race
The races
still consist of dwarf, elf, half-elf, halfling and human. Use the normal
Racial Traits and then the Cerilian subraces as shown below. The other subraces
should not be used. Humans will use the Variant Human Traits rule based off of
their culture; Anuirean, Brecht, Khinasi, Rjurik, or Vos.
While they are not part of the original
rules, there should be no problem including gnomes (forest subrace) as a playable
race. They are part of the setting, though not specifically as a player race;
ask you DM if they are allowed.
It is not recommended allowing half-orcs,
tieflings or dragonborn. They were never in the original rules, not even as
monsters.
Cerilian Dwarf
Born to the
mountains, and through constantly fighting the orogs, you have become like the
stone you live beneath. This hardiness has given you a dense body, weighing
twice that of a human of the same age despite being under 5'.
Ability Score
Increase. Your
Strength score increases by 1.
Dense Body. Bludgeoning or crushing attacks
that you take from non-magical weapons is reduced by 3.
Cerilian elf
Calling yourselves
the Sidhelien, you are reclusive and stay within the remaining woodlands of
Cerilia. The woods are your home and none can equal you within their leafy folds.
As tall as a human, you are slender and graceful, possessing an unearthly
beauty.
Ability Score
Increase. Your
Intelligence score increases by 1.
Nature Walk. You may cast pass without trace once a day, but only on yourself.
Cerilian half-elf
Despite
being born of elf and human parents, you are accepted within elven society.
Humans on the other hand are distrustful of any sort of elf, including
half-elves.
Use
the half-elf as found in the rules. There is no need to make any changes.
Cerilian halfling
Originating
in the Shadow World, the halflings were forced to flee that realm and now make
their homes among the Big Folk. You blend in well with humans, adopting the
culture of whoever you are near.
Ability Score
Increase. Your
Wisdom score increases by 1.
Shadow Magic: You may cast detect evil or good once a day. When you reach 5th level, you can
cast dimension door once per day. Wisdom
is your spellcasting ability for these spells.
Cerilian human
You are the
most populous race in Cerilia, spread throughout every corner of the continent.
Five main cultures exist and help define national regions; Anuireans, Brechts,
Khinasi, Rjurik and Vos.
Use the Variant Human Traits rule instead of
subraces for humans. The only difference is that one of the two ability
increases must be from the list below.
Anuirean +1 Wisdom
Brecht +1 Dexterity
Khinasi +1 Intelligence
Rjurik +1 Constitution
Vos +1 Strength
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