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       #Post#: 781--------------------------------------------------
       Lilties
       By: Rognvaldr Date: April 24, 2015, 6:14 pm
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       Lilties
  HTML http://s30.postimg.org/ccjexfajl/rsz_ffcc_lilty.jpg
       The Lilties are a proud race of martial warriors and soldiers.
       Their empire once reached for several continents, relying on
       military strategy and martial abilities to defeat their foes.
       Their power has diminished since the ancient times, but with the
       Spellplague weakening the arcane powers of the modern nations,
       they have a chance again to rise to their former glory.
       A Lilty's body operates on extremely developed hydrolic fibers
       instead of muscles, which give the ability to unleash extremely
       powerful movements. Although their inner body is very vegetative
       and succulent, they are covered by a woody body in most areas,
       which gives them great resiliency.
       Ability Increases. Your Strength increases by 1 and your
       Constitution score increases by 1.
       Age. Lilties mature by age 10 and live to be just about a half
       century long. After their mobile lifespan, they can live for
       even centuries longer rooted into the ground. This rooted state
       is in fact the sexually mature form of a Lilty, but only a small
       percent achieve this old age. The rooted elders are therefore
       seen with respect and reverence.
       Alignment.  Lilties are brave, proud, and confident. They tend
       to be extremely loyal to their rooted elders and are usually
       Lawfully aligned.
       Size. Lilties range from 2.5 feet to 4.5 feet tall, 100 to 200
       lbs. They tend to be very dense compared to other races, but
       this does not hinder their nimbleness. Your size class is Small.
       Speed. Your base walking speed is 25 feet.
       Languages. You can speak Common and Lilty.
       Botanical Body. You have resistance to Radiant , but you have
       vulnerability to Fire damage. Your are both a Humanoid and
       Plant.
       Photosynthesis. If you are in sunlight, you do not need to eat
       as long as you have water. In sunny conditions you stabilize on
       a Death Saving throw of 18-20.
       Sub-races. There are several sub-races, varieties, of Lilties.
       You may choose one of these.
       Savanna Lilty.
       Ability Score Improvement. Your Strength Score increases by 1.
       [I]Rooted Stance.[/i] You lose the penalty for wielding Heavy
       weapons as a small creature.
       [I]Hydraulic Fibers.[/i] You have proficiency in jump. You count
       a standing jump as a running jump.
       Powerful Build. You count as one size larger when determining
       your carrying capacity and the weight you can push, drag, or
       lift.
       Forest Lilty.
       Ability Score Improvement. Your Dexterity Score increases by 1.
       Shade Tolerant. You gain Darkvision up to 60 feet. Your
       Photosynthesis can be done under any outdoor conditions.
       Botanical Camouflage.  You have a more slender and malleable
       frame than other Lilties, and can hide more easily among
       foliage. You can attempt to hide in natural conditions even when
       lightly obscured and have advantage to disguise yourself as a
       plant. When you remain motionless, you are indistinguishable
       from an ordinary plant or tree.
       Valley Lilty.
       Ability Score Improvement. Your Charisma Score increases by 1.
       Valley Swiftness. Your movement speed increases to 30 feet.
       Chloroplastic Feedback. You gain the Chloroplastic Feedback
       feature. When you take radiant damage, you may make take a bonus
       action on your turn to direct an equivalent amount of Force
       damage to a target you can see within 30ft. In sunny conditions
       the damage of this spell is increased by your Charisma Modifier
       and can be used at any time. This feature recharges on a short
       rest.
       Bloom. Once per long rest, when under sunny conditions, you can
       channel the sun's rays to heal you. At the end of 10 minutes,
       you heal for your total amount of hit dice times your
       Constitution Modifier (LevelxCON mod).
       Mangrove Lilty.
       Ability Score Improvement. Your Intelligence Score increases by
       1.
       Semi-Aquatic. You can drink salt water with no ill effects, you
       can see clearly underwater, you can hold you breath for at least
       15 minutes, and have advantage on Saving Throws against
       Drowning.
       Knowledge from the Tides. You can speak, read and write one
       extra language or gain proficiency in a Field of Lore of your
       choice.
       Saline Resiliency. You have resistance to acid damage.
       Desert Lilty.
       Ability Score Improvement. Your Constitution Score increases by
       1.
       Spiked Growths. Your body is covered with several thorns. You
       learn the Thorn Whip Cantrip and can cast it at-will without any
       component cost, you can choose Strength or Dexterity as your
       ability mod for this spell. Any creature grappling you takes
       1d10 damage on the start of each of your turns. Additionally, at
       the start of each of your turns, you deal piercing damage equal
       to your con mod (minimum 1) to any creature grappling you.
       Succulent. You require 1/4 the amount of water per long rest and
       have advantage on Constitution checks to ward off Exhaustion
       from a lack of water and heat.
       Fungal Lilty.
       Ability Score Improvement. Your Wisdom score increases by 1.
       Sporecasting. You know the Poison Spray Cantrip. at 3rd level
       you can cast Ray of Sickness once per long rest as a 2nd level
       spell, and at 5th level you can cast Stinking Cloud once per
       long rest. Wisdom is your Spellcasting Ability for these spells.
       Fungal Body. You are Immune to poison damage, but lose
       resistance to radiant damage and lose Photosynthesis.
       
       Poison Production. You gain proficiency in the Poisoner's Kit.
       Once per long rest you may generate the components necessary for
       one vial of Basic Poison (PHB, 153).
       [/quote]
       Polearm Specialist. You gain proficiency with Glaives, Halberds,
       and Pikes. When enemies move within your range when wielding on
       of these weapons, they provoke an opportunity attack from you.
       Hydraulic Assault. You ignore the penalty for a standing jump.
       You use your hydraulic fibers to attack in swift, powerful
       motions. If you use Jump as your move action this turn, you can
       make a melee attack with the opposite end of a Glaive, Halberd,
       or Pike whenever you hit with an attack on your turn. This
       weapon damage die is 1d4, and the attack deals bludgeoning
       damage.
       Rooted Stance. If you have not moved your turn, you lose
       disadvantage from wielding a Heavy weapon due to being a Small
       creature
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