Posts Tagged ‘shifter’


I sit down with Vegas Lancaster, Dave Gibson, Sam Dillon, and Jeff Greiner to talk about some recent layoffs on the D&D team at Wizards of the Coast and the Unearthed Arcana 5e Eberron update. This podcast was recorded on February 5, 2015.

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So I’ve already written quite a bit about some of the races available to my players in Exploration Age – the assimar in one post and the deva, mul, and shardmind in another. Yet, I’ve got more yet to be released D&D races I’m going to make available to them and I’d like to give you the mechanics I’ve created as well as the unique story for each race in my setting.

Svirfneblin

First up, the svirfneblin. They’re actually a gnome subrace, so bust out that Player’s Handbook, and check out the gnome. I’ve given you the deep gnome story in another post, so check that out if you want their story. Here are the mechanics.

Svirfneblin Traits

Deep gnomes are weird.

Ability Score Increase. Your Wisdom score increases by 1.

Superior Darkvision. Your darkvision has a radius of 120 feet.

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Svrifneblin Combat Training. You have proficiency with the war pick and warhammer.

Svirfneblin Lights. You know the dancing lights cantrip. Intelligence is your spellcasting ability for this spell.

Duergar

Mohawk duergar is the best.

Living with the drow and fighting side-by-side in their constant war with the aberrants are the duergar, or gray dwarves. Like their surface kin the gray dwarves value martial prowess and good well-crafted. This is, of course, because the duergar descended from their surface kin a long time ago. During their bloody war with the chromatic dragons on the side of the shardminds, some dwarves went into The Underdark seeking refuge. These dwarves became the duergar and eventually found an entirely new war beneath the surface.

Now, in many ways duergar have more in common with drow than they do with dwarves of the world above. Both duergar and drow deal with the constant stress of their aberrant war and rely on each other with undying trust.

While they share brotherhood and battlelines with the drow, duergar do not share their drow’s impulsiveness and live-each-day-as-if-it-were-your-last lifestyle. Almost everything the duergar do is in preparation for war. Duergar are practical and know that a good night’s sleep and healthy meal are more likely than a late night of revelry at ensuring survival the next day. They craft arms and armor, mine metals, and train constantly. Ever vigilant, careful, and calculating are the gray dwarves.

Duergar adventurers could be mercenaries seeking a better life on the surface, aberrant hunters hoping to learn new techniques to help them with their war below, deadly assassins for hire, or anything you dream.

Duergar Traits

Ability Score Increase. Your Wisdom score increases by 1.

Superior Darkvision. Your dark vision has a radius of 120 feet.

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Duergar Magic. You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the invisibility spell once per day. When you reach 5th level, you can also cast the enlarge spell once per day, but you may only target yourself with the spell. Wisdom is your spellcasting ability for these spells.

Shifter

Don’t mess.

Shifters are born outcasts. Many are killed as babes, their parents too horrified to look upon them. To the elves they are abhorrent monstrosities. To the werewolves – an evolutionary misstep deserving only to die. Many of the shifters lucky enough to have a parent let them live are still kicked out of the house at an early age, or orphaned when their parent is murdered by bigots.

These abandoned shifters find each other and form communities of wandering vagabonds who make a living performing, swindling, and selling crafts. These communities exist all over Findalay and many look forward to the circuses and carnivals the shifters provide. Others feel shifters have been short-changed and try to help these beings find a more established life in Findalay. Some fear the partial werewolf race avoiding and shunning them. The truly fearful seek out and kill these half-breeds.

The discovery of Verda has opened up new possibilities for the shifters, a place where they may have a home of their own free from persecution, stares, jeers, discrimination, violence, and the ever-looming Brotherhood of the Moon.

Shifter adventurers could be thieves disguised as traveling circus performers, cunning mages using their magic to predict people’s fortunes, wild, untamed barbarians, or anything you dream.

Shifter Traits

Ability Score Increase. Your Wisdom score increases by 1.

Age. Shifters mature and age at the same rate as humans.

