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[4E] Surrealistik's Homebrew Races

   
[4E] Surrealistik's Homebrew Races (PEACH)

More copy/pasta x-ferred over from GitP so as not to offend the powers that be:


Illithid
Underdark dwelling aberrants from the madness of the Far Realms, they are a haughty, intelligent race of powerful psionics bent on the domination and subversion of all others.
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Average Height: 5' 6"-6' 2"
Average Weight: 135-220 lb.
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Ability Scores: +2 Intelligence; +2 Charisma or +2 Wisdom
Size: Medium
Speed: 6 squares
Vision: Darkvision
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Languages: Common, Deep Speech, choice of one other
Skill Bonuses: +2 Arcana, +2 Bluff, +2 to one other skill
Aberrant: You are an aberrant; as such, you are subject to effects and conditions that affect aberrations.
Grasping Tendrils: You use your highest ability modifier in place of Strength to make grab attacks, make grab attacks as a melee basic attack, and do not need a hand free to make grab attacks (you can still only grab one creature at a time). You gain a +3 racial bonus to grab attack rolls. This bonus increases to +6 at level 11 and +9 at level 21.
Bore into Brain: You gain the Bore into Brain racial power.
Mind Blast: You gain the Mind Blast racial power.
Telepathy 5: You can communicate telepathically with any creature within 5 squares of you that has a language.

Bore Into Brain - Illithid Racial Power
Your tendrils impale a helpless victim's skull, drawing from it delicious grey sustenance.
At-Will ✦ Healing
Standard Action - Melee touch
Target: One living creature that is helpless, unconscious, stunned and/or restrained or that you are grabbing or dominating
Attack: Highest ability modifier + 3 vs Fortitude
Level 11: Highest ability modifier + 6 vs Fortitude
Level 21: Highest ability modifier + 9 vs Fortitude
Hit: 2d10 + 2 + highest ability modifier damage. If you drop the target to 0 hit points or fewer with this attack, you kill it, devouring its brain and gaining the following benefits:
  • You gain training in all skills the target is trained in until the end of your next extended rest. For each of these skills you already have training in, you gain a bonus to the corresponding skill instead for the same duration (maximum +5). This bonus is equal to the target's ability modifier for that skill.
  • You can spend a healing surge.
  • At the DM's discretion, you may gain access to the target's memories and general knowledge as well.
11th level: 4d10 + 4 + highest ability modifier damage.
21st level: 6d10 + 6 + highest ability modifier damage.


Mind Blast - Illithid Racial Power
You strike your foes with a powerful blast of psychic energy.
Encounter ✦ Psionic, Psychic
Minor Action - Close blast 3
Target: All creatures in the blast
Attack: Highest of Charisma, Intelligence or Wisdom +3 vs Will
Level 11: Highest of Charisma, Intelligence or Wisdom +6 vs Will
Level 21: Highest of Charisma, Intelligence or Wisdom +9 vs Will
Hit: 1d8 + Intelligence, Charisma or Wisdom modifier psychic damage.
11th level: 2d8 + Intelligence, Charisma or Wisdom modifier psychic damage.
21st level: 3d8 + Intelligence, Charisma or Wisdom modifier psychic damage.
Special: You cannot use more than 3 feats with Mind Blast as a prerequisite which permit you to use it as a Standard Action to modify this power at once.

Racial Feats (Illithid race is a prerequisite in all cases):



Caller of the Far Realm:
Tier: Heroic
Prerequisites: Telepathy, aberrant origin
Benefit: Double your Telepathy range. You can use the Sending ritual once per day as a standard action without expending component costs. You count as having training in Arcana for the purposes of using that ritual or gain a +5 racial bonus to the Sending ritual skill check if you already have training in Arcana, and can use your highest ability modifier in place of your Intelligence modifier for all skill checks related to using that ritual.
Special: You can take this feat any number of times. Each time you take this feat, double the range of your telepathy, gain an additional +5 racial bonus to the Sending ritual skill check, and you can use the Sending ritual an additional time per day as above. Racial bonuses gained from these feats stack with each other.


Author's Notes:


Fantasy T-1000 coming to a 4e homebrew near you!

