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===Races=== As the Player's Guide to Oerik reminds readers repeatedly, Greyhawk Rebooted is set in the Flaeness, traditional stronghold of humanity and the [[demihuman]]s in a world where those races and certain monstrous humanoids (namely [[orc]]s, [[goblinoid]]s, [[gnoll]]s and [[drow]]) have a centuries long history of conflict. You're not ''restricted'' to only playing humans, gnomes, elves, dwarves and halflings, but some races ''are'' (or at least ''should be'') off the table unless the DM is playing a non-standard campaign and other races will be regarded as freaks and weirdoes, though they should be able to prove themselves as heroes in a way similar to what [[Ravenloft]] intended with the [[Outcast Rating]] mechanic. Despite this, the Player's Guide to Oerik arguably leaned on the side of inclusivity, and the PC racial options are quite diverse. Any race with the ''Exotic/Monstrous'' tag, as mentioned before, suffers Disadvantage on Charisma checks unless interacting with their own people or people who know them well. [[Aasimar]]: Found almost exclusively in the Celestial Empire. Unchanged. [[Aarakocra]]: Exotic race. They get a custom statblock: +2 Dexterity, +1 Wisdom, Medium, 25 feet speed, Flight 50 feet (can't fly whilst wearing medium or heavy armor, can fight and use objects whilst flying), Eagle Eyed (Advantage on visual Perception checks) and Hollow Bones (damage sustained whilst grappling is an automatic Critical Hit). * They also get a subrace; the '''Stryx''' are humanoid vultures (compared to the parrot/eagle-like aarakocra) native to the mountain ranges of Western Oerik. Necrophages and raiders, they are despised in their homeland and unknown oddities in the Flaeness. Their stats are +2 Constitution, Medium, 25 feet speed, Flight 30 ft (can't fly whilst wearing medium or heavy armor, can only use talons to attack whilst flying), Eagle Eyed and Hollow Bones, Talons (can unarmed strike for 1d4 + Str mod Slashing), Beak (can unarmed strike for 1d6 + Str mod Piercing, target must pass a DC (8+your Proficiency bonus) Con save or be Poisoned) and Talk to Birds (can verbally communicate with birds). [[Centaur]]: Exotic/Monstrous Race. They get their own custom stat block: +2 Strength, +1 Wisdom, Medium, Speed 40 feet, Charge In (after using the Dash action and moving at least 20 feet, make a melee attack as a bonus action), Hooves (you can make an unarmed strike the does 1d6 + Str modifier Bludgeoning damage, suffer Disadvantage on Stealth checks when walking on hard surfaces), Equine Build (+1 size category for carrying, pushing and dragging, climbing costs +5 feet of movement, Medium or smaller creatures can ride on your back if they don't have Powerful Build), Survivor (Proficiency in Survival, Advantage on Survival checks in plains, steppes and savannahs), and Hybrid Nature (Humanoid and Monstrosity). * '''Hybsils''' are also offered as an alternative. +2 Dexterity, +1 Wisdom, Medium, Hybrid Nature (Humanoid and Fey), High Alert (Proficiency in Perception, Advantage to detect traps and snares in natural outdoor environments), Antlers (unarmed strike that does 1d4 + Str mod Piercing damage), Charge In, Cervine Build (climbing costs +5 feet of movement), and Survivor (Proficiency in Survival, Advantage on Survival checks in forests). [[Half-Ogre]]: Exotic/Monstrous Race. Referred to as ''Demi-Eigers'' in the native tongue. +2 Strength, +2 Constitution, -1 Dexterity, -1 Charisma, Medium Size, Speed 30 Feet, Powerful Build, Big Hands (you can wield two-handed weapons in one hand, Versatile weapons always use 2-handed damage value, the Dual Wielder feat lets you dual-wield 2-handed weapons), Darkvision 60 feet, Imposing Figure (Proficiency with Intimidation, can use Strength for it instead of Charisma), Iron Stomach (Immune to Disease and Ingested Diseases), Bend Bars/Lift Gates (Advantage on Strength/Athletics checks to break open doors or barriers). [[Half-Orc]]: Exotic/Monstrous