Alignment. When it comes to good or evil, shifters are usually neutral, since they embody the spirit of the wild. Most shifters tend to be wild and free and therefore favor chaos over law.

Size. Shifters range from just over 5 to just over 6 feet tall and have lean builds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Thanks to your lycanthrope heritage, 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.

Keen Hearing and Smell. You have advantage on Wisdom (Perception) checks that rely on hearing or smell.

Languages. You can speak, read, and write Common and one other language of your choice.

Subrace. Two subraces of shifter are found in Canus: longtooth and razorclaw. Choose one of these sub races.

Longtooth Shifter

Ability Score Increase. Your Strength score increases by 2.

Longtooth Shifting. Once per day, as a bonus action you may shift, entering a more beastial state for one minute. When you do, you gain a +2 damage bonus to Strength-based attacks and regenerate 5 HP at the start of your turns. In addition, you grow long fangs which function as a light weapon which deals 1d6 piercing damage. You may attack with your fangs as a bonus action on your turn.

While you are shifting, you may not cast spells. You can end the shift early on your turn if you so choose.

You gain a second daily use of longtooth shifting at 8th level and your bonus damage to Strength-based attacks while shifting increases to +4, and your attacks with your fangs count as magic for the purpose of overcoming damage resistance. You gain a third daily use of this ability at 16th level and your bonus damage to Strength-based attacks while shifting increases to +6.

Razorclaw Shifter

Ability Score Increase. Your Dexterity score increases by 2.

Razorclaw Shifting. Once per day, as a bonus action you may shift, entering a more beastial state for one minute. When you do, your speed increases by five feet, you gain a +1 bonus to your AC, and you have advantage on Dexterity saving throws. In addition, you grow a pair of claws which function as light, finesse melee weapons which deal 1d6 slashing damage. You may attack with one of your claws as a bonus action on your turn.

While you are shifting, you may not cast spells. You can end the shift early on your turn if you so choose.

You gain a second daily use of razorclaw shifting at 8th level and your speed increases by 10 feet, you attacks with your claws count as magic weapons for the purpose of overcoming damage resistance, and your bonus to AC increases to +2 while shifting. You gain a third daily use of this ability at 16th level and your speed increases by 15 feet and your bonus to AC increases to +3 while shifting.

If you like what you’re reading, please check out my podcast on The Tome Show, follow me on Twitter, tell your friends and share this blog post, and/or leave me a comment and let me know you think. Thanks!

Werewolves.

Ok, now that you’ve read that how many of you immediately went to the sexy werewolf zone? Even if you didn’t go there at first, you still know what I’m talking about, and it’s ok. Genre fiction that’s popular is usually a very good thing for the nerd community as a whole, even if sexy werewolves are not exactly your thing. That being said, they are not my thing. Neither are werewolves as normal folk who get amnesia about their transform into raging killers during the full moon. I’m trying to uncover a new way of thinking about them in Exploration Age.

There’s so much more to this guy than simple sex appeal. He’s not a piece of meat, people.

A History of The Brotherhood

A little less than 400 years ago, a secret cabal of elf werewolves formed in Taliana. The Brotherhood of the Moon had one mission – to propel their race up the evolutionary ladder by giving the gift of lycanthropy to every elf in Taliana.

At first The Brotherhood of the Moon was a few roving werewolves, who would seduce non-lycan elves into accepting the gift with promises of heightened senses and increased physical prowess. But as they grew, the werewolves developed a more formal organizational structure with a leader, called the Moon King or Queen, and chapters that were secretly operating within Taliana’s major settlements. In the beginning these chapters focused on voluntary recruitment. As their numbers grew, The Brotherhood of the Moon hatched a more sinister plot.

They began to target members of Taliana’s ruling Parliament. Many of these members were extorted and blackmailed into becoming werewolves. As their influence spread, so too did public knowledge of the cabal. They grew too bold and Taliana began hunting these lycanthropes down. The Brotherhood of the Moon took this aggression as an act of violent discrimination against werewolves and responded by raiding villages and infecting the population with their gift. Many elves would rather die than become a werewolf, and the Brotherhood of the Moon was happy to grant that option.

