Races of Olgrin
The races of Olgrin are ancient and connected in unmeasurable ways.
Half-Dryads
Born from the souls of treants, when a treant dies one or all of the saplings in the area will grow to be Half-Dryads. Credit: Ogilvie Drawing Name: Swamp Elder
Ability Score Increases
Plus 2 Dexterity
Age
Both the Oak & Maple subraces mature around 17 years of age. the Oaks are longer lived averaging around 1400 years old while the Maples live a to a little over a 1000.
Size
Oaks are generally 6-7 feet tall, while the Maples are slightly shorter at 5-6 feet.Their weight varies greatly depending on the indivduals features.
Speed
Your movement speed is 30 feet.
Friends of Nature
You have the ability to communicate in a limited manner with plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.
Earth Stride
You ignore natural difficult terrain & take half damage from mundane plants.
Tremor Sense
You can detect and pinpoint the origin of vibrations within 10 feet of you, provided that the creature and the source of the vibrations are in contact with the same ground or substance. Tremorsense can’t be used to detect flying or incorporeal creatures.
Half-Dryad Subraces
The Main difference between the Oaks and the Maples is through a study of nature the Oaks gained their access to magic back, the Maples however channeled their natural connection to magic into their physical form.
Oak Born
Detect Balance Score: 30
Ability Score Increases
Plus 1 Intelligence or Plus 1 Wisdom,
Arcane Adept
You have proficicency with the Arcana Skill.
Affinity for Nature Magic
You know the Shillelgh cantrip. When you reach 3rd level, you can cast the Ensnaring Strike spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Enlarge/Reduce spell once with this trait and regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells.
Maple Born
Detect Balance Score: 31 or 32
Ability Score Increases
Plus 1 Strength or Plus 1 Wisdom
Arboreal Step
As a Bonus Action you disappear from where you are and reappear in an empty spot by the base of a tree within 50 feet of you. You regain the ability to do this after completing a short or a long rest.
Nature's Reach
Any melee weapon attacks or spell touch attacks done by a Maple born have an extra 5ft reach.
Small Folk
These small beastial people can be found across all of the Whirling Woods and some tribes even roam the Talian Swamp. Credit: Katsaka. Drawing Name: Monster Rancher: Little Troll
Ability Score Increases
Plus 2 Consitution
Age
The Small Folk live any where from 350-530 years old
Size
Your size is small, The Small Folk average between 3-4 feet tall and weigh about 50 Pounds
Speed
Your movement speed is 30 feet.
Darkvision
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.
Way of The Small Folk
Years of war and negotiations have left the Small Folk with a resolve unmatched by other races. You have advantage on Wisdom Saving Throws.
Adept Climbers
Sharp nails on your hands and feet give you a natural ability to climb. You have a climb speed of 30 feet.
Fangs
You are proficient with your unarmed attacks that use your fangs, which deal 1d4 piercing damage on a hit.
Small Folk Subraces
Three subraces exist, besides their abilities and differences in appearance & beastial traits the small folk are mostly unified in culture.
Waimaree
The Wai-mare-e
Detect Balance Score: 33
Ability Score Increases
Plus 1 Wisdom or Plus 1 Charisma
Fate's Favor
When you fail a skill check you may reroll the result, once you do this you may not do it again until you complete a short or long rest.
Second Chance
Once per turn when you make an attack roll with Advantage & miss you may treat the other die as an attack roll made against an adjacent target within 5 feet of the first.
Turn the Tides
Once per day when you make an attack roll with disadvantage and miss you may treat the other die as an attack roll made against an adjacent target within 5 feet of the first. You can not use this ability again until you complete a long rest.
Tokala
Detect Balance Score: 31
The To-kal-la
Ability Score Increase
Plus 2 Intelligence
Hearty Nature
You have advantage on saving throws against poison, and you have resistance against poison damage.
Tool's of the Trade
You are proficient with theives tools.
Kitchi
Detect Balance Score: 30
The Kitchi are brave and wild spirits
Ability Score Increases
Plus 1 Strength or Plus 1 Dexterity
Beast Speak
You have the ability to communicate in a limited manner with beasts. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.
Honed Claws
The same claws used for climbing have been sharpened and practiced with for combat. Your claws are light natural weapons which can be used to make unarmed strikes. Your claws deal 1d6 slashing damage on a hit. They are a Strength based weapon.
Kitchi Nimbleness
You can move through the space of any creature that is of a size larger than yours
Minotaurs
Detect Balance Score: 29
Credit: WotC, MtG.
Ability Score Increases
Plus 2 Strength, Plus 1 Constitution or Plus 1 Wisdom
Age
Minotaurs live to the old age of 300 on average. They stop being children when they turn 10 but they aren't considered an actual adult until 20.
Size
Your size is Medium, Minotaurs average around 8 feet tall & weigh around 300 pounds.
Darkvision
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.
Speed
Your movement speed is 30 feet.
