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Cultures

Races

Humans

Extra feat at Lv1

Increased Learning (4 bonus skill points at Lv1, 1 bonus skill point at each level thereafter)

+5 Charisma for calculating Luck & Anti-Luck

Favored Class: Any

Epic Boost: Extra non-[Epic] feat, all skills are class skills

Human: Dwarf Blooded

Darkvision 6sq

+1 save against poison & spells

Stability +2

Pack Mule (medium or heavy load & medium or heavy armor do not modify movement)

Base landspeed 5

+5 Wisdom for calculating Common Sense & Anti-Common Sense

Human: Elf Blooded

+5 Intelligence for calculating Memory & Anti-Memory

+1 Hypnosis, Listen, & Spot

Low-Light Vision x2

+1 save against Glamer & Telepathy

Resist Paralysis 5

Amazing Something (choose an attribute at birth: 1/day you may reroll a roll keyed to that attribute)

Human: Mer Blooded

Innate spells: Breathing 1/day, Charm 1/day

+4 swim

Human: Orc Blooded

+5 Constitution for calculating Stabilization & Anti-Stabilization

Violence 1/hour (you may choose to have advantage on a damage roll you are about to make)

-1 Spot, +2 Listen

Minor Scent (+2 Spot w/in 6sq)

+1 save against disease & [Fear]

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Dwarves

+2 Constitution

+2 dodge to defense against larger bipedal creatures

Darkvision 12sq

+2 save against poison & spells

Stability +4

Pack Mule (medium or heavy load & medium or heavy armor do not modify speed)

speed 20

+5 Wisdom for calculating Common Sense & Anti-Common Sense

Epic Boost: +2 Strength & Constitution, Stabillity +8

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Elves

+2 Dexterity or +2 Intelligence

+2 Hypnosis, Listen, & Spot

Low-Light Vision

+5 Intelligence for calculating Memory & Anti-Memory

+2 save against Glamer & Telepathy

Immunity to sleep

Resist Paralysis 5

Alertness

-1 Fortitude

Amazing Luck (1/day the Elf may reroll a roll)

Elves are Fey

Epic Boost: +2 Dexterity & Intelligence, skill bonuses increase to +4, Resist Paralysis 10

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Gnomes

+2 Constitution or +2 Charisma

Telepathy 2sq

+4 Listen, +2 Survival

Minor Scent (+2 Spot w/i 6sq)

+2 save against supernatural [Mind] & Psionics

-2 save against [Fear]

Toughness

Base landspeed 4

Epic Boost: Telepathy 20sq, +2 Constitution & Charisma

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Hobgoblin

+2 Dexterity or +2 Constitution

Low-Light Vision x2

+2 Stealth & Escape

+5 Strength for calculating Surge! & Anti-Surge?

-1 Will

Epic Boost: +2 Dexterity & Constitution, Armor Skin

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Goblin

+2 Dexterity

+2 Stealth

+1 Dodge to defense

Low-Light Vision x2

+1 Initiative

Run

+5 Wisdom for calculating Common Sense & Anti-Common Sense

Epic Boost: +2 Dexterity, Epic Speed

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Half-Drow

+2 Charisma or Dexterity

Low-Light Vision x4

+1 Hypnosis, Listen, & Spot

+2 save against spells

Innate Spell (choose one, 1/day): Dancing LightsDarknessFaerie Fire.

Light Sensitivity

-1 Fortitude

Half-Drow are Fey

Epic Boost: +2 Charisma & Dexterity, Innate Spell is at will as a swift action, lose Light Sensitivity

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Kobold

-2 Strength, +2 Dexterity

Darkvision 12sq

Blindsense 1sq

Light Sensitivity

Reptilian subtype

+5 Dexterity for calculating Positioning & Anti-Positioning

Epic Boost: +2 Dexterity, Energy Resistance

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Orc

+2 Strength, -2 Dexterity, -2 Wisdom, +2 Charisma

Scent

+5 Constitution for calculating Stabilization & Anti-Stabilization

Light Sensitivity

Violence 1/minute (the Orc may choose to have advantage on a damage roll they are about to make)

-2 Spot, +4 Listen

+2 save against disease & [Fear]

Bite (1d4+½ Str, reach 0)

Epic Boost: +2 Strength & Charisma, Violence 1/round


Psionic Races

Blue Goblin

+2 Intelligence

+2 Stealth

+5 Wisdom for calculating Common Sense & Anti-Common Sense

Low-Light Vision x2

Naturally Psionic: 1

Mental Shielding: 3/day add +2 to a save as an immediate action (after the roll).

Epic Boost: +2 Intelligence, Mental Shielding is +5

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Maenad

+2 Wisdom

+5 Strength for calculating Surge! & Anti-Surge!

