[D&D5e] The Uncannyverse

Have a setting you like or a home brew you want to share? Do it here.
Uncanny
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Re: [D&D5e] The Uncannyverse

Post by Uncanny »

Adding on to the cosmology I posted yesterday, The planet which I'll name Nirn has 3 moons. Masser a
white moon like Earth's. Secunda a red moon, an the base of operations for the Githzerai, and Nuitari a
black moon invisible to those without Dark-vision or past sins. A special note when outside under the night
sky character's with Dark-vision will have the range extended to 120 feet.

Below is my version of the Dragonborn for the Uncannyverse. Their Homeland will be in the far eastern part
of the Fire Nation. The Royal Great House controls the Mark of Warding, and the entire nation is wealthy.
Think Dubai or the United Arab Emirates in a modern sense. Dragons are known for collecting large hoards of
treasure, and I like the idea of Dragonborn in my homebrew showing off their wealth by embedding gemstones
into their scales. Also a note for future players feel free to pick any type of damage for your breath weapon



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Homebrew Dragonborn

Ability Score Increase. Your Strength score increases by 2, and your Intelligence increases by 1

Age. Young dragonborn age quickly. They walk hours after hatching, attain the size and development
of a 10 year old human child by the age of 3, and reach adulthood by 15. They live to be around 80

Size. Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost
250 pounds. Your size is medium

Speed. 30 feet

Crystal Armor. Gemstone dragonborn pride themselves on the vibrant, glowing crystals embedded in
their skin. The gems fuel their limited psionic abilities and grant them a natural armor bonus. They gain
a +1 bonus to AC

Breath Weapon. You may use your breath weapon as a
bonus action instead of a full action. Alternatively, if you
can attack multiple times during the Attack action, you
may use your breath weapon as one of these attacks.
After you use your Breath Weapon, you can't use it
again until you complete a short or long rest.


Damage Resistance. You have resistance to the damage type associated
with your draconic ancestry

Glide: Some Dragonborn can use their scaly arms and legs to glide. Dragonborn with this racial trait can make a DC 15 Acrobatics check to fall safely from any height without taking falling damage, as if using feather fall. When falling safely, a Dragonborn may make an additional DC 15 Acrobatics check to glide, moving 5 feet laterally for every 20 feet he falls.

Limited Psionics. You know the Gust cantrip. When you reach 3rd level, you can cast the Shield spell once
with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level you can cast the Misty Step spell once with this trait, and you regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells. When you cast them with this trait, they don't require components

EDIT 1: Nuitari is a Evil God of Magic from the Dragon-lance Franchise.
Uncanny
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Re: [D&D5e] The Uncannyverse

Post by Uncanny »

Okay so the Royal version of the Dragonborn has a fly speed, and Dark-vision. The Great House d'Ur-Dra is a banking powerhouse, but they also build prisons and dungeons around Nirn as well.

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Royal Dragonborn Variant

Ability Score Increase. Your Strength score Increases by 2, and your Intelligence score increases by 2

Age. Young dragonborn age quickly. They walk hours after hatching, attain the size and development
of a 10 year old human child by the age of 3, and reach adulthood by 15. They live to be around 80

Size. Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost
250 pounds. Your size is medium

Speed. Your base walking speed is 30 feet. You
have a flying speed of 30 feet. You can’t use your flying
speed while you wear medium or heavy armor. (If your
campaign uses the variant rule for encumbrance, you
can’t use your flying speed if you are encumbered.)

Breath Weapon. You may use your breath weapon as a
bonus action instead of a full action. Alternatively, if you
can attack multiple times during the Attack action, you
may use your breath weapon as one of these attacks.
After you use your Breath Weapon, you can't use it
again until you complete a short or long rest.

Damage Resistance. You have resistance to the damage type associated
with your draconic ancestry

Darkvision. For 30 ft around you, you can see in dim light as if it were bright light and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey. Beyond 30 feet, you cannot see in darkness.