Labyrinthine Recall
You can perfectly recall any path you've travelled in the last 72 hours.
Savage Attacks
When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit
Brutal Toughness
Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Gore
A number of times per day equal to your Constitution Modifier, you can attack with your horns which are considered natural weapons that you are proficient with. If you move 10ft toward your enemy & hit with your gore they take Piercing damage according to your level (see chart below) they must make a they make a Strength or Dexterity Saving Throw, targets choice.
Your Save DC equals 8+ Proficiency Bonus+ Strength Modifier. If they fail they are pushed back 10ft and land prone.
Gore Damage
Level | Damage |
---|---|
1st-4th | 2d6 |
5th-11th | 3d6 |
12th-17th | 4d6 |
18th-20th | 5d6 |
Gozan
Credit: Still Looking For It
Ability Score Increases
Plus 2 Wisdom
Age
Both Subraces of the Gozaon are incredibly short lived the Ozaru live unti around 40 years old and the Koa can live to be 50 years old. Do to their short life spans they are forced to mature early most Gozan are mature by 6.
Size
Your Size is Medium. Both subraces range from 6-8ft tall the Ozaru how ever are much bigger in build compared to the slender Gozan
Speed
Your movement speed is 30 feet.
Expert Climber
You have a Climb speed of 30 feet.
Naturally Fit
You have Proficiency with the Athletics and Acrobatics Skills
Aggressive
As a Bonus Action, the Gozan can move up to its speed toward a hostile creature that it can see.
Gozan Subraces
Ozaru
The larger and more common gorilla like Gozan subrace.
Detect Balance Score: 29
Ability Score Increases
Plus 1 Strength or Plus 1 Constitution
Family Skill
The Ozaru family lines pirde them selves on the skills they pass down. You gain proficiency with any one skil.
Combat Training
The Ozaru are the first defense of the Gozan Kingdom, you have proficiency with any 2 Martial weapons and Shields.
Koa
Detect Balance Score: 32
Ability Score Increase
Plus 2 Dxterity
Quick Reflexes
You can focus yourself to occasionally dodge or evade injury. When you take damage,you can use your reaction to roll a d12. Add your Dexterity modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can't use it again until you finish a short or long rest.
Toaden
Credit: Jade Empire Concept Art
Ability Score Increases
Plus 1 Constitution, Plus 1 Strength or Plus 1 Dexterity, Plus 1 Wisdom or +1 Intelligence.
Age
Toaden Live to be 90- 100 years old but often die unnaturally before that.
Size
Your size is small, Toaden are lucky to grow to 4ft but normally get close to that. On the stouter side as a race, the Toaden often weigh up to 170 pounds.
Speed
Yur movement speed is 25 feet.
Bug Eyed
Do to your large, bulbous eyes and the way they reflect light you have superior vision in dark and dim conditions. You can see in dim light within 120 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.
Amphibious
The Toaden can breathe air and water.
Water Born
You have a 25ft swim speed.
Powerful Leaper
The Toaden's long jump is up to 25 feet and its high jump is up to 10 feet, with or without a running start.
Toaden Subraces
Gosheden
Detect Balance Score: 30 or 31
Strider
Your base walking speed increases to 30 feet as does your Swim Speed.
Natural camouflage
You have Proficiency in the Stealth Skill & you can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Long Tongued
You have a tongue with a 10ft reach that can interact with objects that are less than 5 pounds.
Kercoro
Detect Balance Score: 33
Pack Tactics
The Kercoro has advantage on attack rolls against a creature if at least one of the Kercoro's allies are within 5 feet of the creature and the ally isn't incapacitated.
Poison Spit
As an action you may make a ranged attack with your poison spit against a target the range for this is 15/35. Your Poison Spit is a natural weapon.
On a Hit it deals 1d4 + your Constitution Modifier of poison damage and the Target must make a Constitution Saving Throw, on a failed save they are poisoned until the end of their next turn.
The DC for the save is equla to 8 + your Proficiency Bonus + your Constitution Modifier.
You must complete a short or long rest before you can use this ability again.
Stone Men
Detect Balance Score: 30
Credit: Still Looking For It
Ability Score Increases
Plus 2 Charisma, Plus 1 Constitution or Plus 1 Intelligence
Age
Mature at 10, live until about 200 years of age.
Size
Your size is Medium. Stone Men are all approximately 5'4" and weigh about 245 pounds.
Speed
Your movement speed is 25 feet. Your thick hide weighs down your every step.
Darkvision
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.
Stone Hide
You have a natural AC equal to 12+ your Dexterity Modifier.
Stone's Resilience
You have resistance to slashing damage.
Natural Resistance
You have advantage on saving throws against poison, and you have resistance against poison damage.
Appearances, Lore & Cultures of the Races
This is a first take on a more detialed explanation of each races physical traits & how they function as a society.