+2 Hypnosis

Naturally Psionic: 2

Innate Psionics: Energy Ray (sonic damage only) 1/day

Outburst (1/day, as a free action, +4 Strength & -4 Intelligence & Wisdom for 3+Cha rounds)

Resist Light 10

Lightsight 1sq

Epic Boost: +2 Wisdom, Lightsight 10sq, Outburst 3/day

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Xeph:

+2 Dexterity

+5 Dexterity for calculating Positioning & Anti-Postitioning

Darkvision 12sq

+1 save against powers & spells

Naturally Psionic: 1

Burst (3/day gain +2 speed for one round. This bonus increases by 2 per four HD after 1st)

Epic Boost: +2 Dexterity & Wisdom


Advanced Races

Aasimar

1 Humanoid HD (unless race already has at least 1)

Choose a humanoid race, & gain all of its traits (these stack with Aasimar traits).

+2 Constitution, Wisdom, & Charisma

Soak 5 (acid, cold, electricity)

1/day: Daylight

Epic boost: 1/day Heal 

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Drow

1 Fey HD (see Monsters)

+2 Dexterity, +2 Intelligence, +2 Charisma

Darkvision 24sq

Spell Resistance

+2 Hypnosis, Listen & Spot

+5 Intelligence for calculating Memory & Anti-Memory scores

Resist Paralysis 10

Immunity to sleep

Alertness

-1 to Fortitude saves

Advantage on saves against [Fear] & poison

Innate Spells: Dancing Lights 1/day, Darkness 1/day, Faerie Fire 1/day

Nondetection (DC 10 + HD)

Light Blindness

Level Adjustment: +1

Epic Boost: +2 Dexterity, skill bonuses increase to +4, Resist Paralysis 10, Innate Spells at will

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Duergar

1 humanoid HD (see Monsters)

+2 Constitution

Darkvision 24sq

Resist Paralysis 10

+4 save against [Phantasm] & poison

+2 save against spells

Light Sensitivity

+1 Listen & Spot

+4 Stealth

Base landpeed 4sq

Stability +4

Pack Mule

Innate Psionic Powers: Expansion 1/day, Cloud Mind 1/day

Epic Boost: +2 Constitution, Stabillity +8, Domination 1/day 

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Elan

1 Aberration HD (see Monsters)

+5 Intelligence for calculating Memory & Anti-Memory scores

Naturally Psionic: 2

Resilience: Immediate action, reduce damage from any source by 2 for each power point spent.

Resistance: Immediate action, spend 1 PP to gain +4 racial bonus to all saves until beginning of next turn.

Repletion: 1 minute, spend 1 PP to sustain yourself (no need to eat or drink for 24 hours).

Bonus Power: Know an additional {C1} power from the Psion list.

Bonus Language: Elan know an additional language

Epic Boost: +2 Intelligence

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Githyanki

1 Humanoid hit die (see Monsters)

+2 Strength, +2 Dexterity, +4 Constitution

+5 to Common Sense rolls

Naturally Psionic: 3

Power Resistance

Innate Psionic Powers:

1st level: Far Hand 3/day, Disrupt 3/day

3rd level: Concealing Amorpha 3/day, Energy Adaptation Choice 1/day

6th level: Dimension Excursion 3/day, Body Adjustment 1/day

9th level: Telekinetic Thrust 3/day, Planeswalk 1/day

LA +1

Epic Boost: Bend Reality 1/day

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Githzerai

1 Humanoid hit die (see Monsters)

+6 Dexterity, +2 Wisdom

Naturally psionic: 2

Power Resistance

Innate Psionic Powers:

1st level: Inertial Armor 3/day, Catfall 3/day 

3rd level: Concussion Blast 3/day, Read Thoughts 1/day

6th level: Dimension Excursion 3/day, Body Purification 1/day

9th level: Energy Cone 3/day, Planeswalk 1/day

LA +1

Epic Boost: Bend Reality​ 1/day

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Tiefling

1 Humanoid HD (unless race already has at least 1)

Choose a humanoid race, & gain all of its traits (these stack with Tiefling traits).

+2 Strength, Dexterity, & Intelligence

Soak 5 (cold, electricity, & fire)

1/day Darkness

Epic boost: 1/day Blade Barrier

Restricted

Catfolk

+5 Dexterity for calculating Positioning & Anti-Positioning OR +5 Charisma for calculating Luck & Anti-Luck, based on which associated stat is higher at character generation (if tied choose one)

+2 Dexterity or +2 Charisma

Low-light vision x2

Scent

Amazing Dexterity: 1/day reroll a Dexterity based roll

+2 Acrobatics, Listen, Spot

Nimble Faller: ignore the first 2sq of falling damage; always land on feet when falling 6sq or less (unless helpless)

Bite (1d4+½ Str, reach 0)


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