*Nuitari's Dark Blessing; While you are outdoors, and not in direct sunlight your Darkvision has a radius of 120 feet

Warder's Intuition. When you make an Intelligence (Investigation) check or an ability check using thieves' tools, you can
roll a d4 and add the number rolled to the ability check.

Wards and Seals. You can cast the Alarm and Mage Armor spells with this trait. Starting at 3rd level you can
also cast the Arcane Lock spell with it. Once you cast any of these spells with this trait. You can't cast that spell with
it again until you finish a long rest. Intelligence is your spellcasting ability for these spells, and you don't need material
components for them when you cast them with this trait.

EDIT 1: ADD to Darkvision trait ; . While you are outdoors, and not in direct sunlight your Darkvision has a radius of 120 feet
Uncanny
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Re: [D&D5e] The Uncannyverse

Post by Uncanny »

I will probably be rearranging some things in the next few days. Royal Twi'Lek's will switch to the Mark of Storm. Royal Ferengi will switch to the Mark of Finding, and Vulcans will switch to the Mark of Detection.


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Daedra Mark Inheritor Mark of Warding Great House d'Ur-Dra background

Skill Proficiencies: You gain proficiency in 2 skills of your choice

Tool Proficiencies: You gain proficiency in a Tool of your choice

Language: Any one of your choice

Equipment A set of traveler's clothes, a signet ring, a set of fine clothes, and a pouch containing 50 gp

Feature: Arraigned Marriage , Spells of the Mark

Courtship and Betrothal rituals, Typically arranged by parents, grandparents or other relatives
1st level spells Alarm, Armor of Agathys
2nd level spells Arcane Lock, Knock

Day after the Wedding
3rd level spells Glyph of Warding, Magic Circle
4th level spells Leomund's Secret Chest, Mordenkainen's Faithful Hound

After the birth of your first child
5th level spell Antilife Shell

EDIT 1: 8 Great Houses down, 4 to go
Uncanny
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Re: [D&D5e] The Uncannyverse

Post by Uncanny »

I'm importing the Savage Land's from Marvel comics into my Homebrew. For those who don't know the Savage Lands
are a island full of dinosaurs near the south pole. In the Uncannyverse the location will have Halflings whom have
domesticated the dinosaurs of the Savage Lands and use the creatures as mounts, livestock, and beasts of burden.
Few people are prepared to face a raging Halfling barbarian riding a furious raptor.


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Homebrew Halfling

Ability Score Increase. Your Dexterity increases by 2, Your Charisma score increases by 1, and
your Constitution score increases by 1

Age. A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or
her second century

Size. Halfling's average about 3 feet tall and weigh about 40 pounds. Your size is small

Speed. 25 feet

Lucky. When you roll a 1 on a d20 for an attack roll, ability check, or saving throw, you can reroll
the die and must use the new roll

Brave. You have advantage on saving throws against being frightened.

Halfling Nimbleness. You can move through the space of any creature that is of a size larger than yours.

Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least
one size larger than you.

Stout Resilience. You have advantage on saving throws against poison, and you have resistance
against poison damage.

EDIT 1: There will be tribes of roving cannibal Halfling barbarians inspired by the Dark Sun setting. I combined the 2 Halfling subraces from the Players Handbook.
Uncanny
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Re: [D&D5e] The Uncannyverse

Post by Uncanny »

The Mark of Passage governs motion, allowing its bearer to move with uncanny speed. The bearer of the Mark can even slip through space in the blink of an eye. The Great House d'Orien gets things where they need to go, It doesn't matter if it's a letter, or a hundred tons of steel. Whether they have to cross rivers, mountains, or deserts House d'Orien finds a way.

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Royal Halfling

Ability Score Increase. Your Dexterity increases by 2, and one other ability score of your choice increases by 1

Age. A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or
her second century

Size. Halfling's average about 3 feet tall and weigh about 40 pounds. Your size is small

Speed. Your base walking speed is 35 feet

Brave. You have advantage on saving throws against being frightened.

Halfling Nimbleness. You can move through the space of any creature that is of a size larger than yours.

Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least
one size larger than you.

Stout Resilience. You have advantage on saving throws against poison, and you have resistance
against poison damage.