Race. Known locally as ''Demi-Euroz''. [[Half-Elf]]: Known locally as ''Demi-Olven''. [[Dragonborn]]: Created 2000 years ago during the ancient Demon Wars of Western Oerik; [[Tiamat]] and [[Bahamut]] agreed to sacrifice the life essences of their draconic children to create humanoid dragons as super soldiers to turn the tides against the forces of Chaos. They exist only in Western Oerik and Hepmonland, and even then, only the Metallic Dragonborn; the Chromatics vanished after the completion of the Dragon Wall. Exotic/Monstrous race, Metallic lineages only. [[Dwarf]]: Known locally as ''Dwur''. Only four local subraces are playable; ''Hoydar-Dwur'' (Hill Dwarves), ''Fjelldar-Dwur'' (Mountain Dwarves), ''Bwan-Dur'' (Wild Dwarves) and [[Korobokkuru]]. * Wild Dwarf PCs get +1 Dexterity and the racial traits Jungle Warriors (proficient with blowgun, sling and spear, ignore dense undergrowth and foliage, replaces Dwarven Combat Training), Drum Talker (proficientry with Musical Instrument: Drum, can send complex messages to other wild dwarves within 1km, replaces Dwarven Tool Proficiency) and Animal Friend (Proficient with Animal Handling). * Korobokkuru get +1 Wisdom, Korobokkuru Defense (proficient with short sword and light crossbow, replaces Dwarven Combat Training), Nature Attunement (you know Druidcraft cantrip), Naturalist (proficient with Nature), and Simple Folk (replace dwarven tool-kit proficiency with either Carpenter's Tools, Land Vehicles or Woodcarver's Tools). [[Firbolg]]: Exotic/Monstrous Race. Statwise, they're almost identical to the standard 5e firbolg, but they replace Hidden Step with Giant Warriors (proficient in spear, club and greatclub, always use 2-handed damage value for Versatile weapons). [[Genasi]]: Exotic/Monstrous Race. New subraces based on the Para-Genasi article from [[Dragon Magazine]]. * Dust: +1 Dexterity, Breathless (you don't breathe, so can't suffocate, drown, or suffer from inhaled poison), Blinding Breath (Proficiency BOnus times per long rest, you can use an Action to exhale a 15ft cloud of dust; all creatures in the area must succeed on a DC (10 + your Proficiency bonus) Dexterity save or be Blinded for 1 minute, retaking the save at the end of each of its turns). * Ice: +1 Strength, Ice in your Veins (Resistant to Cold Damage), Frosty (you know Frostbite and can cast it using Constitution). * Magma: +1 Strength, Darkvision 60 feet, Hot Blooded (Resistant to Fire), Molten Metal (can cast Searing Smite 1/day). * Ooze: +1 Charisma, Slimy (Advantage on Athletics checks to resist grapples), Greasy (cast Grease using Charisma 1/day). * Smoke: +1 Wisdom, Darkvision 60 feet, Breathless, Noxious Smoke (cast Fog Cloud 1/short rest). * Steam: +1 Intelligence, Darkvision 60 feet, Keen Eyed (ignore Perception penalties posed by smoke, fog or other atmospheric effects). [[Gith]]: Whilst technically an extraplanar race, in the Greyhawk Rebooted canon, the Gith actually originated on Oerth - specifically, in the empire of Zarum in Western Oerik, before it was conquered by the [[illithid]]s. Also, [[githyanki]] played a significant part in the Priestess Wars of the [[drow]] city of Erelhei-Cinlu. Exotic/Monstrous Race. [[Goliath]]: Exotic/Monstrous Race. [[Halfling]]s: Known locally as the ''Hobniz''. They gain a new core racial trait called Gourmande (free Proficiency in Cooking Utensils), rename the Lightfoot subrace to Harfoot, and gain a new subrace in the Tallfellows (+1 Wisdom, Fey Ancestry - Advantage on saves vs. Charmed, immune to magical sleep). [[Human]]s: All of the major ethnicities of Oerik are represented, and because Greyhawk Rebooted stands proud on its old-school roots, it rejects the modern taboo against offering distinct mechanics for specific ethnicities. You can't take the Variant Human option in a Greyhawk Rebooted campaign; you can either be a "mixed blood" (standard human), representing the cheerfully indifferent modern Oerthian whose blood is a melting pot of many ethnicities and who doesn't cling to a distinct