Lore: People desprate enough to enhance themself to become half robot=cyborgs. To become a half robot you pledge your life to making yourself more robotic. Desperation for minerals you need to exist as a half robot drives you to countine living.
Race Feature Added/Changes
Different types of Enhancement parts are:
Scope Eyesight
60ft Darkvision and Proficency in Perception
Sturdier armor
You gain proficiency in heavy armor and medium armor
Agility Enhancemen
5ft Extra movement and proficiency in either Acrobatics or Athletics
Clearer Mind
You gain a proficiency in any skill and have advantage in Histroy (recalling stored past events)
Cyborg Build
Poison resistance, as the parts hinder you from being badly dmg from poison
Age
The cyborgs live as long as they keep enhancing and fixing there body. So they can live forever aslong as the do maintence on there downtime.
Terminal Minerals
Terminal Minerals. You have to main tain your robotics parts to live on so to make that a thing every ingame month you have to spend 5gold and 5+ for every enhancement part to keep them in good shape.
Humanoid Change
Your not a construct longer no your a humanoid creature
Healing Robotics
If the Mending spell is cast on you, you can spend a Hit Die, roll it, and regain a number of hit points equal to the roll plus your Constitution modifier (minimum of 1 hit point). In addition, when you made yourself a half robot you made yourself able too benefit from several spells that preserve life but that normally don't affect Constructs: Cure Wounds, Healing Word, Mass Cure Wounds, Mass Healing Word, and Spare the Dying.
Languages
Depends on the country your from and what race you where born as.
Artificers Work
You gain expertise in one tool proficiency of your choice
Race Features Removed/Replace
Sentry´s Rest
Sentry´s Rest is removed and is placed with the sleep your past Linage had. Good exampel is Elf having 4hours of meditating and Humans needing 8h of sleep. (Tell your dm this when making your half robot character. However keep in mind this is not a Lineage like Dhampir no this is a full Race however you still was another race before becoming a half robot, however as I stated you don´t get your past life race features expect the type of sleep and speed that race had).
Intergrated Protection
Intergrated Protection is Replaced for Enhancement Part
Age
Age is replaced with you having to find matierals that helps you give your robotics maintaince.
Contruct Resiliance is replaced with Cyborg Build
Poison Resistance
Dont have to eat or drink
Adv towards getting poisoned
Specialized Design
You gain skill proficiency and one tool proficiency of your choice
You gain one tool expertise of your choice
Elfs - The Mystic Borns (Lurchen)
"The Elfs come from the mystic world created by the God Lavender created . As the Elf where brought into existence later than Humans making Humans the longest living life on lurchen, they all originate from that world and to this day we still see marks and trayses of magic still holding a connection with there ancestry.
Dream Elves/Protectors
"One of the species that are protecting the world from an ever lasting doom, the Dream Elves are people that live on the Dream and Nightmare plane able to leave with the portal to the real world they have the responsibility to fight back the Nightmares that are trying to reach the portals by there radiant dawn they fight back with all there might and glory. The Dream elves are mostly recognized by there starry like look and almost floating like walk. Dream Elves can have a morality weird thinking of Justice, hating the ways one person should rule a country and rather let multipool people decide instead."
Ability Score Increase. Your Wisdom score increases by 1.
Dream Illuison. Born on the plane of Nightmares and Dreams this creatures where born to never sleep and with that feature also looses the expect to feel fully rested, they only need to sleep 4h however under these 4h has to remain fully unconscious.
Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.
Hollow Creation. You know the Blade Ward cantrip. You can cast it as normal, and you can also cast it as a bonus action a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
The Brightness of the Glory. You gain resistance to Necrotic dmg.
The Isloated tribes over lurchen with the Brier Accendence Elf is known few people as they hide away in different types of eco systems protecting them at any cost as they show there god Brier all respect and loyalty to his ways of warship and carry his spoken words of protect the weak to fullest. Brier Accendence are mostly rangers, rogues or druids to either be hidden in the shadows to strike when pray is at its weakess or to fit in within the nature hiding in plain sight most Saplingfolk are kind to the people able to treat them with respect and loyalty however few has left there tribe as there own code is mortally forbidden to leave at any cost some Saplingfolk even taking there life when they feel that they have lost thier ways.