Intuitive Motion. When you make a Dexterity (Acrobatics) check or any ability check to operate or
maintain a land vehicle, you can roll a d4 and add the number rolled to the ability check.

Magical Passage. You can cast the Misty Step spell once with this trait, and you regain the
ability to cast it when you finish a long rest. Dexterity is your spellcasting ability for this spell.

Languages. You can speak, read, and write Basic, and Halfling

EDIT 1: Pretty much just like the non royal Halfling, but the Royal variant doesn't have the Lucky trait
Uncanny
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Re: [D&D5e] The Uncannyverse

Post by Uncanny »

Looking at the spells offered by this Mark this Great House will be in direct conflict with the Azorius Senate (The Federation). With all the teleportation magic House d'Orien will be either allies or adversaries of the faction I've reskinned as the Federation a.k.a Starfleet from the Star Trek franchise. I'm leaning towards adversaries but I'll give myself some more time to think about the situation.


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Daedra Mark Inheritor Mark of Passage Great House d'Orien Background

Skill Proficiencies: You gain proficiency in 2 skills of your choice

Tool Proficiencies: You gain proficiency in a Tool of your choice

Language: Any one of your choice

Equipment A set of traveler's clothes, a signet ring, a set of fine clothes, and a pouch containing 50 gp

Feature: Arraigned Marriage , Spells of the Mark

Courtship and Betrothal rituals, Typically arranged by parents, grandparents or other relatives
1st level spells Expeditious Retreat, Jump
2nd level spells Misty Step, Pass without Trace

Day after the Wedding
3rd level spells Blink, Phantom Steed
4th level spells Dimension Door, Freedom of Movement

After the birth of your first child
5th level spell Teleportation Circle

EDIT 1: 9 down, 3 more Great Houses to go
Uncanny
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Re: [D&D5e] The Uncannyverse

Post by Uncanny »

Tritons are an amphibious race, born and at home in the water but comfortable on dry land. Humanoid in
form, they have skin of ivory, silver, russet, blue, or deep purple. Long fins extend from the backs of their
forearms and calves, and their fingers and toes are webbed. The hair like growths on their heads are either
thick and bristly like the needles of a sea urchin, or long and wavy, resembling fine seaweed. In either case,
these growths typically range in color from red to warm brown to black.


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Homebrew Triton

Ability Score Increase. Your Strength, Constitution, and Charisma scores each increase by 1

Age. Tritons reach maturity around age 15, and can live up to 200 years

Size. Tritons are slightly shorter than humans, averaging about 5 feet tall. Your size is medium.

Speed. Your base walking speed is 30 feet

Amphibious. You can breathe air and water.

Control Air and Water. A child of the sea, you can call on the magic of elemental air and water. You
can cast Fog Cloud with this trait. Starting at 3rd level, you can cast Gust of Wind with it,
and starting at 5th level, you can also cast Wall of Water with it. Once you cast a spell with this
trait, you can't cast that spell with it again until you finish a long rest. Charisma is your spellcasting
ability for these spells.

Swim Speed. You have a swimming speed of 30 feet.

Guardians of the Depths. Adapted to even the most extreme ocean depths, you have resistance to cold
damage, and you ignore any of the drawbacks caused by a deep, underwater environment.

Water Creed Navigation. You have proficiency with navigator’s tools and in the Survival skill.

Languages. You can speak, read, and write Basic and Primordial.

EDIT 1: I blended together the Triton from Volo's Guide to Monsters, and the Merfolk from Plane shift Zendikar PDF

EDIT 2: I messed up and gave these folks 6 traits. So I eliminated the Emissary of the Sea trait. When I get around to discussing languages I explain how characters can talk with mammals, reptiles, birds, and fish.
Uncanny
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Re: [D&D5e] The Uncannyverse

Post by Uncanny »

The Royal Triton's bear the Mark of Hospitality. They may not always have the same amount of gold of other royals,
but they are sure to have more friends. The magic of the Mark allows the bearer to keep a place clean, and to heat,
chill, and season food. It also helps the bearer connect with other's.

