bred half-dwarves, are unique creatures found almost exclusively in dead and dying worlds.

    Elf "Id trust an elf about as far as I could throw em. Maybe a few feet less."

    - Dunla-Ek, caravan master Subrace: Wasteland Elf Wasteland elves live a nomadic lifestyle, their tribes running bare-foot across the scorching sands. They carry no more than what they can carry on their own backs, and live according to a harsh, if effective, maxim: keep up or be left behind. It is thus that very few wasteland elves die in their sleep of old age - the elderly among them are most likely doomed to die of broken legs or abandonment to the other residents of the unforgiving, post-apocalyptic hellscape.

    Ability Score Increase. Taller and hardier than other elves, your body is built for speed and swift travel. Your Strength score increases by 1.

    Fleet of Foot. Your base walking speed increases to 35 feet.

    Elf Run State. After 10 minutes of warm-up and meditation, you can enter an elf run state. During this time, you are naturally adapted to hot climates and require no food, no sleep, and half as much water as normal, as long as you do nothing but run.

    You cannot take long or short rests while running in this way. While you run in this state, at the end of every 48 hour period, you must succeed on a Constitution saving throw or gain a level of exhaustion. If you fail your save by 5 or more, your elf run state also ends. The DC for these saves starts at 10 and increases by 5 until your elf run state ends. You must finish a long rest to regain the use of this feature.

    Wasteland Elf Weapon Training. You gain proficiency with the longbow, short bow, javelin, and spear.

    Wasteland Elf

    Halfling "Watch out. It bites."

    - Kelsark, lieutenant of the warlord Toecutter the Immortal, on her trained attack halfling.

    Subrace: Feral Halfling Not all the world is dead and grey. There yet exist patches of green forest, clinging to survival like a wild dog on a bone. But the relative abundance of life does not make these places any less deadly, for the halflings, feral and wild, roam these last bastions of vegetation. Their childlike faces and diminutive stature mask an inner strength, which manifests in the form of extreme ferocity when cornered and a willlingness to view anything as a potential source of food (except, perhaps, for other halflings).

    Ability Score Increase. Your Strength score increases by 1.

    Alignment. The wandering, hunter-gatherer culture of feral halflings leads them toward chaotic alignments. Halflings abhor slavery, and if forced into imprisonment, will wither and die. Those halfling slaves that do exist do so due to owing life-debts or being raised without knowing anything else but a life of servitude.

    Darkvision. You can see in dim light within 60 feet of you, and in darkness as if it were dim light.

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    You cant discern color in darkness, only shades of grey.

    Twitchy. You gain proficiency with the Perception skill.

    Slippery. You have advantage on Dexterity checks to escape from chains, bindings, and other restraints.

    Half-Dwarf "The half-dwarf can carry ten-score pounds on his back for twice as long as any human, and won't whinge about water every other moment. He doesn't get sick, he can eat anything, and he can bear the whip. And he can be yours for only three-hundred gold pieces!"

    - Gredan the Slaver, showing off her finest wares

    Of all the peoples that represent the death of the world, perhaps there are none more suited for that task than the half-dwarves. Sterile creatures that result exclusively from the forced crossbreeding of human and dwarf slaves, half-dwarves represent the ultimate debasement of life to nothing more than a means of profit. These freakish half-breeds display the best traits of both parent species - the physical toughness and resilience of dwarves, and the height and mental flexibility of humans - and thus are far too valuable to be put to any menial task. Instead, they are often trained to fight in bloody pits as gladiators or to cow other slaves into submission as overseers.

    Very rarely, a half-dwarf will earn their freedom, and it is a thing to them more valuable than a lake of water. A free half-dwarf would usually prefer to die free than to live for even a second as a slave again.

    Ability Score Increase. Your physique combines the best elements of humans and dwarves. Your Strength and Constitution scores each increase by 1, and you may also increase any one ability score of your choice by 1.

    Age. Half-dwarves reach physical maturity at about the same time humans do, and can easily live to be over ninety years old.

    Alignment. Since unions between dwarves and humans are rare, and children born of those unions rarer still (and often kill the mother during childbirth), half-dwarves are almost always the product of focused slave breeding, and thus grow up in slavery. Years of being treated as another's property often causes a freed half-dwarf to resent any kinds of unnecessary restraints on their actions, and thus tend towards chaotic alignments.

    Half-dwarf

    Size. Half-dwarves have the same height as a taller human, with the build of dwarves. Your size is medium.

    Speed. Your base walking speed is 30 feet. Languages. You can speak, read, and write

    Common. Extraordinary Stamina. You are resistant to

    poison damage, and have advantage on Constitution saving throws against disease. If you are not suffering from exhaustion, you also have advantage on Constitution saving throws to avoid gaining a level of exhaustion.

    Additionally, you only need to consume a minimum of one gallon of water per day in temperatures of 100 degrees Fahrenheit or higher. You can also hold your breath for twice as long as normal.

    Perfect Laborer. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

    Efficient Rest. You only need four hours of sleep during a long rest.

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    Half-Giant "Mister Krand eat beans and grains. The next day, he eat beans. The next day, he eat grains. The next day, he eat beans and grains. The next day, he eat grains and beans. The next days, he eat "

    - Uk the half-giant, when questioned about his ill master's diet

    If half-dwarves are crossbred freaks, then the origins of half-giants are, simply put, an enigma. Their ancestry is clear to see, with their sloping foreheads, hairy skin, and towering, hulking frames, but how such ancestry is even possible is quite unknown. Perhaps the first of their kind were the result of magical experimentation, or maybe they were birthed in the energies of the cataclysm that ended the world. Either way, the result is clear to see: a massive, powerful brute with no land of origin or ances

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