Description: The morphling is a sentient Far Realm creature unusually capable of peaceful and normal interaction with the Prime Material. Scholars theorize that this is due to its adaptive nature and unsurpassed curiosity, rendering it capable of learning and acquiring the social norms, ethos and conventions of those civilizations it finds itself immersed in. Typically, morphlings will assume the forms of other humanoids they come in contact with, instinctively understanding this as a requisite to peaceful coexistence. The natural form of a morphling is a multi-tentacled amorphous blob of ever-shifting, prismatic flesh; an appearance obviously considered grotesque if not terrifying by the majority of civilizations. In spite of their proven capacity for integration, it should be however noted that even after prolonged socialization and exposure, these creatures retain many thought processes that are as unrelatable and alien as their anatomies.

Clearly an unusual organism, morphlings consist of an aggregate of individually intelligent, amorphous cells that work together in perfect, synchronized coherence to form a gestalt entity. Each of these cells are networked as part of a collective intelligence which serves as the basis for their flawless coordination. Coupled with minor psionic, and reality bending capabilities, they are able to reshape, colour and texture themselves to assume nearly any form or likeness of a similar size, including carried equipment.


Morphling
Amorphous hive-mind gestalts of regenerating protoplasm that can assume nearly any form.
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Average Height: 4'0” - 7'0”
Average Weight: 100 – 200 lb.
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Ability Scores: +2 Constitution, +2 Charisma or Intelligence
Size: Medium
Speed: 6 squares
Vision: Low-light
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Languages: Common, Deep Speech
Skill Bonuses: +2 Endurance, +2 Arcana or Bluff
Aberration: You are an aberration; as such, you are subject to effects and conditions that affect aberrations.
Shapechanger: You are a shapechanger; you can alter your appearance. As such, you are subject to effects and conditions that affect shapechangers.
Amorpheous: You can squeeze to Tiny size. You take no penalties and do not grant combat advantage from squeezing, have a +5 racial bonus to escape grabs and on saving throws against untyped ongoing damage and slowing, immobilizing and restraining effects specific to a space.
Regenerating Aggregate: While bloodied, you have Regeneration 2. The regeneration increases to 4 at level 11, and 6 at level 21. This regeneration works even when you have 0 hit points or fewer, but hit points regained in this way do not reset your hit points to 0, and do not end the Dying condition unless they raise your current hit points to 1 or higher. You have resistance to untyped ongoing damage equal to this regeneration + half your level.
Adaptable Form: Whenever you complete an extended rest, you can retrain one Morphling racial feat into another Morphling racial feat of the same tier, or you can retrain one Morphling racial utility power into another Morphling racial utility power of the same level.
Assume Form: You gain the use of the Assume Form racial power.
Utility Transmutation: You gain the use of the Transmutation racial power.
Telepathy 5: You can communicate telepathically with any creature within 5 squares of you that has a language.

Assume Form - Morphling Racial Power
You transmute yourself into the likeness of another.
At-Will ✦ Polymorph
Free Action - Personal
Trigger: You touch or hit with a melee attack or psychic attack that targets Will a Tiny to Medium sized creature or object.
Target: The touched or hit creature or object.
Effect: You can store the likeness of the target and can take on its physical form. This new form lasts until you end the effect as a free action. While disguised in this way, you are the size of the target. You retain your statistics in your new form. Your clothing, armor, and possessions meld into you and change to match your new size and appearance. While disguised as an object, you count as all terrain types of that object (normal terrain, difficult terrain, or blocking terrain) and creatures can share your space (if applicable). If your disguise ends while your space is occupied, and you can no longer share your space, you shift to the nearest unoccupied space of your choice by the most direct route. Any creature that attempts to see through your disguise makes an Insight check opposed by your Bluff check +5. A creature automatically recognizes your disguise if you take an action while it can see you and you're disguised as an object. You may only have one likeness stored. Whenever you store more likenesses than this limit, you must eliminate likenesses of your choice until their total does not exceed your capacity.
At 11th level you can have up to two likenesses stored.
At 21st level you can have up to three likenesses stored.
Special: You can use this power without triggering it to take on the appearance of a creature or object whose likeness you've stored as a minor action.