Ability Score Increase. Your Wisdom score increases by 1 and your Strength score increases by 2.
Superior Darkvision. Your darkvision has a radius of 120 feet.
Nature Guardian. As a Guardian of the Nature they are able to speak with the trees and Animals life at will by connecting with the ground going in to a status of body paralysition they can talk with any living thing(trees, plants and animals) within 30ft of you.
Camuflage Adapteblity. You gain stealth proficency.
Forest Helper. You gain proficency in Nature and Animal handling.
(Subrace Variant) Goliath Fire and Ice
Born in the sea of ice and fire this Goliaths are extremely different then there relatives. Being born at the bottom of the sea this Goliaths has a standing hatred towards Simic Hybrids and for years has had a war with them. However over the years this Goliaths has being able to adapted to instead being able to live on the tops of mountain peaks this can instead live on the bottom of the sea breathing like fishes this Goliaths are able to breath under water for ever and on land however suffers when going in up on high platforms or mountain passes.
Sea Born. You have resistance to cold damage. You also naturally acclimate to deep under water areas able to breath under water for ever, even if you’ve never been there before. This includes elevations under -20,000 feet.
Shankan Legeacy. You have proficiency in the Athletics skill and Arcana, and you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Amphibian. Your able to breath underwater forever.
Superior Darkvision. Able to see through the darkness in the bottom of the sea. They gain 120ft of darkvision.
Stone's Endurance. You can supernaturally draw on unyielding stone to shrug off harm. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled and reduce the damage by that total.
Nightwalkers
Being born in the core of Dream and Nightmares hell spawn this Goliaths where kidnaped and torture throughout the years by the Dreams and later on became an revengeful race that only wanted freedom even making a deal with the Nightmares this creatures/sub races became wants now known as a Human in disguise killing creatures to survive its hallucinations and to be normal again.
*This race gains the base of the goliath things aswell*
Shadow Mirror. Your able to teleport to another creatures shadow within a 30ft range of you and you most be able to see the creature for this feature to work, you regain back this feature after a long rest. (Action)
Mystic Walkers
Ability Score Increase. Your Charisma score increases by 2, your dexterity score increase by 1
Age. Mystic Walkers, are almost immortal as they can live almost forever. (1000-2000years old)
Alignment. Mystic Walkers are free and quiet liking to keep to them self. There are always exepctions
Size. Mystic Walkers are about the same size and build as humans. Your size is Medium and your a Humanoid creature.
Speed. Your base walking speed is 30 feet.
Darkvision. The glowing forest you whereas born in made you able to see in the dark able to reflect the light to clear your eyes and see in the dark. You gain 60ft of darkvision.
Mystic Flare. You know the druidcraft and thaumaturgy cantrip. [2nd]You can cast Misty Step [5th] You can cast darkness once per long rest. CHA is your spellcasting ability. [Phase 2 Changes]
Spectrual Light. You gain resistance to Radiant and Immunity to blindness
Languages. You can speak, read, and write Common, Elvish and Mystic
The desperation to leave your past life to invest in robotics and machinery to help you live life is exactly what Half-lifers/Cyborgs do as they build them self up from the bone structure of there past lineage they where once, too become more robot then human totally leaving the moral of your old lineage behind. This is seen as a sin within Lurchen however that does not matter to the people full with greed and a desperation on living forever and cheating death or scientist that want to test there technical finds or upgrades on themselves to further evolve humanity.
Ability Score Increase.
Your Consitution score increase by 2, and one other ability score of your choice increases by 1.
Age.
You have to consitly main tain your robotic to not run out. So as long you as you main tain your stature you will live forever. (Every ingame month you have to spend 5 Silver coin to maintain your robotic body and 5+ for every enhancement part.
Alignment.
To be able to leave your old life and morals in the dust and put all your life in to the scientific and machinery life makes most cyborgs chaotic or Neutral Evil as they have viscous plans and have the will to surfer there life for that investment.
Humanoid Change.
Your still a humanoid even though you enhanced yourself with machinery.
Size.
You are the same size as you where before becoming cyborg. Example if you where a Human you would probaly be medium and if you where a gnome you would have been small.
Speed.