ancestral identity, or play a relatively "pure blooded" individual who ''does'' try to embrace their cultural identity, and so gets a unique set of racial traits and ability modifiers. [[Kenku]]: Exotic/Monstrous Race. [[Loxodon]]: One of the [[beastfolk]] races bred as super-soldiers and then adminstrators by the ancient Suel Imperium during its conquest of Zahindi. Exotic/Monstrous Race. [[Gnome]]s: Known locally as ''Noniz''. Rock gnomes gain the new racial trait "Gnomish Combat Training" (Proficiency with Warpick and Warhammer) and [[Svirfneblin]] are forbidden. [[Nezumi]]: Also known as "ratlings", they were an early experiment by the Suel Imperium in the creation of [[beastfolk]] and were discarded as a favor. They live as outcasts across Western Oerik. +2 Constitution, +1 Dexterity, Medium, Base Speed 30 feet, Climb 20 feet, Darkvision 60 feet, Survivalist (Proficiency in Survival), Keen Smell (Advantage on PErception checks based on scent), Claws (unarmed strikes do 1d4 Slashing damage), Exotic/Monstrous Race. [[Elf]]: Known localled as ''Oelves''. High Elves and Wood Elfs (known here as ''Sylvan'' Elves) are fine to play. [[Drow]] are forbidden. Planar elves such as [[eladrin]] and [[shadar-kai]] aren't native, but could be found here, and [[Aquatic Elf|sea elves]] do exist. * [[Avariel]]: Gain Flight (30 feet, can't use in medium or Heavy Armor) and Keen Sight (Advantage on Perception checks based on sight). * Gray Elf: +2 Intelligence, Grey Olven Weapon Trraining (Proficiency with rapier, shortsword, shortbow, composite shortbow), 1 Cantrip of your choice from the Wizard spell list using Intelligence. * Valley Elf: +1 Intelligence or +1 Strength, -1 Charisma, Valley Olven Weapon Training (Proficiency with longsword, shortsword, shortbow, composite shortbow), 1 Cantrip of your choice from the Wizard spell list using Intelligence, High Alert (Advantage on Passive Perception checks). * Wild Elf/Grugach: +1 Strength, -1 Charisma, Grugach Weapon Training (Proficiency with Spear, Shortbow, Net), Mask of the Wild (as per Wood Elf), 1 Cantrip of your choice from the Druid spell list using Wisdom. [[Lizardfolk]]: Exotic/Monstrous Race. Known locally as ''Sessik''. [[Shifter]]: Descendants of failed experiments conducted by the Suel Imperium when they conquered Northern Zahind, related to the other [[beastfolk]] races. WHilst still only common in Zahind, they can be found throughout most of Oerik. So long as they keep their shifting powers a secret, they can pass for humans, but if their true nature comes out, they become an Exotic/Monstrous Race. So-karan: Despite their common name being given as ''Skulk'', the so-karan are actually a conversion of the [[Su-Doppelganger]], leaning more towards the original doppelganger in appearance. +2 Charisma, +1 Dexterity, Medium, Base speed 30 feet, Shapechange (as an action, you can shift your appearance to resemble that of any humanoid you like, but you can't imitate a specific humanoid unless you've seen them and your stats don't change; you remain transformed until you change back voluntarily or die), Deceptive Nature (Proficiency in Deception), and Read Minds (Detect Thoughts 1/short rest using Intelligence). If your true nature is revealed, you're an Exotic/Monstrous Race. [[Spirit Folk]]: +2 Intelligence, Medium, Base Speed 30 feet, Dual Natured (Humanoid and Fey), Spirit Sight (Darkvision 30 feet plus See Ethereal 30 feet). Subraces: * Forest Spirit: +1 Wisdom, Vanish in the Woods (you can take the Hide action eve if only lightly obscured in a natural environment), Speech of Beast and Leaf (as per Firbolg), Herbal Knowledge (Proficiency with Nature and Herbalist Kit). * Mountain Spirit: +1 Constitution, Stone Walker (ignore difficult terrain made of stone), Speach of Beast and Stone (as per Speech of Beast and Leaf, but only alpine creatures), Mountain Born (Resistant to Cold, acclimated to high altitude). * River Spirit: +1 Dexterity, Amphibious (fresh water only), Swim Speed 30 feet, Speech of Beast