Utility Transmutation - Morphling Racial Power
Your mastery over your form allows you to duplicate most mundane items.
At-Will ✦ Polymorph
Minor Action - Personal
Effect: You morph a portion of your body to create a non-magical, non-consumable mundane weapon, armour, shield, clothing or object listed under "Adventuring Gear" in a gear slot of your choice. You cannot create any item or object in this way that weighs more than 20 pounds. Any items that previously occupied that slot fall to the ground in your square. You cannot create an item in a slot it normally couldn't occupy. An item created in this way occupies its slots and cannot be disarmed, thrown, sheathed or otherwise moved from its slot in any way. An item created in this way lasts until use this power again for the same slot. You can end this effect for any number of slots as a free action. At the Dungeon Master's discretion, you can morph a hand slot into some other non-magical object no larger than one a Medium creature can carry.

Racial Powers:




Racial Feats (Morphling race is a prerequisite in all cases):

Heroic:



Paragon:



Epic:



Caller of the Far Realm:
Tier: Heroic
Prerequisites: Telepathy, aberrant origin
Benefit: Double your Telepathy range. You can use the Sending ritual once per day as a standard action without expending component costs. You count as having training in Arcana for the purposes of using that ritual or gain a +5 racial bonus to the Sending ritual skill check if you already have training in Arcana, and can use your highest ability modifier in place of your Intelligence modifier for all skill checks related to using that ritual.
Special: You can take this feat any number of times. Each time you take this feat, double the range of your telepathy, gain an additional +5 racial bonus to the Sending ritual skill check, and you can use the Sending ritual an additional time per day as above. Racial bonuses gained from these feats stack with each other.

Succubus
Seductress fiends from the Nine Hells, they live to corrupt mortals into damnation, while often acting as spies and saboteurs for their infernal masters.
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Average Height: 5' 0"-6' 0"
Average Weight: 95-180 lb.
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Ability Scores: +2 Charisma; +2 Intelligence or +2 Wisdom
Size: Medium
Speed: 6 squares
Vision: Darkvision
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Languages: Common, Supernal (you cannot understand and speak all languages due to knowing Supernal)
Skill Bonuses: +2 Diplomacy, +2 Bluff
Immortal (Devil): You are a devil of the Nine Hells, an immortal fiend. You have the Devil keyword and are considered to have the immortal origin for the purpose of effects that relate to creature origin. As such, you are subject to effects and conditions that affect devils and immortals.
Fire Resistance: You have fire resistance equal to 5 + half your character level.
Succubus' Guise: You gain the Succubus' Guise racial power.
Charming Kiss: You gain the Charming Kiss racial power.

Succubus' Guise - Succubus Racial Power
Your flesh wavers and shifts to take on an appearance of your choosing.
At-Will * Polymorph
Minor Action - Personal

Effect: You alter your physical form to take on the appearance of any Small or Medium humanoid creature. The appearance of your clothing, armour and possessions do not change. This new appearance lasts until you end this effect as a free action, or you use this power again.
Any creature that attempts to see through your disguise makes an Insight check opposed by your Bluff skill +5. You may take 10 on this opposed check.

Charming Kiss - Succubus Racial Power
Your charming kiss dissuades an enemy from harming you.
Encounter * Charm
Minor Action - Melee
1
Target: One creature
Attack: Charisma +3 vs Will
Level 11: Charisma +6 vs Will
Level 21: Charisma +9 vs Will
Hit: The target is subject to the following effects (save ends all):
  • It cannot attack you.
  • It considers you an ally for the purposes of powers, effects and other game mechanics beneficial to you.
  • You have a +5 bonus to Diplomacy and Bluff checks against the target.

This effect ends if you or one of your allies resolves an attack against the target, you drop to 0 hit points or fewer, you dismiss it as a free action, or you use this power again.
Special: You cannot use more than 3 feats with Charming Kiss as a prerequisite that can be optionally applied to modify this power at once.


Racial Feats (Succubus race is a prerequisite in all cases):

Heroic:


Paragon:


Epic:

Daughter of Glasya - Paragon Path
Prerequisite: Succubus race

Aura of Infernal Seduction (11th level): You gain an aura 5; whenever an enemy within the aura succeeds on a saving throw against your Charm effects, it must reroll that saving throw and take the lowest result. You ignore the Charm immunity of creatures within the aura; your Charm effects on them end if they leave the aura while they still have Charm immunity.

