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The takenCreatures from the Ascendant realm who seek to destroy the light and take everything.
Open Game Content (place problems on the discussion page).; This is part of the 5e System Reference Document.It is covered by the Open Game License v1.0a, rather than the GNU Free Documentation License 1.3.To distinguish it, these items will have this notice. If you see any page that contains SRD material and does not show this license statement, please contact an admin so that this license. To determine whether your target has cover from your ranged attack, choose a corner of your square.If any line from this corner to any corner of the target’s square passes through a square or border that blocks line of effect or provides cover, or through a square occupied by a creature, the target has cover (+4 to AC). When making a melee attack against an adjacent target, your. 5E- PC to Villain challenge rating. There's a section in the DMG that covers this. OC ART I drew my Half-Elf Swashbuckler from my current 5e.
Physical Description[edit]
Charred black body with an ethereal glow and single bright eye on center of face.
HistoryRelentless and merciless the taken are a race of beings that were once other creatures from different aspects of life who were pulled into the ascendant realm to have there will destroyed and replaced with the will of the deep.
SocietyThe Taken come from a corrupt realm and want nothing but to hunt and destroy all that is light.
Taken Names
Male:Oryx, The Taken king.
Malock, Pride of Oryx.
Ta'aun, Hand of Oryx
Baax, Hand of Oryx
Taken Traits
![Full Full](/uploads/1/2/5/3/125370618/409814423.png)
Abilities= Taken undergo a painful and monsterous transformation giving them supernatural power. Increase all ability scores by +2. This does not affect a score already at 20. Taken also do not need to sleep or eat. Simply killing sustains a single taken.
Age= Taken are indefinite and do not age. When a taken is slain it is pulled back into the Ascendant realm to be regenerated in 1d4 days.
Alignment= Taken are Chaotic Evil by there very nature but powerful creatures who become taken have a say so in what they want there alignment to be.
Size= Taken sizes are determined by the creatures original size before it was taken. Sizes range from Small to Gargantuan.
Speed= Your base walking speed is 60 feet. Taken tend to move in sporadic and unpredictable patterns such as warping and straifing to reach there target and avoid getting hit.
Eyes of the Ascendant= Taken can see and sense the light in everything. You have 120ft of True sight, Superior Darkvision and Devils Sight.
Warped Elements=Any element that was utilized by a creature before being taken is now the negative version of that element.
Match Game=Taken have elemental shields that cannot be broken effectively unless hit by the same element. Any Atk that does not match the shield element sufferers a -4 Atk against AC. Arc=lightning/ Solar=Fire/ Void=Necrotic.
A new 'Knife'=Upon becoming taken A creature gains a new Ability known as a 'Knife' to help aid them in battle. Choose 2 (If DM allows) otherwise choose 1 of the following Abilitys to cast at will.
Spitfire(80ft sphere)=As an action you lob 5 bolts of lingering flame onto 5 different 5ft tiles. Lingering flame consumes these tiles for 2 minutes and deal 2d10 fire damage anytime a creature enters, starts or ends its turn on the tile.
Split=As an Action you create a exact clone of yourself with all of your abilities. This clone has half your max hit points and cannot use your 'Knife' ability. It is treated as a PC until it is killed or reset at dawn. When summoned in combat it takes your initiative roll(DM discretion).
Retaliation swarm=As a bonus action you can conjure up 3 void orbs that orbit you overhead. When hit by an attack the 3 orbs fly toward your attacker and do 3d6 per orb. DC 18 Dec save. Successful save takes half damage and a fail takes full.
Blast=As a reaction when being attacked and during opportunity of Atk against a creature moving away from your 5ft radius you conjure up a massive repelling blast that throws a creature away 30ft dealing 2d10 force dmg and knocks them prone. DC 18 Con save. Successful save is knocked only half distance, half damage and is not knocked prone. Failed save takes full distance, damage and is knocked prone.
Axion dart=As an action conjure up an Arc charged bolt of darkness that seeks a target of your choice. Hit is guaranteed as the bolt moves around all cover and homes in on target. Deals 3d6 Arc Dmg.