You are the same speed as you where before becoming cyborg. Example if you where a Human you would probaly be medium and if you where a gnome you would have been small.
Enhancement parts.
New feature called Enhancement Part you can choice from one of 4 parts to enhance when reaching level: 1, 5, 11, and 17 .
Different types of Enhancement parts are:
Scope Eyesight
60ft Darkvision and Proficency in Perception
Sturdier armor
You have an implanted shield in your body however this makes you unable to wield a shield in either of your hands or wear heavy armor (+2 ac)
Agility Enhancement
5ft Extra movement and proficiency in both Acrobatics and Athletics.
Clearer Mind
You gain a proficiency in one skill of your choosing as long as they are intelligence based skill checks and you have advantage in History (recalling stored past events that happen after becoming a cyborg)
Cyborg Build. Poison resistance, as the parts hinder you from being badly dmg from poison
Terminal Minerals. Terminal Minerals. You have to main tain your robotics parts to live on so to make that a thing every ingame month you have to spend 5 Slivercoin and 5+ for every enhancement part to keep them in good shape.
Healing Robotics: If the Mending spell is cast on you, you can spend a Hit Die, roll it, and regain a number of hit points equal to the roll plus your Constitution modifier (minimum of 1 hit point). In addition, when you made yourself a half robot you made yourself able too benefit from several spells that preserve life but that normally don't affect Constructs: Cure Wounds, Healing Word, Mass Cure Wounds, Mass Healing Word, and Spare the Dying.
Artificers Work. You get expertise in one tool equipment of your choice
Languages. Common and the language spoken within the country your from and one other language that you and your DM agree is appropriate.
"Born in swamps and rivers this huge forest like giants are made to survive in the wilderness taking on the challenges of mother earth and harnessing its power. Most Trollfolk live separate lives afraid of socializing with others of its kind leading to the explanation on why there are so few left and that some go berserk. This has lead the Trollfolk to become a very rare specie and can be found in the realm of Mystic and the real world in both Arctic tundra's or the wilderness forest up in the north of Normandal."
Forest Version
Ability Score Increase. Your constitution score increase by 2 and your wisdom score increase by 1.
Creature type. You are a Mystic.(Fey)
Alignment. Mostly known to be care free however is very protective of there home forest or domain as they want to keep it as safe as possible.
Age. 1-750 and they mature at 80 years.
Speed. You have 30ft of walking speed
Ancestors of Brier. (Size) Counted as a larger creature the Trollfolk are able to carry double their standard carry weight.
Wilderness Child. As a bonus action you can regain back hp equal to your constitution modifier, you have charges equal to your proficiency modifier and gain the charges back on a short rest.
Wilderness Resilience. You gain poison resistance and acid resistance.
Speak With Animals. Your able to connect and talk with roaming animals at will. This animals has to have an intelligence score over 8.
Nature born. You gain proficiency in perception and adv on nature checks regarding your home environment.
Languages. Giant, Mystic, Elvish, Animals Speech and Wherever you come from (Country wise)
Able to withstand the harsh winters and dangerous blizzards up in the mountainous peaks this forms of Trolls are different as they instead have adapted to a much more colder environment than there related friends in the forest. This are much more rarer to witness and people still only think this Trolls only live in fantasy land.
Instead of poison resistance. You gain cold resistance.
Corrupted Tortle (Gemboos)
"The Tortles that has survied the unthinkable being the corruption of the forbidden land this was the onces that litterly created nations that thrived through the realm of the Forbidden and then became the first to be attack by the corruption however they stood there ground and was able to tame it for a while, being able to harness it and made it apart of them however hade to live the forbidden land due to the overwheilming amount leading to a huge amount of the species disappearing."
Ability score increase replacement. Your Consituion increases by 3. (Saddly not changable)
Corrupted body. Gembo´s are immune against any necrotic damage however if hit by any radiant damage it takes double spell
Corruption Mark. When making an unarmed attack you instead of bludgenoding damage deal necrotic damage. They have adv on Arcana checks involving Necrotic arcana/Undead.
Corruption Curse Magic. If your able to cast spells through Pact magic or being a class with the spellcasting feature you gain this spells in your spell class spell list. This spells uses your consistuion modifer to spell cast and too calculate your spell save dc.