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Royal Triton

Ability Score Increase. Your Charisma score increases by 2, your Strength, and Constitution scores each increase by 1

Age. Tritons reach maturity around age 15, and can live up to 200 years

Size. Tritons are slightly shorter than humans, averaging about 5 feet tall. Your size is medium.

Speed. Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.

Amphibious. You can breathe air and water.

Guardians of the Depths. Adapted to even the most extreme ocean depths, you have resistance to cold
damage, and you ignore any of the drawbacks caused by a deep, underwater environment.

Tool Proficiencies. You gain proficiency in two artisan's tools of your choice

Ever Hospitable. When you make a Charisma (Persuasion) check or an ability check involving brewer's
supplies or cook's utensils, you can roll a d4 and add the number rolled to the ability check.

Innkeeper's Magic. You know the Prestidigitation cantrip. You can also cast the Purify Food
and Drink
and Unseen Servant spells with this trait. Once you cast either spell with this trait,
you can't cast that spell with it again until you finish a long rest. Charisma is your spellcasting ability for
these spells.

Languages. You can speak, read, and write Basic and Primordial.
Uncanny
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Re: [D&D5e] The Uncannyverse

Post by Uncanny »

The majority of Inns, taverns, and restaurants found in the large towns, and cities of the Uncannyverse
are run directly by House d'Ghallanda or licensed by one of the many guilds. Most people give little
thought to House d'Ghallanda seeing them as an alliance of innkeepers an inconsequential, but their strength
lies in charm and connections. A d'Ghallanda bartender hears many things- if you want to know what's really
going on in a community, talk to the Triton innkeeper.


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Daedra Mark Inheritor Mark of Hospitality Great House d'Ghallanda Background

Skill Proficiencies: You gain proficiency in 2 skills of your choice

Tool Proficiencies: You gain proficiency in a Tool of your choice

Language: Any one of your choice

Equipment A set of traveler's clothes, a signet ring, a set of fine clothes, and a pouch containing 50 gp

Feature: Arraigned Marriage , Spells of the Mark

Courtship and Betrothal rituals, Typically arranged by parents, grandparents or other relatives
1st level spells Goodberry, Sleep
2nd level spells Aid, Calm Emotions

Day after the Wedding
3rd level spells Create Food and Water, Leomund's Tiny Hut
4th level spells Aura of Purity, Mordenkainen's Private Sanctum

After the birth of your first child
5th level spell Hallow

EDIT 1: 10 great houses down, 2 more to go
Uncanny
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Re: [D&D5e] The Uncannyverse

Post by Uncanny »

Well both the Na'vi, and the Vulcan's are giving me headaches. So to stall until I figure them out I'll post the new version of the royal Twi'lek. I've moved things around and instead of the Mark of Detection they now will possess the Mark of the Storm. The reason for this is because I think the Mark of Detection fit better for the Vulcans.


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Royal Twi'lek

Ability Score Increase: Wisdom +2, Dexterity +1, and Charisma +1

Age: Up to 80 years.

Size: Medium.

Speed: your base walking speed is 30 feet

Seductive: You have advantage on Charisma checks made to seduce any creature that can understand you. This could be persuasion, deception, intimidation, or performance depending on how the action is performed.

Climb Speed: 30 feet

Twi'Lek Coordination. You have proficiency in the Athletics and Acrobatics skill

Windwright's Intuition. When you make a Dexterity (Acrobatics) check or any ability check using navigator's tools, you can roll a d4 and add the number rolled to the ability check.

Storm's Boon. You have resistance to lightning damage.

Headwinds. You know the Gust cantrip. Starting at 3rd level, you can cast the Gust of Wind spell once with this trait, and you regain the ability to cast it when you finish a long rest. Charisma is your spellcasting ability for these spells.
Uncanny
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Re: [D&D5e] The Uncannyverse

Post by Uncanny »

Daedric Princes are essentially great old ones, and according to the D&D lore Great Old Ones are from the Far Realm, which is also the home of Beholders, Mind Flayers, Aboleth, and Carrion Crawlers. It's a plane of madness, and there are very few things there that could be accurately characterized as 'benevolent' to a mortal on the material plane.