Alluring Action (11th level): When you spend an action point to take an extra action, you can target one creature within your Aura of Infernal Seduction with Charming Kiss as a free action. This use of Charming Kiss can't be modified with feats, doesn't expend your use of Charming Kiss, and can be used while Charming Kiss is expended.

Whispers of Seduction (16th level): Once per round, when you would miss an enemy within your Aura of Infernal Seduction with a Charm attack that targets Will, you can reroll that attack roll, and take the result of your choice, or when you would fail a Bluff or Diplomacy check against a creature within your Aura of Infernal Seduction you can reroll that check and take the result of your choice.

Daughter of Glasya Powers:

Agonizing Temptation - Daughter of Glasya Attack 11
Your charms are irresistible, damning those you lay eyes upon to abject servitude lest their soul be wracked with an unbearable sense of loss and regret.
Encounter * Charm, Psychic
Standard Action - Close burst
aura
Target: One creature within your Aura of Infernal Seduction
Attack: Charisma + 6 vs Will
Level 21: Charisma + 9 vs Will
Hit: The target chooses one of the following effects. On a critical hit, you choose the effect instead:
  • It takes psychic damage equal to twice your Charisma modifier + your level and is dazed, slowed and weakened until the end of your next turn. This damage ignores resistance and immunity.
  • It is dominated until the end of your next turn, and moves its speed towards you as a free action. This movement doesn't provoke opportunity attacks, and the target must move as close to you as it can.

Glasya's Rebuke - Daughter of Glasya Utility 12
Sultry whispers echo throughout the mind of your foe, weakening his resolve, cajoling him into eager submission. At the first sign of defiance however, the voices hurtle damning epithets and scornful derision.
Encounter * Charm, Psychic
Immediate Interrupt - Close burst
aura
Trigger: A creature within your Aura of Infernal Seduction succeeds on a saving throw against one of your Charm effects.
Target: The triggering creature
Effect: The target chooses one of the following effects:
  • It fails the triggering save.
  • It takes psychic damage equal to your twice your Charisma modifier + your level that can't be reduced and is dazed until the end of the active creature's next turn, then rerolls the triggering saving throw, taking the lowest result.

Aspect of Glasya - Daughter of Glasya Attack 20
You channel the fell power of your Mistress, her might fortifying the strength and expanse of your corrupting presence. All who witness your glorious ascension fall prostrate before you in astonishment and awe.
Daily * Charm, Polymorph, Psychic
Standard Action - Close burst aura
Target: Enemies within your Aura of Infernal Seduction
Attack: Charisma +9 vs Will
Hit: The target is knocked prone. The target chooses one of the following effects. On a critical hit both effects apply:
  • Your level + twice your Charisma modifier psychic damage. This damage ignores resistance and immunity.
  • The target is dazed until the end of your next turn.

Effect: You transform into an aspect of the hell-princess Glasya. Until the end of the encounter you gain the following benefits:
  • Whispers of Seduction's once per round usage limits are negated.
  • The size of your Aura of Infernal Seduction increases by +5.
  • You can communicate telepathically with creatures within your Aura of Infernal Seduction.
  • You gain Truesight against creatures within your Aura of Infernal Seduction.
  • Creatures within your Aura of Infernal Seduction grant combat advantage to you, take a -2 penalty to attack rolls against you and take psychic damage equal to your Charisma modifier whenever they attack that ignores resistance and immunity.
  • You gain a +2 power bonus to attack rolls with Charm attacks against creatures within your Aura of Infernal Seduction.
  • You gain a +5 power bonus to Bluff and Diplomacy checks against creatures within your Aura of Infernal Seduction.

Nephilim
Nephilim are the often haughty descendents of the gods and primordials, vaunted as a bridge between two eternally warring factions, or loathed and despised as an ineffable abomination.
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Average Height: 5' 10"-6' 5"
Average Weight: 150-250 lb.
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Ability Scores: +2 Any
Size: Medium
Speed: 6 squares
Vision: Low-light vision
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Languages: Common, Supernal and Primordial (you cannot understand and speak all languages due to knowing Supernal)
Skill Bonuses: +2 Arcana or +2 Religion, +2 Any
Immortal: You are an immortal, a direct progeny of the gods and angels. You thus have the immortal origin for the purpose of effects that relate to creature origin. As such, you are subject to effects and conditions that affect immortals.
Elemental: You are an elemental, a direct progeny of the primordials and archons. You thus have the elemental origin for the purpose of effects that relate to creature origin. As such, you are subject to effects and conditions that affect elementals.
Nephilim Resistance: Choose a damage type. You gain its keyword, resistance to that damage type equal to 5 + half your character level and a +5 bonus to saving throws against it.
Pride of the Nephilim: While you are unbloodied, you have a +1 bonus to all defenses, skill and ability checks, and saving throws.
Nephilim Resilience: You gain the Nephilim Resilience racial power.
Scorn of the Nephilim: You gain the Scorn of the Nephilim racial power..