and Stream (as per Speech of Beast and Leaf, but only freshwater animals and fish), Control Water (Shape Water cantrip), Water Craving (must either submerge self or drink twice normal water ration daily). * Sea Spirit: +1 Strength, Underwater Breathing (can breath underwater in saltwater only), Swim Speed 30 feet, Speech of Beast and Deeps (as per Speech of Beast and Leaf, but only saltwater animals and fish), Fire Resistance, Water Craving (must either submerge self or drink twice normal water ration daily). [[Tabaxi]]: In Oerth, this is the general name for various [[catfolk]] created by the Suel Imperium. Unlike most [[beastfolk]], they have spread far beyond their homeland in Zahind, and whilst uncommon in the Flanaess, they aren't unknown. +1 Dexterity, Medium, Base speed 30 feet, Cat's Claws (Climb 20 feet, unarmed strieks do 1d4 + Str modifier Slashing). * Bagheer: Humanoid black panthers who serve as the spies and assassins of Zahind. +1 Dexterity, +1 Wisdom, Bred Assassin (Proficiency in Stealth & Insight, ADvantage on Stealth when in shadows or darkness). * Balam: Jaguar-featured, native to the tropical jungles of Amedio, war constantly with the Olmans. +1 Dexterity, +1 Constitution, Predator's Warning (1/short rest, force an opponent within 30 feet who isn't adjacent to any of its allies to pass a DC (8 + your Wisdom bonus + your Proficiency bonus) Wisdom save or be Frightened of you for 1 minute), Jungle Acclimated (Proficiency in Survival and Nature). * Leonin: Lion-featured, native to the savannahs around the Great Southern Desert in southern Hepmonland. Consist of small, hyper-territorial tribes constantly fighting to the death against perceived invaders. +2 Strength, Bite (replace claw attack with Bite that does 1d6 + Str mod Piercing damage), Daunting Roar (1/short rest, as a bonus action, force all enemies within 10 feet that can hear you to pass a a DC (8 + your Wisdom bonus + your Proficiency bonus) Wisdom save or be Frightened of you until the end of your next turn). * Rakasta: The "default" subrace of catfolk found in the Flanaess, resemble humanoid domestic cats. +1 Dexterity, +1 Charisma, Feline Agility (When you move on your turn in combat, you can double your speed until the end of the turn; you can't use this trait again until you rest by moving 0 feet during one of your turns), Cat's Paws (Proficiency in Stealth). * Shir: Tiger-like, the pinnacle of the Zahindi caste system. +1 Strength, +1 Intelligence, Born to Lead (Proficiency bonus times per long rest, you can grant an ally within 30 feet a +1d4 bonus to an attack roll or saving throw), Insightful Ruler (Proficiency in Insight and Persuasion). Tauryn: Descendants of [[minotaur]]s captured during the end days of the ancient Demon Wars in western Oerik and ritually purged of their evil to be used as weapons against their fiendish kinsfolk. Use the stats for minotaurs from [[Ravenica]]. Exotic/Monstrous race. [[Tiefling]]: In Greyhawk Rebooted, tieflings use the oldschool "subtle mutations" (well, "easily disguisable mutations", anyway) visual approach. Exotic/Monstrous race. +1 Intelligence, +2 Charisma, Medium, Base speed 30 feet, choose either the Demon Spawn or Hell Born subrace. * Demon Spawn: +1 Strength, Legacy of Chaos (Vicious Mockery, Ray of Sickness 1/day from 3rd level, Crown of Madness 1/day from 5th level, all use Charisma), Natural Weaponry (unarmed strikes can do 1d6 + Strmo modifier damage). * Hell Born: +1 Wisdom, Hellish Resistance (Fire Resistance), Infernal Legacy (as per PHB tiefling). [[Tortle]]: Exotic/Monstrous Race. [[Triton]] [[Vanara]]: Another of the [[Beastfolk]] races created by the Suel Imperium. Exotic/Monstrous Race. [[Hengeyokai]]: Called simply ''Yokai'' in Greyhawk Rebooted, which misses the point completely - '''Obake''' would be a more accurate name. Subraces are Badger, Cat, Crow, Deer, Dolphin, Dog, Heron, Fox, Frog, Hare, Jackal, Owl, Sparrow, Rat or Viper. Exotic/Monstrous Race.
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