Homebrew Feral Dark Iron Hybrid Human-Half-Dwarf Species Details
Feral Dark Iron Human Hybrid-Half-Dwarf gain the following Racial Traits:
Special racial Trait: +2 Hp Regeneration
Traditional Human Traits
Awesome Critical
When fortune favors your blade, you know how to make it count. When you score a Critical Hit with a melee attack with a weapon or an Unarmed Strike, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the Critical Hit.
First Strike
Hesitation in others is a weakness you’ve learned to take deadly advantage of. When you hit a creature that hasn’t taken a turn in the combat yet, your attack deals an extra 2d6 damage. You can use this feature a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a Long Rest.
Weapon Aptitude
The weapons you wield might save your life one day, and you know their secrets. You have proficiency with three weapons of your choice.
Helping Hand
You excel at aiding your allies, knowing that the time will come when you need them to return the favor. You can use the Help action as a Bonus Action to assist any ally making an ability check.
Intrinsic Orientation
A single misstep can lead to ruin, but your instincts for direction keep you from going astray. You always know which way is north, and you can reckon a cardinal direction of the GM’s determination while on other planes. Additionally, you have Advantage on ability checks made to avoid becoming lost, to navigate, or to track.
Artisanal Focus
You revere the crafting skill of ancestors long dead. Choose an Artisan’s Tool. You have proficiency with that tool.
Keen Survival
The wilds of Etharis have claimed many who lack the skill to navigate them. You have proficiency in the Survival skill.
Skill Prowess
Your ingenuity and inventiveness help keep you alive in a dangerous world. Before you make an ability check using a skill you are proficient with, you can add your Proficiency Bonus again. You can use this feature a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a Long Rest.
Extra Feats:
Increase All Ability Scores by +2
1 extra feat at 1st level, allowing humans to master specialized tasks quickly.
Extra Skill Points: 4 extra skill points at 1st level, and 1 extra skill point at each additional level, enhancing their skills and abilities.
Half-Dwarf Traits
Your character gains the following benefits based on their cultural heritage.
Adventuring Age
Between 50–100 years of age. Dwarves generally start their life on the road in their fifties, and do not usually consider retiring before their nineties. Around that time, many among them choose to dedicate themselves solely to the perfection of their crafts.
Dwarven Life expectancy is between 350-500 years old
Size
Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.
Speed
Your base walking speed is 25 feet.
Traditional Dwarf Traits
Damage Resistance
Exposure to the worst effects of a specific energy has given you a tolerance to its effects. You have Resistance to one of the following damage types of your choice: Acid, Cold, Fire, Lightning, Poison, or Thunder.
Weapon Aptitude
The weapons you wield might save your life one day, and you know their secrets. You have proficiency with three weapons of your choice.
Endurance of the Dwarves
Your hit point maximum increases by 5, and it increases by an additional 1 every time you gain a level.
Make Light of Burdens
Armour doesn’t impose disadvantage on your fatigue saving throws, and your carrying capacity (including the weight you can carry before you are encumbered or heavily encumbered, and the weight you can push, drag or lift) is doubled.
Darkvision
A life spent in shadow has made you grow accustomed to the gloom. You can see in Dim Light within 60 feet of you as if it were Bright Light, and in Darkness within 60 feet of you as if it were Dim Light. You can’t discern color in Darkness, only shades of gray.
Poison Resilience
Your exceptional fortitude lets you shrug off the effects of even the worst toxins. You have Advantage on saving throws against being Poisoned.
You gain the following benefits.
Ability Score Increase.
Your Dwarf Constitution score increases by +2, & your Strength by +1
Dwarven Armor proficiency
You are Proficient In Heavy armor & Tower Shields
Steady
No matter what kind of upheaval surrounds you, you stand your ground. You have Advantage on saving throws against having the Prone condition.
Artisanal Focus
You revere the crafting skill of ancestors long dead. Choose an Artisan’s Tool: Brewer’s Supplies, Mason’s Tools, or Smith’s Tools. You have proficiency with that tool.
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.
Standard of Living: Prosperous
With the fabulous Dragon-hoard of Erebor reclaimed and their kingdom restored, the Dwarves of Durin’s Folk are the richest of the seven houses.
Crafter’s Eye
The history of Etharis is written in relics, and you read that history better than most. When you make a History check related to any object (an item, device, building, or material) and you have proficiency in an Artisan’s Tool associated with creating that object, you are considered proficient in History and you add double your Proficiency Bonus to the check instead of your normal bonus.
Backgrounds
Players choosing a background receive a brief personal history, two skill proficiencies, a tool proficiency and two distinctive features.
War Forged Traits
Ability Score Increase
Your Constitution score increases by 2, and one other ability score of your choice increases by 1.
Light Weight coating of Adamantine Skeleton
The users bones can't be broken, The user can drop or fall from high places & not be harmed or break their bones. The user is not effected by bodies of water.
A Skin layered Protective Defense
something was done to your skin that has given you a protective layer of natural defense, does not effect the users ability to procreate.
Age
A typical war forged is between two and thirty years old. The maximum war forged lifespan remains a mystery; so far, war forged have shown no signs of deterioration due to age. You are immune to magical aging effects, because of the war forge replication experiments done to your body.
Alignment
Most war forged take comfort in order and discipline, tending toward law and neutrality and very rarely but some choose a form of chaos, But some have absorbed the morality, or lack thereof, of the beings with which they served.
