The Entrellium Compendium A complete guide to all extended and homebrewed content for Entrellia DnD Content Table Name of Content Page Number Races 3 Dragonborn 3 Faun 5 Onodrim 5 Classes 6 Feats 7 Invocations 8 Backgrounds 9 2 This is unof icial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Races E ntrellia is a vast and wide world with many Draconic Ancestry. You have draconic ancestry. Choose one species to offer. Some of which aren't entirely type of dragon from the Draconic Ancestry options. Your breath covered in the current DnD modules, and weapon and damage resistance are determined by the dragon others are a bit lacklustre in the current state type. of the game. Here, you will ind a list of homebrewed playable races available for Black Entrellia, either completely new, or rebalanced for the purposes of a healthier and more enjoyable You are a descendant and have the ancestry of a black dragon. world to play in. Ability Score Increase. Your Strength and Constitution Our aim is to populate the world and give more of a variation scores each increase by 1. and spread to give it life and lexibility in how you want to play, Draconic Ancestry. Your breath weapon deals acid damage races being a key part when creating a character. Below is a list in a line 30 feet long and 5 feet wide. Your breath weapon of alternate choices we've hand crafted and statted that you can imposes a Dexterity saving throw. You have resistance to acid choose from. damage. Melting Breath. Targets who failed their save against your Dragonborn breath weapon attack take additional acid damage equal to your Constitution modi ier at the start of their next turn. Mighty Dragonborns, kin and descendants of true dragons, they are strong and powerful like their ancestors before them. Blue Dragonborn exhibited many draconic features, including a scaly You are a descendant and have the ancestry of a blue dragon. hide, a large muscular body, the capacity to use a breath Ability Score Increase. Your Dexterity score increases by weapon, and resistance to the same elemental energy they can 2. breathe, along with a large tail behind them thanks to their Draconic Ancestry. Your breath weapon deals lightning draconic heritage. damage in a line 30 feet long and 5 feet wide. Your breath weapon imposes a Dexterity saving throw. You have resistance Dragonborn Traits to lightning damage. Your draconic identity manifests in a variety of traits you share Horned. You have a single protruding horn on your head with the remnants of true dragons, as well as unique aspects which you are pro icient with and can be used in place of an based on your color. unarmed strike. Your horn attack deals 1d6 piercing damage + Ability Score Increase. Your Constitution score increases your Strength modi ier. by 1. Age. Dragonborn grow quickly. They walk hours after Brass hatching, attain the size and development of a 10-year-old You are a descendant and have the ancestry of a brass dragon. Human child by the age of 3, and reach adulthood by 15. They Ability Score Increase. Your Charisma score increases by can live 350 to almost 500 years. 2. Alignment. Dragonborn tend to extremes, with chromatic Draconic Ancestry. Your breath weapon deals ire damage Dragonborn taking on their ancestor's cruelty and malice, while in a line 30 feet long and 5 feet wide. Your breath weapon metallic Dragonborn follow ideals of benevolence and justice. imposes a Dexterity saving throw. You have resistance to ire Size. Dragonborn are taller and heavier than Humans, damage. standing well over 6 feet tall and averaging almost 250 pounds. Socially Adept. You have advantage on saving throws Your size is Medium. against being charmed and can't be put to sleep by magical Speed. Your base walking speed is 30 feet. means. Languages. You can speak, read, and write Common and Draconic. Darkvision. You can see in dim light within 60 feet of you as Bronze if it were bright light, and in darkness as if it were dim light. You are a descendant and have the ancestry of a bronze dragon. You can’t discern color in darkness, only shades of gray. Ability Score Increase. Your Strength and Constitution Breath Weapon. You can use your action to exhale scores each increase by 1. destructive energy. Your draconic ancestry determines the Draconic Ancestry. Your breath weapon deals lightning mechanics and damage type. Each creature in the targeted area damage in a line 30 feet long and 5 feet wide. Your breath must make a saving throw that is determined by your draconic weapon imposes a Dexterity saving throw. You have resistance ancestry. The DC for the saving throw is 8 + your Constitution to lightning damage. modi ier + your pro iciency bonus. A creature takes 2d8 Watery Origins. You have a swim speed of 30 feet and can damage on a fail, and half as much on a success. The damage hold your breath underwater for up to 1 hour. increases to 3d8 at 6th level, 4d8 at 11th level, and 5d8 at 16th level. You can’t use this again until you inish a short or long rest. 3 This is unof icial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Copper Silver You are a descendant and have the ancestry of a copper dragon. You are a descendant and have the ancestry of a silver dragon. Ability Score Increase. Your Charisma score increases by Ability Score Increase. Your Intelligence score increases 2. by 2. Draconic Ancestry. Your breath weapon deals acid damage Draconic Ancestry. Your breath weapon deals cold damage in a 15 foot cone. Your breath weapon imposes a Dexterity in