Nephilim Resilience - Nephilim Racial Power
A scion of gods and primordials knows no weakness.
Encounter * Divine, Elemental
No Action - Personal

Trigger: You are subject to an effect with a conditional duration
Effect: You make a saving throw to end the triggering effect, even if that effect doesn't normally end on a save.
Special: When you expend this power by any means, you expend your Scorn of the Nephilim power.

Scorn of the Nephilim - Nephilim Racial Power
Summary punishment befalls those who dare strike a descendent of the immortals, whilst your scorn shields you from attack.
Encounter * Divine, Elemental, Varies
Free Action - Personal

Trigger: You are hit by an attack or take damage that has one or more damage types
Target: The triggering attacker (if any)
Effect: The target takes damage of the types and the amount of your Nephilim Resistance plus your primary ability modifier. This damage ignores resistance and immunity. If you took typed damage, including from the triggering attack, your Nephilim Resistance damage type then changes to a triggering damage type of your choice until the end of the encounter.
Special: When you expend this power by any means, you expend your Nephilim Resilience power.

Racial Feats (Nephilim race is a prerequisite in all cases):

Heroic:


Paragon:


Epic:


Description: The Nephilim are proud, and often haughty descendents of the gods, primordals and their angel and archon servants. Those of a more extreme persuasion consider themselves to be the 'Chosen', a messianic master race whose ultimate destiny is to seize control of multiverse, thereby ushering in a new golden era under the auspices of their benevolent reign.

Their appearances are highly variable but virtually always humanoid in nature. They tend to be aligned with some divine domain or elemental quality, their appearance and demeanour often closely echoing their association with that aspect.

Though most races and peoples are indifferent to the Nephilim but for their insufferable, racially typecast pride, some, particularly those familiar with the Dawn War, actively laud them as the master race some of their number claim, or at least a bridge between the warring gods and primordials. Others however, see them as a blight and horrible abomination to be expunged, a harrowing transgression against the natural order that should not be.

Ghost
Ghosts are the spectral remnants of the creatures they were in life. They are incorporeal and unworldly.
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Average Height: As past-life race.
Average Weight: 0 lb.
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Ability Scores: +2 Charisma or +2 any non-Strength ability from your past life race.
Size: As past-life race.
Speed: 6 squares
Vision: Darkvision
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Languages: As past-life race.
Skill Bonuses: +2 Stealth, +2 Intimidate. You may substitute one or both of these bonuses with those from your past-life race.
Undead: You have the undead keyword, have undead properties, and are subject to effects and conditions that affect undead. You do not count as a living creature.
Shadow: You have the shadow origin and are subject to effects and conditions that affect shadow creatures.
Past Life: Select a non-undead race. You are considered as a member of that race for the purpose of meeting prerequisites, such as feat or paragon path prerequisites. In addition, you cannot choose any class, feat or other game element that would also classify you as undead. Ghost cannot be selected as a Past Life option for other races with this racial trait.
Embraced in Darkness, Scorned by Light:
  • You have resist Necrotic and Poison equal to 5 + half your character level and immunity to disease.
  • You have vulnerable 5 radiant. This increases to vulnerable 10 radiant at level 11 and vulnerable 15 radiant at level 21.
Spectral Being:
  • You have half your normal maximum hit points and phasing and insubstantial. Radiant and Force damage ignore this insubstantial quality. You cannot move through the blocking terrain/occupied squares of effects that were created by a power with the Force or Radiant keywords with this phasing quality.
  • Whenever you would deal untyped damage with a weapon or melee attack (including your unarmed attacks), you instead deal necrotic damage. Whenever you would target AC with a weapon or melee attack (including your unarmed attacks), you instead target Reflex with a -2 penalty to the attack roll.
Hollow Soul:
  • Once when you complete a short rest, an ally within a close burst 5 of you can willingly lose one healing surge to allow you to regain hit points equal to your bloodied value.
  • You have a normal maximum of 2 healing surges instead of your normal healing surge allotment from your class and Constitution modifier. Whenever you end a short or extended rest with more healing surges than the number granted by an extended rest, you lose all healing surges above that number and regain all of your hit points.
Fall Into Shadow:
  • While you're dying, you're removed from play instead of falling unconscious and prone. When this effect ends, you return to play in a space of your choice nearest to the space you were removed from play in this way, and are dazed and weakened until the end of your next turn. These conditions cannot be ended prematurely by any means.
  • While removed from play in this way, when you make a death saving throw, you may lose a healing surge to count as though you had rolled a 20 (you must still pay a healing surge to regain hit points in this way as normal). You die when you fail two death saving throws instead of three.
Siphon Soul: You gain the Siphon Soul racial power.