That said, they aren't necessarily evil or malevolent, either. I mean, most are neutral in that their indifferent to mortals existence. Daedric Princes don't get their power through worshipers like a deity does. Instead each Prince roughly has the same power level. Although a ambitious or energetic Prince could potentially increase their power
by also becoming a deity. It's not as simple as a Daedric Prince gaining worshippers. Instead the Prince must 'Mantle'

Mantling is a process whereby an individual can achieve apotheosis. The process of mantling involves taking up of a role, which then grants the person the power and, to an extent, the identity, associated with that role. It can be used to reshape the nature of gods. In the Elder scrolls franchise both daedric princes Malacath, and Meridia were former
gods. In the Uncannyverse I plan to have a few other Princes looking to achieve Godhood. I'm blending Azura with Azor Ahai from the Game of Thrones universe.

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Azura is the Daedric Prince of Dusk and Dawn She is known to be one of the more merciful and benevolent Lords, though her wrath is swift and painful when brought about. Her sphere is the period of transition and change. She taught the Velothi Elves the ways to be different from the Altmer (Orcs).

Both of the Dark Elf variants of the Uncannyverse revere Azura although each culture does so differently. The Velothi follow the teachings of the Daedric Prince while the Chimer Elves worship her second persona of Azor Ahai. A legendary hero who wielded a burning sword called Lightbringer. His exploits helped establish the territory of Asshai, and the Chimer Elves built many shrines in his honor and began to worship the hero as a god. They proclaimed the hero Azura reborn and establish the religion of R'hllor. Missionaries sent from Asshai spread the myth, and as the faith spreads across Nirn most people know them
as the red priests.

EDIT 1: How the Altmer transitioned from high elves to orcs will be detailed when I post info on the Daedric Prince Malacath
Uncanny
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Re: [D&D5e] The Uncannyverse

Post by Uncanny »

My Forest Gnome variant for the Uncannyverse. These Gnomes can be found in the woodlands on any of the 5 continents. I have a Zilgargo Stone Gnome variant coming later.

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Homebrew Forest Gnome Children of the Forest Variant

Ability Score Increase. Your Intelligence score increases by 2, and your Dexterity score increases by 1

Age. Gnomes mature at the same rate as humans do, and most are expected to settle down into an adult life
by around age 40. They can live 350 to almost 500 years.

Size. Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is small.

Speed. Your base walking speed is 25 feet

Gnome Serenity. You have advantage on saving throws against being charmed or frightened.

Natural Illusionist. You know the Minor Illusion cantrip. Intelligence is your spellcasting ability
for it.

Speak with Small Beasts. Through sounds and gestures, you can communicate simple ideas with small or smaller
beasts.

Fey Ancestry. You know 1 cantrip of your choice from the wizard spell list. Intelligence is your spellcasting
ability for it.

Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow,
mist, and other natural phenomena.

Languages. You can speak, read, and write Elvish, and Gnomish.
Uncanny
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Re: [D&D5e] The Uncannyverse

Post by Uncanny »

The Uncannyverse version of the rock/tinker Gnome. Their Homeland will be near Asshai in Eastern Essos. Think of a stereotypical mafia culture, and scale it down to Gnomish proportions and that is basically Zilargo Gnomes. From smuggling drugs, to selling illegal laser rifles. These folks are deeply involved in the shady criminal underworld, and they are known to dress to impress.


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Homebrew Rock Gnome Zilargo Variant

Ability Score Increase. Your Intelligence score increases by 2, and your Constitution score increases by 1

Age. Gnomes mature at the same rate as humans do, and most are expected to settle down into an adult life
by around age 40. They can live 350 to almost 500 years.

Size. Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is small.

Speed. Your base walking speed is 25 feet

Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic

Artificer's Lore. Whenever you make an Intelligence (History) check related to magic items, alchemical objects,
or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.

