Humanoid Body plan Modifiers

Has the idea ever crossed your mind that in a world filled with orcs, elves, gnomes, and all other sorts of humanoids it’s weird that there would only be creatures that are a mix of human and animal? Who says a centaur cannot be half dwarf half alpaca, or that a satyr cannot be a gnome with the legs of a chicken? With these simple additions, you can have the mechanical support you need to play people that fit descriptions like that.



Centauroids

Base Features

Size: You go up one size larger than your base size

Speed: add 10ft of movement onto your base speed


New Features


Charge: If you move 30ft in a straight line and make an attack your crit range for that attack is increased by 1. (for example if you charge forward 30ft and make an attack roll that rolls a 19 that counts as a crit)


Kick: You have powerful hooves and the ability to use them well, you can make a kick attack dealing 1d4 + your Strength modifier bludgeoning damage.


Quadrupedal Build: Your climb speed is 0 due to the awkward nature of your body plan


Strange Feet: You cannot wear boots of any sort as your feet are just not made for boots.


Satyroids

Base features

Speed: add 5ft of movement onto your base speed


New features:


Jumping Savant: You can make a jump standing still to full effect. 


Strange Feet: You cannot wear boots of any sort as your feet are just not made for boots.

Comments

Popular posts from this blog

400 New Patches For Mothership

An unfinished script for a video review of wanderhome

Bay of Birini