Cantrips
Sapping sting, Thaumturgy
1st
Cause fear
2nd
Wither and Bloom
3rd
Bestow curse, Vampirc Tounch
Not on the main continet of lurchen this Kangroo Kin come from the south east on a huge continet that has not been explored all to well yet however, as the corruption is on that continet spreading like ants in a colony, this Kangroo Kin´s has learned to survive it by running away finding themselves taking shelter in many types of societies where they now call them home totally abandaning what they used to call home being the open fields and wilderness becoming more humanoid.
Ability Score Increase. You can increase one score by 2 and another score by 1.
Age. Kangroo Kin live like normal humans dieing around 120years old.
Alignment. Mostly Chaotic as the constent fear of adepting and changing is there highest priority to survive.
Creature Type. You are a Humanoid.
Speed. Your walking speed is 30ft.
Size. Your a medium or small sized creature. Your choice.
Unhinged Jaw (Unarmed attacks). Kangroo kin are able to swing there mighty fist dealing 1d4 + str or dex modifer, this feature scales over time, level 6 it becomes a 1d6, at Level 8 it becomes a 1d8 and at level 12 it becomes 2d6.
Muscle Of Steel. Able to carry double its normal carry weight,
Steady Movement. As a bonus action, you can jump a number of feet equal to five times your proficiency bonus, without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Athletic Movement. You choose a maximum of 2 out of this 3 skills to gain proficiency in, Acrobatics, Athletics or Stealth.
Languages. Kangu and (DM)Depends on where you come from.
Lore
(Base. Bearfolk)
Ability Score Increase. Your Constitution increase by 2 and your Strength by 1
Age. Bearfolk can live up too 150 years and mature at 20years old.
Alignment. Depends on the societies your born in. Bearfolk has plenty of variants of different personalities and attitudes.
Creature type: Your a humanoid creature type
Speed. Walking speed 30ft and swimming speed is 30ft and Climbing speed 30ft (Difficult terrian does not effect your climbing speed or swimming speed)
Size. Medium or Large. Your chose.
Bearclaws. Your unarmed strikes does slashing dmg equal to 1d4+str modifer, feature scales over time, level 6 it becomes a 1d6, at Level 8 it becomes a 1d8 and at level 12 it becomes a 2d6.
Furr Isolation. You gain cold resistance.
Natural Predator. You gain proficiency in Intimidation, Perception and Survival
Languages. Whatever you come from (Country wise)
Subraces/Variants
Born when the moon shines red as Dusk herself lends the moon the curse of the demanding of a new bloodmoon, this variant of the Bearfolk is the rarest to see within Lurchen able to use the blood to mend its own injuries this Bear was said to be myths until the day of the Bloodmoon Bearking that now romes the planet freely inpiring others to be themselevs. (Double check with your dm before picking this subrace)
Bloody Thrid eye. As an action you open your third eye and 30ft within a square of you everyone has to make a wisdom saving throw dc equal to your highest score modifer + Proficiency bonus + 8. If they fail they will be frighten of you for 3 turns. You regain this ability after a long rest.
Giraff folk
The Race that can headbutt you right back to the hospital bed this Giarff folk has a very unik way of living. As most of them fit right into the societys the Giarff Folk has always followed closly to the Human kinds evolution and by that reached high up in the inteligant level however at times of them being afraid they will not be scared of using there head to absolutly destory there threat.
Ability Score Increase.
Age. Giraff Folk tends to live up too ages of 100LY maturing at 15LY(years).
Alignment. Totally depends on where your from as a Giraff as some can be more chaotic while some can be Lawful there is no real standard here.
Creature Type. You are a Humanoid.
Size. With a long neck the Giraff Folk has the capablity to either be medium or large sized creatures.
Speed. You gain 30ft of movement speed.
Darkvision. You gain 60ft of darkvision.
Head Collusion. As an action or attack action you can use your might long neck to swing your head towards a target within a 15feet range of you dealing 2d12 Bludgenoing dmg however you have to make a str saving throw dc:
Raming Charge.
Long Neck Reach.
Natural Proficiency. You can chose 2 skills of your choice too have proficiency in out of this skills. Survival, Perception, Animal Handling, Performance or Persuasion.
Languages: You learn the languages from your backgrounds and the country you come from.