Natural Armor. You have thick, leathery skin. When you aren't wearing armor, your AC is 12 + your Constitution
modifier. A shield's benefits apply as normal while you use you natural armor.

Stone Camouflage. You have advantage on Dexterity (Stealth) checks to hide in rocky terrain.

Expert Forgery. You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made
to produce forgeries or duplicates of existing objects.

Languages. You can speak, read, and write Common, and Gnomish.
Uncanny
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Re: [D&D5e] The Uncannyverse

Post by Uncanny »

Great House d'Syndulla has long ruled the seas. Their galleons harness air and water elementals and are faster than any mundane vessel. Control of sea and river trade have given House d'Syndulla considerable wealth. Now they reach out to the skies.

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Daedra Mark Inheritor Mark of Storm Great House d'Syndulla Background

Skill Proficiencies: You gain proficiency in 2 skills of your choice

Tool Proficiencies: You gain proficiency in a Tool of your choice

Language: Any one of your choice

Equipment A set of traveler's clothes, a signet ring, a set of fine clothes, and a pouch containing 50 gp

Feature: Arraigned Marriage , Spells of the Mark

Courtship and Betrothal rituals, Typically arranged by parents, grandparents or other relatives
1st level spells Feather Fall, Fog Cloud
2nd level spells Gust of Wind, Levitate

Day after the Wedding
3rd level spells Sleet Storm, Wind Wall
4th level spells Conjure Minor Elemental, Control Water

After the birth of your first child
5th level spell Conjure Elemental
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Re: [D&D5e] The Uncannyverse

Post by Uncanny »

My homebrew Vulcan a variant of the High Elf. I'll add lore later, so for now it's just the traits. All Vulcans are eligible for the
Daedric Mark of Detection spells of the Mark feature.

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Homebrew Vulcan High Elf Variant

Ability Score Increase. Your Intelligence and Strength scores both increase by 2.

Age. Although Vulcans reach physical maturity at about the same age as humans, the Vulcan understanding of adulthood goes beyond physical growth to encompass worldly experience. A Vulcan typically claims adulthood around age 100 and can live to be 750 years old.

Size. Vulcans range from under 5 feet to over 6 feet tall and have slender builds. Your size is medium.

Speed. Your base walking speed is 30 feet.

Astronautical Ancestry. You are proficient with Navigator’s tools, and vehicles (Space). Vulcans develop hardy bodies able to live without much water. Your water requirement is halved and you have advantage in Constitution saving throws against taking exhaustion.

Emotional Harmony. The Vulcans' are masters of their minds, or so they claim. You have advantage on saving throws against being charmed and frightened.

Secondary Eyelids. The anatomy of the Vulcan is strange but can be handy. They have secondary, semi-translucent eyelids that can operate as shields against bright light, sand, etc. You have advantage on saving throws against being blinded.

Deductive Intuition. When you make an Intelligence (Investigation) or a Wisdom (Insight) check, you can roll a d4 and add the number rolled to the ability check.

Magical Detection. You can cast the Detect Magic and Detect Poison and Disease spells with this trait. Starting at 3rd level, you can also cast the See Invisibility spell with it. Once you cast any of these spells with this trait, you can't cast that spell with it again until you finish a long rest. Intelligence is your spellcasting ability for these spells, and you don't require material components for them.

Vulcan Martial Arts. Suus Mahna: Mind meld Starting at 3rd level When you pummel an opponent and connect with a unarmed strike. You can force the target to make a Intelligence saving throw against a DC of 8 + your Intelligence modifier to resist the mind meld. On a failure you learn one aspect about the creature of your choice: Creature Type, Armor Class, Senses, Highest Saving Throw Modifier, Lowest Saving Throw Modifier, Damage Vulnerabilities, Damage Resistances, Damage Immunities, or Condition Immunities

Suus Mahna: Nerve Pinch Starting at 5th level When you have successfully grappled a humanoid, you may use a bonus action to pinch the nerve on their body corresponding to their consciousness. The target must succeed on Constitution saving throw or be unconscious until the end of your next turn.

Languages. You can speak, write and read in Basic and Vulcan.
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