a 15 foot cone. Your breath weapon imposes a Constitution saving throw. You have resistance to acid damage. saving throw. You have resistance to cold damage. Riddler. You have pro iciency in the Performance skill and Lingering Frost. Creatures that fail their save against your one instrument of your choice. breath weapon also have their movement reduced by 15 feet until the end of their next turn. Gold You are a descendant and have the ancestry of a gold dragon. White Ability Score Increase. Your Strength and Wisdom score You are a descendant and have the ancestry of a white dragon. increase by 1. Ability Score Increase. Your Dexterity and Constitution Draconic Ancestry. Your breath weapon deals ire damage scores each increase by 1. in a 15 foot cone. Your breath weapon imposes a Dexterity Draconic Ancestry. Your breath weapon deals cold damage saving throw. You have resistance to ire damage. in a line 30 feet long and 5 feet wide. Your breath weapon Golden Flames. Your breath weapon's ire damage becomes imposes a Dexterity saving throw. You have resistance to cold radiant damage against Fiends and Undead creatures. damage. Focus Freeze. If the irst creature hit by your breath Green weapon fails their Dexterity saving throw, they are also restrained until the end of their next turn. You are a descendant and have the ancestry of a green dragon. Ability Score Increase. Your Dexterity and Intelligence score increase by 1. Yellow Draconic Ancestry. Your breath weapon deals poison You are a descendant and have the ancestry of a yellow dragon. damage in a 15 foot cone. Your breath weapon imposes a Ability Score Increase. Your Intelligence and Charisma Constitution saving throw. You have resistance to poison scores each increase by 1. damage. Draconic Ancestry. Your breath weapon deals thunder Toxic Vapor. Creatures that fail their save against your damage in a 15 foot cone. Your breath weapon imposes a breath weapon also suffer from the Poisoned Condition until Constitution saving throw. You have resistance to thunder the end of their next turn. damage. Sonic Disruption. Creatures that fail their save against Mercury your breath weapon also suffer from the Deafened Condition until the end of their next turn. In addition, if they are You are a descendant and have the ancestry of a mercury concentrating on a spell, they make their concentration check dragon. at disadvantage. Ability Score Increase. Your Dexterity and Charisma score increase by 1. Draconic Ancestry. Your breath weapon deals thunder damage in a 15 foot cone. Your breath weapon imposes a Constitution saving throw. You have resistance to thunder damage. Unrelenting Force. Creatures that fail their save against your breath weapon are also pushed back 10 feet. Red You are a descendant and have the ancestry of a red dragon. Ability Score Increase. Your Strength score increases by 2. Draconic Ancestry. Your breath weapon deals ire damage in a 15 foot cone. Your breath weapon imposes a Dexterity saving throw. You have resistance to ire damage. Fearful Flames. Creatures that fail their save against your breath weapon also suffer from the Frightened Condition until the end of their next turn. 4 This is unof icial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Faun Onodrim With ancestral ties to goats and rams, Fauns are bouncy and Onodrim are large lumbering cousins of Treants. Though springy humanoids with a human-like torso and furry lower smaller, they are far more nimble and active in society, allowing bodies ending in cloven hooves similar to that of goats. They them to it more suitably within the more humanoid-dominated have horns of a ram that curl and large yellow slitted eyes. world. Onodrim are often peaceful, quiet and caring and are Their ears are huge and loppy. Male Fauns are known as described most commonly as gentle giants that remain quiet Satyrs. While female Fauns are known as Maenads. until talking is actually required. They spend their downtime Fauns are often joyful and a little strange, being closely sunbathing and relaxing in the warmth whenever given the connected with fey magic and dreams. chance. Faun Traits Onodrim Traits Your goat-like appearance and skills are shown in a variety of As a protector of the forest, Onodrim have developed long traits as listed below. lasting natural skills that relate to their organic lifestyle. Ability Score Increase. Your Dexterity score increases by 2 Ability Score Increase. Your Constitution score increases and your Charisma score increases by 1. by 2, and your Wisdom score increases by 1. Age. Fauns are quick to age, maturing at around the age of 3. Age. As humanoids related to the Ents and the forests They often live to around 60 years old. around them, Onodrim have long lifespans. They reach Alignment. Surrounded with magic and lighthearted fun, adulthood at around 50, and the oldest of them can live for Fauns tend to lean on the chaotic good side, relishing the 1000 years. freedom of life and enjoying the simpler things in order to ind Alignment. As people who follow the rhythm of nature and happiness in themselves. see themselves as its caretakers, Onodrim are typically neutral Size. No taller than a Hal ling, Fauns reach anywhere good. between 3 to 4 feet tall. Your size is Small. Size. Onodrim are between 8 and 10 feet tall and weigh Speed. Standing on two goat-like legs that end in hooves, between 300 and 450 pounds. Despite your height, you are still your base walking speed is 30 feet. rather slender. Your size is Medium. Languages. You