Speed
Your base walking speed is 30 feet.
Constructed Resilience
You were created to have remarkable fortitude, represented by the following benefits:
You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
You are immune to disease.
You don’t need to sleep, and magic can’t put you to sleep.
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 but you can also choose to sleep like normal, not sleeping is optional.
Integrated Protection
Your body has built-in defensive layers, which can be enhanced with armor:
You gain a +1 bonus to Armor Class.
You can only wear Heavy armor, & a shield of your choice.
Feral Dark Iron Hybrid Human-Half-Dwarf Traits
It’s hard to make generalizations about humans, but your Hybrid character has these traits.Traditional Human Traits
Ability Score Increase
Increase All Ability Scores by +2
Extra Feats:
1 extra feat at 1st level, allowing humans to master specialized tasks quickly.
Extra Skill Points: 4 extra skill points at 1st level, and 1 extra skill point at each additional level, enhancing their skills and abilities.
Age
Humans reach adulthood in their late teens and live less than a century.
Size
Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
Speed
Your base walking speed is 30 feet.
Languages
You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.
Age
Humans reach adulthood in their late teens and live less than a century.
Hp Regeneration
Passive Ability: +2 Fast Healing Regen at the start of every turn, Only works while your hp is below your current max level amount of hp.
Size
Feral Dark Iron Human Hybrid-Half-Dwarfs vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
Speed
Your base walking speed is 30 feet.
Languages
You can speak, read, and write Common and Three extra language of your choice. Feral Dark Iron Human Hybrid-Half-Dwarfs are a specially gifted species cable of learning & fluently understanding the common tongue & three other languages as if the languages were naturally their own.
Traditional Dwarf Traits
Traditional Dwarf/Half Dwarf Traits:
You gain the following benefits:
Ability Score Increase
our Dwarf Constitution score increases by +2, & your Strength by +1
Damage Resistance
Exposure to the worst effects of a specific energy has given you a tolerance to its effects. You have +20 Resistance to all base elements of acid, Cold, fire, lightening & thunder.
Weapon Aptitude
The weapons you wield might save your life one day, and you know their secrets. You have proficiency with three weapons of your choice.
Endurance of the Dwarves
Your hit point maximum increases by 5, and it increases by an additional 1 every time you gain a level.
Make Light of Burdens
Armour doesn’t impose disadvantage on your fatigue saving throws, and your carrying capacity (including the weight you can carry before you are encumbered or heavily encumbered, and the weight you can push, drag or lift) is doubled.
Darkvision
A life spent in shadow has made you grow accustomed to the gloom. You can see in Dim Light within 60 feet of you as if it were Bright Light, and in Darkness within 60 feet of you as if it were Dim Light. You can’t discern color in Darkness, only shades of gray.
Poison & Disease Immunity
You are immune to all Poisons & Diseases
Dwarven Armor proficiency
You are Proficient In Heavy armor & Tower Shields
Steady
No matter what kind of upheaval surrounds you, you stand your ground. You have Advantage on saving throws against having the Prone condition.
Artisanal Focus
You revere the crafting skill of ancestors long dead. Choose an Artisan’s Tool: Brewer’s Supplies, Mason’s Tools, or Smith’s Tools. You have proficiency with that tool.
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.
Standard of Living: Prosperous
With the fabulous Dragon-hoard of Erebor reclaimed and their kingdom restored, the Dwarves of Durin’s Folk are the richest of the seven houses.
Crafter’s Eye
The history of Etharis is written in relics, and you read that history better than most. When you make a History check related to any object (an item, device, building, or material) and you have proficiency in an Artisan’s Tool associated with creating that object, you are considered proficient in History and you add double your Proficiency Bonus to the check instead of your normal bonus.
Traditional Warforged Traits
Traditional Warforged Traits:
Ability Score Increase:
Your Constitution score increases by 2, and one other ability score of your choice increases by 1.
Age:
A typical warforged is between two and thirty years old. The maximum warforged lifespan remains a mystery; so far, warforged have shown no signs of deterioration due to age. You are immune to magical aging effects.
Alignment:
Most warforged take comfort in order and discipline, tending toward law and neutrality. But some have absorbed the morality, or lack thereof, of the beings with which they served.
Speed
Your base walking speed is 30 feet.
Constructed Resilience
You were created to have remarkable fortitude, represented by the following benefits:
You are Immune to Disease.
You don't need to eat or drink but can do so for enjoyment or social activities.
You don't need to sleep but you can choose to sleep if you would prefer and magic can’t put you to sleep.
Sentry’s Rest
When you take a long rest, you must spend at least six hours in an inactive, motionless state, sleep is optional & situational at best.
Integrated Protection
Your body has built-in defensive layers, which can be enhanced with armor:
You have a Adamantine Skeleton & cybernetics on your Chest, arms, & legs to improve & overall enhance your combat proficiency, you are able to fall from extreme heights & not be harmed, Your body modifications do not hinder you in water, & you are able to swim without issue.
You gain a +3 bonus to Armor Class.
You are only capable of using Heavy armor & a shield for defense purposes, because of this you have have a proficiency for Heavy Armor & Shields
Specialized Design
You gain one skill proficiency and one tool proficiency of your choice.
Languages
You can speak, read, and write Common and one other language of your choice.
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