After many deaths on both sides the cabal was brought under control. The remaining members of The Brotherhood went into hiding, until a lich attempted to seize control of Parliament and declare himself King of Taliana. Trivarch Leroux enlisted The Brotherhood’s help by promising to help fulfill their mission of wide-spread lycanthropy once he was in power. Trivarch’s plan was successful and he covered all of Taliana in the eternal night of a full moon to help The Brotherhood regrow its numbers in exchange for enforcing his harsh rule.

Trivarch wasn’t in power for long. A group of vigilante halflings calling themselves The Mothers of the Field destroyed him and restored the rule of the elf Parliament. (It is important to note Trivarch’s phylactery was never found.) The Brotherhood of the Moon went into hiding once again to escape the justice of Taliana’s Parliament. (One more note: the Mothers of the Field are still operational and will take on any authority they believe is corrupt or unfit to rule. Some see them as heroes, others as terrorists.)

Roughly 200 years ago, The Brotherhood of the Moon hatched another plot to increase the werewolf population of Taliana – they began seducing and mating with unsuspecting elves by order of the then Moon King. The werewolves had always stuck to their own kind for breeding, believing in keeping their own blood pure. Two werewolf parents produce werewolf offspring though their chances for conception are lower than most other humanoids. The thought was  a single werewolf parent would produce lycanthrope children and increase chances for conception by mating with a more fertile non-lycan partner. The Brotherhood soon found they were incorrect. Werewolf and elf parents alike were shocked to find themselves literally birthing a new race – the shifters.

Shifters doing their thang! You do you.

A Note on Shifters

I won’t go into too much depth here, since this post is supposed to be about The Brotherhood of the Moon, but as you can see the two are related.

Shifters were born outcasts. Many were killed as babes, their parents too horrified to look upon them. To many elves they were monstrosities and to many werewolves they were an evolutionary misstep and deserved to die. Many of the shifters who managed to have a parent kind enough to let them live were still kicked out of the house at an early age or orphaned when their parent was murdered by bigots or committed suicide after learning they had consummated with a werewolf.

These abandoned shifters found each other and formed communities of wandering vagabonds who make a living performing, swindling, and selling crafts. Today these communities exist all over Findalay and many look forward to the circuses and carnivals the shifters provide. Others feel the shifters have been short-changed and try to help these beings find a more established life in Findalay. Some fear the partial werewolf race avoiding and shunning them. The truly fearful seek out and kill these half-breeds.

The discovery of Verda has opened up new possibilities for the shifters, a place where they may have a home of their own free from persecution, stares, jeers, discrimination, violence, and the ever-looming Brotherhood of the Moon.

Brotherhood of the Moon Today

Today The Brotherhood of the Moon is operating in Taliana and scheming up ways to bring the gift to the inferior elves. They have also made it their mission to hunt and kill shifters, since the werewolves believe this evolutionary mistake is theirs to correct.

Currently, Moon Queen Elvira Selene rules The Brotherhood. Little is known about her plans. Recently werewolf nests have been found in some of Taliana’s major cities. While they have been destroyed, it begs the question how many undiscovered dens of lycanthropes remain? Has The Brotherhood mobilized once again or have these hideouts been in existence for years and just now being discovered? Are they planning on taking over the cities of Taliana from these nests? Are they engaged in smuggling orange spice (ooo more on that in another post)? Are they on an intelligence gathering mission? Whatever the reason, the discovery of these nests has the people of Taliana on edge once more…

Werewolf. With a sword. Yep.

Werewolf. With a sword. Yep.

So how’d I do? Do you like this new spin on werewolves, as racial supremacists convinced that non-lycanthropes are fools resisting the natural progression of life and evolution on Canus? I hope it terrifies and intrigues you!

If you like what you’re reading, please check out my podcast on The Tome Show, follow me on Twitter, or leave me a comment and let me know you think. Thanks!