can speak, read, and write Common and Speed. Your base walking speed is 30 feet. Sylvan. Languages. You can speak, read, and write Common and Darkvision. You can see in dim light within 60 feet of you as Sylvan. if it were bright light, and in darkness as if it were dim light. Natural Camouflage. You know the Druidcraft cantrip and You can’t discern color in darkness, only shades of gray. can cast it at will. In addition, you have advantage on Stealth Fey Ancestry. You have advantage on saving throws against checks to hide in forest terrain. being charmed, and magic can't put you to sleep. Powerful Build. You count as one size larger when Natural Enchanter. You know the Sleep spell and can cast it determining your carrying capacity and the weight you can at 1st level once without a spell slot. You regain the ability to push, drag, or lift. cast this spell after a long rest. Living Greenery. Due to your natural bark and size, you are Ethereal Hiding. You cannot be magically watched on or ill-suited to wearing armor. Your wooden bark provides ample perceived through magical scrying sensors. Any attempts to protection, however; it gives you a base AC of 17 and your scry on you automatically fail. Dexterity modi ier doesn't affect this number. You gain no Reveler. You have pro iciency in the Performance skill. bene it from wearing armor, but if you are using a shield, you Additionally, you also have pro iciency with one musical can apply the shield's bonus as normal. instrument of your choice. Nature’s Blood. You have advantage on saving throws against poison, and you have resistance against poison damage. At One. You gain pro iciency in the Nature skill. You also have the ability to communicate in a limited manner with plants. You can understand and sense their emotions, if they’re feeling any, such as stressed, relieved, aggressive or relaxed. You also have advantage on any Charisma checks made towards plants or plant based creatures. Photosynthesis. You are considered a plant type creature. Furthermore, you do not need to sleep, and therefore can remain alert during rests. Instead, you must ensure you have spent at least 4 hours basking in sunlight throughout the day. Failing to do so results in the same level of exhaustion as missing a day of sleep would cause. In addition, you cannot gain bene its from a long rest unless you have successfully spent at least 4 hours in sunlight within a 24 hour period. 5 This is unof icial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Classes Y our character’s class is the most important thing to consider when creating a character. A character’s class determines their skills and abilities and, therefore, will dictate how they are played both with lavor and mechanics. Here you will ind a list of unique classes and subclasses that have been homebrewed and tweaked to help supplement the world of Entrellia and grant a variety of options to choose from. 6 This is unof icial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Feats B elow is a list of optional feats or tweaked feats available to players to choose in place of an Ability Score Improvement. Feats here are intended to expand and improve the customization and freedom a player has when developing their character. They can expand into a more specialized way of ighting, ind a new method of adventuring, or in general re lavor some other aspects they might have improved or trained over time. You must meet any prerequisite speci ied in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite. For example, the Grappler feat requires you to have a Strength of 13 or higher. If your Strength is reduced below 13 somehow, perhaps by a withering curse, you can’t bene it from the Grappler feat until your Strength is restored. Draconic Lungs Prerequisite: Dragonborn, must be 6th level or higher Extensive training has granted you greater control over your breath weapon, allowing you to use it more quickly or in unison with your techniques. You gain the following traits: You may use your breath weapon as a bonus action. If you have access to the Extra Attack action, you can, in place of one of your attacks during the action, use your breath weapon instead. Dragon Wings Prerequisite: Dragonborn You sprout leathery draconic wings of your ancestral color. Your wings grant you a lying speed of 20 feet if you aren't wearing heavy armor and aren't exceeding your carrying capacity. Lucky You have inexplicable luck that seems to kick in at just the right moment. You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend 1 luck point to reroll the die. You must use the new outcome. You regain your expended luck points when you inish a long rest. Triton Deep Magic Prerequisite: Triton Your ties to sea magic have improved, you gain the following traits: Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20. You futher master the elemental magic of water. You learn the shape water cantrip and can cast it at will. Additionally, you learn the create or destroy water spell and can cast it once as a 1st level spell at will. You also learn water breathing, which you can cast once without expending a spell slot. You regain the ability to cast these spells again after you inish a long rest. 7 This is unof icial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Invocations 8 This is unof icial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Backgrounds This is unof icial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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