Homebrew Half Troll Species Details
What happens when you cross a troll with someone unfortunate enough to catch their fancy. You get a half-troll, monstrous yet also civil beings, they have no leaning to any particular alignment. Half trolls get their parents amazing regenerative ability, along with their weakness to acid and fire, however they also get other possible boons from their non troll side.
Half Troll Traits
Half-Trolls gain the following benefitsAbility Score Improvement
Your Constitution score increases by 2 and one other ability score of your choice increases by 1.
Languages
You can speak, read, and write Common and Giant.
Claws
Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with your claws, you deal slashing damage equal to 1d6+your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Darkvision
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.
Elemental Aversion.
Whenever you take acid of fire damage, you cannot regain hit points until the end of your next turn.
Keen Smell
You have advantage on Wisdom (Perception) checks made based on smell
Long limbs
When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
Regenerative
As a bonus action on your turn, you can expend one of your hit dice and regain a number of hit points equal to the result + your Constitution modifier (minimum of 1). Additionally, when you finish a long rest, you regain a number of hit dice equal to your Constitution modifier (minimum of 1) in addition to the normal amount your would regain.
Comments
-
View User Profile
-
Send Message
Posted Oct 1, 2020In regards to the Regenerative trait, I am a little confused by the wording. What do you mean by the result? Is the result the number of hit dice you expanded, or the amount of damage you took?