Half-Dryads:
When a sapling asorbs part of a treants soul it comes to life. At first a spindly creature made of all wood, over the next 17 years a humanoid form will grow. By the time the sapling reaches adult hood they will look vaguely human, with bark covering varing amounts of skin, leaf, twigs and vines will grow intertwind with hair.
Culture
Their culture is a bastardization of Japanese culture and Vitorian era thinking. Because the birth of Half-Dryads is due to the death of a treant, all Half-Dryads were adopted in a sense and raised by other older Half-Dryads who they had no real relation to.
Oak Subrace
The Oaks tend to have different shades of green or brown hair, skin and eyes. The bark of the Oak can be brown, white & darker shades of red. Oaks are generally 6-7 feet tall.
Maple Subrace
Maples can have red or even purple hues to their hair, skin and eyes. Their bark is always a dull brown color. The Maples are slightly shorter at 5-6 feet tall,
Small Folk:
A race of small furry beast (bear/monkey/wolf) like people, each individual is a different mishmash of bestial features. Their size is small, The Small Folk average between 3-4 feet tall and weigh about 50 pounds.
Culture
Currently the different factions are in an armistice due to outsiders and their exploration. They're nomadic and native american like. Their tribes are not based on subraces they are intermingled and fight mostly over land disputes.
Waimaree Subrace
The Waimaree are known to be extremely lucky, normally used as scouts or guides by tribes, they are unfortunately hunted by dumber sentient creatures who think the Waimaree pelts or bones will bring them luck. They are easy to pick out as they tend to wear feathers in their fur or dye themselves strange colors. They do this because they believe it increases their luck.
Tokala Subrace
The cleverest of the Small Folk. With an aptitude and natural curiosity for poison making and traps, they fall into specific roles in their tribes For no particular reason it seeems Tokala are always born with white, grey or Black fur, sometimes solid colors other times mixed together but aways white, black or grey.
Kitchi Subrace
By far the bravest of the Small Folk they're more fierce and more intune with their beastial nature. With the ability to speak to beasts and a tendency to fight with their claws the Kitchi can easily keep the perimeter of the Small Folk's camps safe.
Minotaurs:
The Minotaurs are some of the greatest warriors who ever lived. Their strength and horns make them a fearsome challenge even when unarmed. Their hide is covered in a short light colored fur that is dyed or tattooed in some case shaved off and ritually scarred. Minotaurs average around 8 feet tall & weigh around 300 pounds.
Culture
An island folk, great sailors but they're ships arent fit for ocean travel. Very loosely based off the Polynesian islands. The region used to be a mountain chain until it split apart and crumbled into the water forming the islands, the minotaurs are one of the few races that survived the cataclysm.
Gozan:
Humanoid body structure with heavy ape features covered in hair that can be orange, white, black, brown, red or a mix of any and all. Both Subraces of the Gozaon have incredibly short life spans, do to their short life spans they are forced to mature early, most Gozan are mature by 6 years old. Both subraces range from 6-8ft tall the Ozaru how ever are much bigger in build compared to the slender Gozan.
Culture
The ape people of the jungle. A relaxed and relatively peaceful people, normally the Gozan will ignore a problem until they cant then they act swiftly. They follow one leader who can be challenged for his position or voted out. Think what if the Romans were lazy as shit thats the Gozan. Their well organized and inactive army structure leads to soldiers that are well trained and eager to fight when the occasion arises.
Ozaru Subrace
The Ozaru live until around 40 years old. The Ozaru are numerous compared to most other races. Due to this they heavily value trades and skills as a way of tracking lineage.
Koa Subrace
The Koa can live to be 50 years old. They also have habit of not taking things seriously enough this is in part because of the Gozan mindset of ignoring minor problems until they are large ones.
Toaden:
An odd toad like people, their small stature makes their large eye more noticeable in their slightly protruding fleshy alcoves. The Toaden's skin has a rubbery texture in the soft parts and an almost gravel like texture on the skin covering the Toaden's back and that back of it's forearms. Webbing connects the gaps between thier fingers it does the same with thier toes.
Culture
Normally in large unified groups who mainly have to deal with non-humanoid threats. They made contact with a random vessel many many years before the settings Age of Exploration and it left them with odd rituals and idols that they worship basically a cargo cult.
Kercoro Subrace
The Kercoro have solid vibrant colored skin and often have stripes, spots or markings of a different color going across their body.
Gosheden Subrace
The Gosheden's skin is much more plainly colored grays, greens & browns. They often have small horns on the top of their head.
Stone Men:
These serpentine/lizard looking people may appear to have scales but it is actually stones, seemingly pieced together to make an outer layer of skin. The Stone Men's stomach, chest and other "softer" parts of it's body feel like smooth stone. The Stone Men's skin is so thick and tough their chest doesn't move when they breathe & their hearts can't be felt when the beat but they can be heard. Their coloring ranges from shades of tan to greys and blacks. It's very rare but not unheard of for one of the Stone Men to be born with more unique colors. Their eyes and eye colors are reminiscent of gem stones.
Culture
Nothing yet but I'm open to suggestions.