Difference between revisions of "Krynn"

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(Created page with "__NOTOC__ <div class="race-portrait"> <tabs> <tab name="Male">http://spherical.host/magisphere/wiki/images/race/krynn_male.png<br></tab> <tab name="Female">http://spherical.ho...")
 
(About)
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==About==
 
==About==
Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of picks and hammers in deep mines and blazing forges, a commitment to clan and tradition, and a burning hatred of goblins and orcs-these common threads unite all dwarves.
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The strong-bodied and headstrong krynn can be found living among dwarves or in krynn cities near dwarven establishment due to their deeply-entwined history. While the dwarves gave them the secrets of masonry, krynns gave them the gift of metallurgy. As a result of this harmonious pairing, these two people relied on one another and prospered together.
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Thanks to their curious and adventurous nature, krynns can be found in many places, particularly major cities. Because of their intimidating appearance and bovine features, most people prefer to avoid them. On the contrary, they are sought out by warring Lords, mercenary corps, and adventuring guilds.  
  
 
====Racial Traits====
 
====Racial Traits====
 
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* '''Ability Score:''' Constitution +1; Strength or Wisdom +1
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* '''Ability Score:''' Constitution +1; Strength or Charisma +1
 
* '''Size:''' Medium
 
* '''Size:''' Medium
* '''Speed:''' 25 feet
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* '''Speed:''' 30 feet
* '''Age:''' Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years.
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* '''Age:''' Krynns mature at the same rate as human and live a little more than a century on average.
* '''Languages:''' You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.
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* '''Languages:''' You can speak, read, and write Common and Krynnish. Krynnish, which uses the Dwarvish script, is full of difficult sounds that are hard on the vocal tract, featuring many compacted words that condenses too much meanings.  
* '''Rarity:''' Common. These stout creatures can be easily found in cities, big or small, though, most prefer to stay within their own community.
 
 
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====Racial Abilities====
 
====Racial Abilities====
 
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* '''''Darkvision.''''' Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 30 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.  
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* '''''Auroch Warmth.''''' You give off a comforting heat at all times. Also, you are resistant to fire damage.
* '''''Dwarven Toughness.''''' Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
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* '''''Goring Horns.''''' You have a pair of powerful horns that you can use as a war pick (1d8 piercing) which you are proficient with. This weapon does not occupy your hands. If you use your horns to shove another creature, you have advantage on the Strength (Athletics) check.
* '''''What's Poison?''''' You have advantage on saving throws against poison, and you have resistance against poison damage.
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* '''''Bull Rush.''''' If you take the Dash action on your turn, you can use a bonus action to attempt to shove a creature.
* '''''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. Additionally, you can perfectly recall the layout of any location you've been as long as its enclosed, such as a cave network or dungeon basement.
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* '''''Labyrinthine Recall.''''' Whenever you make a Wisdom or Intelligence check that requires you to recall a passage you have traveled, you add double your proficiency bonus to the check, instead of your normal proficiency bonus.
* '''''Artisonnal Knowledge.''''' You gain proficiency with one artisan's tool of your choice.  
 
 
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==Stout and Fine==
 
==Stout and Fine==

Revision as of 07:24, 12 January 2019

krynn_male.png
krynn_female.png
I have seen the thirst for power, but I have only ever yearned for wealth, which is the backbone of all nation. —Asal Vines, the Merchant King

About

The strong-bodied and headstrong krynn can be found living among dwarves or in krynn cities near dwarven establishment due to their deeply-entwined history. While the dwarves gave them the secrets of masonry, krynns gave them the gift of metallurgy. As a result of this harmonious pairing, these two people relied on one another and prospered together.

Thanks to their curious and adventurous nature, krynns can be found in many places, particularly major cities. Because of their intimidating appearance and bovine features, most people prefer to avoid them. On the contrary, they are sought out by warring Lords, mercenary corps, and adventuring guilds.

Racial Traits

  • Ability Score: Constitution +1; Strength or Charisma +1
  • Size: Medium
  • Speed: 30 feet
  • Age: Krynns mature at the same rate as human and live a little more than a century on average.
  • Languages: You can speak, read, and write Common and Krynnish. Krynnish, which uses the Dwarvish script, is full of difficult sounds that are hard on the vocal tract, featuring many compacted words that condenses too much meanings.

Racial Abilities

  • Auroch Warmth. You give off a comforting heat at all times. Also, you are resistant to fire damage.
  • Goring Horns. You have a pair of powerful horns that you can use as a war pick (1d8 piercing) which you are proficient with. This weapon does not occupy your hands. If you use your horns to shove another creature, you have advantage on the Strength (Athletics) check.
  • Bull Rush. If you take the Dash action on your turn, you can use a bonus action to attempt to shove a creature.
  • Labyrinthine Recall. Whenever you make a Wisdom or Intelligence check that requires you to recall a passage you have traveled, you add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Stout and Fine