Languages= You speak through telepathy and can understand and be understood by any creature you interact with using your otherworldly abilities.
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Dnd 5e Full Cover
Page number and name of optional or variant rule:
If you have any I missed, please let me know and I'll add it.
EDIT: Added 2 variants on p140 regarding potions and scrolls
22 Renown
50 Feywild Magic
52 Shadowfell Despair
59 Psychic Dissonance
59 Blessed Beneficence
59 Pervasive Goodwill
60 Overwhelming Joy
60 Hunter's Paradise
60 Beast Transformation
61 Intense Yearning
61 Immortal Wrath
61 Power of the Mind
62 Mad Winds
62 Abyssal Corruption
63 Prison Plane
63 Vile Transformation
63 Cruel Hindrance
64 Pervasive Evil
66 Bloodlust
66 Law of Averages
66 Imposing Order
67 Planar Vitality
93 Loyalty
96 Cleric: Death Domain
97 Paladin: Oathbreaker
131 Training to Gain Levels
140 Potion Miscibility
140 Scroll Mishap
141 Wands That Don't Recharge
230 Alternatives to Epic Boons
241 Only Players Award Inspiration
251 Flanking
252 Diagonals
253 Facing
263 Proficiency Dice
263 Ability Check Proficiency
264 Background Proficiency
264 Personality Trait Proficiency
264 Hero Points
264 New Ability Scores: Honor and Sanity
266 Fear and Horror
266 Healing: Healer's Kit Dependency
266 Healing: Healing Surges
267 Healing: Slow Natural Healing
267 Rest: Epic Heroism
267 Rest: Gritty Realism
267 Firearms
267 Explosives
268 Alien Technology
269 Plot Points
270 Initiative: Initiative Score
270 Initiative: Side Initiative
270 Initiative: Speed Factor
271 Action Options
272 Hitting Cover
272 Cleaving Through Creatures
272 Injuries
273 Massive Damage
273 Morale
285 Creating a Race or Subrace
287 Modifying a Class
288 Spell Points
289 Creating a Background
If you have any I missed, please let me know and I'll add it.
EDIT: Added 2 variants on p140 regarding potions and scrolls
22 Renown
50 Feywild Magic
52 Shadowfell Despair
59 Psychic Dissonance
59 Blessed Beneficence
59 Pervasive Goodwill
60 Overwhelming Joy
60 Hunter's Paradise
60 Beast Transformation
61 Intense Yearning
61 Immortal Wrath
61 Power of the Mind
62 Mad Winds
62 Abyssal Corruption
63 Prison Plane
63 Vile Transformation
63 Cruel Hindrance
64 Pervasive Evil
66 Bloodlust
66 Law of Averages
66 Imposing Order
67 Planar Vitality
93 Loyalty
96 Cleric: Death Domain
97 Paladin: Oathbreaker
131 Training to Gain Levels
140 Potion Miscibility
140 Scroll Mishap
141 Wands That Don't Recharge
230 Alternatives to Epic Boons
241 Only Players Award Inspiration
251 Flanking
252 Diagonals
253 Facing
263 Proficiency Dice
263 Ability Check Proficiency
264 Background Proficiency
264 Personality Trait Proficiency
264 Hero Points
264 New Ability Scores: Honor and Sanity
266 Fear and Horror
266 Healing: Healer's Kit Dependency
266 Healing: Healing Surges
267 Healing: Slow Natural Healing
267 Rest: Epic Heroism
267 Rest: Gritty Realism
267 Firearms
267 Explosives
268 Alien Technology
269 Plot Points
270 Initiative: Initiative Score
270 Initiative: Side Initiative
270 Initiative: Speed Factor
271 Action Options
272 Hitting Cover
272 Cleaving Through Creatures
272 Injuries
273 Massive Damage
273 Morale
285 Creating a Race or Subrace
287 Modifying a Class
288 Spell Points
289 Creating a Background