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==5E Hollow Legionnaire Racial Traits== Hollow legionnaires are similar to one another in many ways, sharing the following racial traits. ::Ability Score Increase: Two different ability scores of your choice increase by 1. ::Age: A hollow legionnaire is created mature, but legionnaires rarely leave the Gleaming Valley before 5 to 10 years have passed. It is unknown how long they might live, as the oldest among them are not yet 40 years old. ::Size: Hollow legionnaires average about 6 feet tall but weigh little more than 100 pounds. Your size is Medium. ::Speed: Your base walking speed is 30 feet. ::Armor Bound: Your soul is bound within a suit of armor, which makes up much of your physical form. You have proficiency with light armor. The armor you start the game with is the armor to which you are initially bound, and this armor has markings you define as your inherent style. You can be bound to only one suit of armor at a time. During a short or long rest, you can take 1 hour to bond with any suit of armor with which you have proficiency, provided it is constructed in such a way that it covers most of a Medium humanoid’s body. (Most armor does.) Armor to which you bind yourself takes on your inherent style. If you bond to magic armor that needs attunement, the attunement can occur as part of the bonding process. You bond and gain attunement during the same hour. ::Construct Body: You are humanoid, but you do not need to breathe, eat, drink, or sleep unless you wish to do so to gain some beneficial effect. Magic can’t put you to sleep. During a long rest, you remain awake and can engage in light activity for the entire 8 hours while still benefiting from the rest. Your nature is semi-living, though: You are susceptible to death, disease, exhaustion, and poison, but you have advantage on saving throws against these threats, including death saving throws. In addition, you have resistance to poison damage. ::Construct Mind: You have advantage on saving throws against being charmed, and magic can’t put you to sleep. Other creatures have disadvantage on Wisdom (Insight) checks made to determine your emotions or intentions. ::Legion’s Price: If you die, your spirit fades from your bound armor after 1 minute, and then the armor loses your inherent style. After you fade, nothing is left behind that can be considered to be part of your body, and you cannot be brought back to life via raise dead, but only with a resurrection spell. ::Past-Life Knowledge: You remember bits of your past life, but usually little more than scattered bits, and those bits are most often related only to your previous death(s). However, when you select skill proficiencies from your class during character creation, add any one skill to your list of choices. ::Languages: You speak Ledean and one other language. Yugman's Guide to Ghelspad provides another set of rules that can be used instead of the ones above. ::Ability Score Increase: One ability score of your choice increases by one. ::Age: Whether a legionnaire has natural life span is yet to be seen. You appear similiar to what you looked like before death. ::Size: Regardless of your height, you weigh as much as your armor, between 40 and 65 pounds. your size is medium ::Speed: Your base walking speed is 30 feet. ::Armor Bound: You are bound to the armor you begin the play with. You can spend one hour to bond with another armor that you're proficient with and covers at least half of a medium-sized humanoids body. If the armor requires attunement, you attune to it during the bonding. ::Spireborn: You are a semi-living amalgamation of physical armor and spirit returned from beyond with abilities granted by the spire you were created from. You don't need to eat, drink, sleep, or breathe to survive, you're immune to spells that would put you to sleep, other beings have disadvantage to Insight checks to determine your intentions or emotions, you're resistant to poison damage, you glow slightly, casting a dim light in a five foot radius giving you disadvantage at Stealth checks, and anything viewed through your exposed skin is slightly obscured. ::Legion’s Price: After you die, the spirit matter making up your body fades after one minute and you cannot be brought back by any magic or ability. Only True Resurrection or Wish can bring you back after dissipation. ::Past-Life Knowledge: You recall previous bits and pieces of your old life that you consider useful. Choose one skill to be proficient in. ::Languages: You speak Ledean and one other language. ::Subrace: Choose one of the following subraces. :Adamantine Spire ::Ability Score Increase: Your Constitution score increases by one. ::Adamantine's Accord: Your hitpoint maximum increases by one every time you gain a level. You have advantage on death saving throws. :Golden Spire: ::Ability Score Increase: Your Wisdom or Charism score increases by one. ::Gold's Accord: You can't be blinded by bright light or similiar effects. You gain the Light cantrip, Charisma is your spellcasting ability for it. You have advantage on saving throws against being charmed. :Iron Spire: ::Ability Score Increase: Your Strength or Charisma score increases by one. ::Iron's Accord: You're proficient in Intimidation. When a creature you can see makes a successful melee attack against another creature within 5 feet of you, you can use your reaction to interpose your own ephemeral energy between attacker and target, reducing the damage to the target by half. You take the remainder of the damage. You have advantage on saving throws against poison. :Mithril Spire: ::Ability Score Increase: Your Dexterity or Intelligence score increases by one. ::Mithril's Accord: Your base walking speed is increased by five feet. Wearing armor doesn't reduce your speed. You have advantage on saving throws against disease. :Silver Spire: ::Ability Score Increase: Your Intelligence or Wisdom score increases by one. ::Silver's Accord: You're proficient in Insight. You're immune to exhaustion. You have advantage on saving throw against being charmed or frightened. [[Category:Scarred Lands Races]]
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