Siphon Soul - Ghost Racial Power
You tear from a foe a piece of its immortal essence.
Encounter * Necrotic, Psychic, Shadow
No Action - Personal

Special: You may expend a non-background encounter attack power to use this power, even if it's expended.
Trigger: You hit a non-construct creature with an attack that deals damage who is within a close burst 5 of you.
Effect: The triggering attack gains the Shadow keyword. It deals psychic and necrotic damage in addition to its normal damage types. The target is slowed and can't regain hit points or gain temporary hit points until until the end of its next turn, and you gain temporary hit points equal to half your Primary Ability modifier. Temporary hit points gained in this way stack with existing temporary hit points and those gained from the triggering attack. If you expended a non-background encounter attack power to use this power, you gain a healing surge and the target is also weakened until the end of its next turn.
Level 11: If you expended a non-background encounter attack power to use this power, the target is also dazed or immobilized (your choice) until the end of its next turn.
Level 21: If you expended a non-background encounter attack power to use this power, the target is also dazed and immobilized until the end of its next turn.


Racial Feats (Ghost race is a prerequisite in all cases):



Racial Utility Powers (Ghost race is a prerequisite in all cases):




Racial Attack Powers (Ghost race is a prerequisite in all cases):


Reforged (Warforged subrace)
Reforged are the salvaged remains of the fallen, rebuilt into semi-constructs.
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Average Height: As reforged race.
Average Weight: As reforged race + 25%.
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Ability Scores: +2 Constitution and +2 Strength or any non-Constitution ability incremented by your Reforged race.
Size: As Reforged race.
Speed: The lesser of 6 or your Reforged race.
Vision: As Reforged race.
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Languages: As reforged race.
Skill Bonuses: +2 Endurance, +2 to a skill incremented by your Reforged race if any.
Reforged: Select a non-undead, non-construct, non-living construct race. You are considered as a member of that race for the purpose of meeting prerequisites, such as feat or paragon path prerequisites in addition to being a Warforged.
Steel and Sinew: You are a living construct. You do not need to do one of the following: eat and drink (counts as one choice), breathe or sleep. You never make Endurance checks to resist the effects of starvation, thirst or suffocation as appropriate for these selections. All other conditions and effects affect you normally. If you do not need to sleep, when you take an Extended Rest you instead enter a state of inactivity for 4 hours to gain its benefits. While in this state you are fully aware of your surroundings and notice approaching enemies and other events as normal.
Warforged Resilience: You have a +2 racial bonus to saving throws against ongoing damage. Also, when you make a death saving throw, you can take the better result of your die roll or 10.
Reforged Racial Power: Choose a starting encounter racial power from your Reforged race. You expend your Warforged Resolve racial power when you use it and vice versa, and when you regain use of one, you regain use of the other.
Warforged Resolve: You have the Warforged Resolve power:

Warforged Resolve - Warforged Racial Utility
It's difficult to take you down, even while you're faltering.
Encounter * Healing
Minor Action - Personal

Effect: You gain a number of temporary hit points equal to 3 + one-half your level, and make a saving throw against one effect on you that deals ongoing damage. If you are bloodied you can also regain hit points equal to this amount.


Racial Feats (Warforged race is a prerequisite in all cases. You must also be a living construct; sorry Revenants):





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