Homebrew
Human Variant - Pariah
HUMANOID
A human with Elven ancestry, however their blood is so deluded that they're no longer considered Half-Elf or Elven. They look human, can have any skin or hair color and can be thin or broad with slightly pointed ears or elongated eyes. Usually between 5 to 7 feet tall with men being slightly taller than women.
In the Kingdom of Therassia they're referred to as Pariahs as they bring shame to their noble houses and can be outcasts or hidden indoors out of the public's eyes. Most houses take care to maintain their bloodlines and ensure they keep procreating with full-blooded Elves to keep Half-Elven heirs as their house leaders.
Human Variant - Pariah Traits
Size: Medium (about 5–7 feet tall) or Small (about 2–4 feet tall)
Speed: 30 feet
As a Human Variant - Pariah, you have these special traits.
Resourceful. You gain Heroic Inspiration whenever you finish a Long Rest.
Skillful. You gain proficiency in one skill of your choice.
Elven Lineage. You gain one of the following traits based on your Elven blood:
- Drow. You gain Darkvision with a range of 60 feet. You also know the Dancing Lights cantrip.
- High Elf. You know the Prestidigitation cantrip. Whenever you finish a Long Rest, you can replace that cantrip with a different cantrip from the Wizard spell list.
- Wood Elf. Your Speed increases to 35 feet. You also know the Druidcraft cantrip.
- Shadar-Kai. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
- Astral. You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you remain conscious.
Whenever you finish this trance, you gain proficiency in one skill of your choice and with one weapon or tool of your choice, selected from the Player’s Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory and the experiences of entities on the Astral Plane, and you retain them until you finish your next long rest.
Ability Scores: Dexterity, Intelligence, Wisdom
Feat: Gadget Expert
Skill Proficiencies: Science and History
Tool Proficiency: Tinker's Tools
Equipment: Choose A or B: (A) Dagger, Tinker's Tools, Book (history), Parchment (8 sheets), Traveler's Clothes, Choose one Common gadget, 8 GP; or (B) 50 GP
You are always at the cutting edge, tinkering with the latest gadgets and technology. Your passion for innovation drives you to follow the newest developments in science closely. You regularly attend scientific conferences, where you not only contribute your own insights but also eagerly study the latest breakthroughs and trends.
Gadget Expert
As an inventive gadgeteer you have learned to quickly use your gadgets in and out of combat.
Gadget Genius. You can use any single use / consumable tech based items that do not deal damage directly and normally require an Action, as a Bonus Action.
Efficient storage. Your Fuel Tank capacity is increased to 15, and you can carry an additional Battery.
Elven Lineage. Wood Elf. Your walking speed increases to 35 feet.
Level 1: Prototype
Use your long rests and downtime to work on building prototype weapons, armor, items or starting from level 7 vehicles. Inventing new items during down time or rest periods requires you to use the
Crafting Table checks. You can also reverse engineer any items you might find.
Level 1: Genius Proficiency
Use your Intelligence Modifier on Prototype or Technological items if higher. You become proficient in Science.
Level 2: Tinkering
Spent time during your long rest improving an item using Tinkerer's tools. You can place these improvements on any item including items used by allies.
You can improve a number of items equal to your Proficiency Bonus.
- Weapon: Add a +1 to the attack and damage bonus for 24 hours
- Armor: Add a +1 to AC for 24 hours
- Item: Add a +1 to one item effect for 24 hours
This bonus increases by 1 every 6 levels
Level 2: Fighting Style Feat
Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Level 3: Exoskeleton
You improve a suit of heavy armor (must be Mundane or Technological) with your inventions by spending Downtime or a Long Rest with a Tinkerer's Tools check DC15. On success, you gain an Exoskeleton with the Armor Class of the Heavy Armor used.
When wearing the Exoskeleton you have the following modifiers:
- You use your Intelligence instead of Dexterity to determine your Armor Class bonus. The maximum still applies.
- You have -5 ft. movement.
- You ignore the Strength requirement of the armor.
- Heavy weapons don't apply Disadvantage while wearing the Exoskeleton.
- The Exoskeleton attaches to you and can't be removed against your will unless unconscious, restrained or in any other way incapacitated. It covers your entire body although you can retract or deploy the helmet as a Free Action.
- Add half of your Intelligence modifier rounded up to your AC.
- You can doff or don the Exoskeleton as a full tur.
- Power core capacity is 75 at level 3. When you lose all power you suffer the stunned condition until you doff the armor.
- Short rests recover 2d10 + Intelligence modifier + Proficiency Power. Long rest recovers to maximum power. During combat you can use batteries to restore power to your exoskeleton by spending an action to Recharge (1 battery restores 10 power).
- At the end of your turn you lose 2 Power.
- You cannot sleep in your exoskeleton and must remove it when resting.
Powered Surge: You can push your exoskeleton beyond it's normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a Short or Long rest before you can use it again.
Powered Surge costs 10 battery Capacity.
Level 3: Powered Maneuvers: Choose 3 combat maneuvers from the
Combat Maneuvers table.
Your Superiority die are d10 when at 75+ Power, 50+ d8, 25+ d6, 10+ d4, lower than 10 power adds no Superiority damage and you lose your Proficiency to Save DC.
- Goading Attack:
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you.
You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw.
On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Power used 10.
- Sweeping Attack:
When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack.
Choose another creature within 5 feet of the original target and within your reach.
If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die.
The damage is of the same type dealt by the original attack.
Power used 10.
- Trip Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone. Power used 10.
Level 4: Gadget Expert
Gadget Genius. You can use any single use / consumable tech based items that do not deal damage directly and normally require an Action, as a Bonus Action.
Efficient storage. Your Fuel Tank capacity is increased to 15, and you can carry an additional Battery.
Dexterity Increased. You gain 1 point to your Dexterity Ability Score.
Level 5: Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.