having the time of your life

Been playing Shantae. Aggressively nostalgic, exceedingly Crayola, surprisingly excellent. Been have interested in playing it since it came out for the Game Boy Color. Anyway, it has me thinking about dancing. Also been thinking about Gus L’s Imperial Cultists. So here’s a prancing bardlike that mashes the two together.

from Etrian Odyssey


Dancers

from black swan

HP, attack bonus and XP as Cleric. Saves and Equipment as Thief.

Dancers perform magic dances, which aren’t memorized and forgotten like spells–they can be attempted as often as the dancer wishes.

Each Dance function like Lamentations of the Flame Princess skill. You start out with a 1-in-6 chance of succeeding on checks pertaining to the relevant dance, but you can increase the odds of success with skill points. At level 1, you start out with 4 skill points to allocate however you wish; every time you level up, you gain 2 more. You can only improve Dances you’ve learned, naturally. A Dance cannot exceed a 5-in-6 chance of success. If all of this is too complicated for you, just use the thief’s Hear Noise skill odds for all known dances.

Dances always work, but for every turn you perform a Dance, you must make a check with the relevant skill. If you succeed, you continue your performance unfazed; if you fail, you take a level of exhaustion. (There are a lot of ways to do this. In my games, for each level of exhaustion, you suffer a -1 penalty to all attribute, attack, and skill rolls, and move as if you were encumbered by an additional level. If you roll a negative number on a roll while exhausted or reach a movement speed of 0, you fall unconscious for d4 Turns. Eating a ration and resting for a Turn removes one level of exhaustion.) When you are dancing, you move no faster than 30′. If you are struck by an attack while dancing, you must make a Save vs Breath or end the dance.

from Shantae

Dances
You begin play knowing two Mysterious Dances dances. To acquire more, you must find them in your travels. Learning a dance from a tutor takes a week. Learning a dance from written instructions takes a month.

Mysterious Dances

  • Arson Dance: When you perform this dance indoors, no fire within that structure can be extinguished until you leave or stop dancing. This may work in a limited area (such as a single story or wing) in very large buildings. 
  • Vorpal Dance: This dance ends by tracing a finger or toe across a flat surface. This creates a cut with a depth in inches equal to twice the number of turns you danced, regardless of material. 
  • Murder Dance: For each round you perform this dance, every creature that can see you takes d6 necrotic damage as they slowly crumble to dust; they can Save vs Spell for half damage
  • Scandal Dance: Any creature that sees you perform this dance must Save vs Spells or pay attention to nothing else but you for as long as you continue to dance. This does not change its disposition towards you. 
  • Shatter Dance: Completing this dance breaks every mundane piece of glass within a number of feet equal to 10 times the number of Turns spent dancing.  
  • Dark Dance: Completing this dance extinguishes every torch, lamp, or other light source within a number of feet equal to 10 times the number of Turns spent dancing.

Forbidden Dances
Known to no one. Can only be learned from forgotten texts.

  • Bone Dance: animates a number of HD of undead equal to half your level, rounded up. They obey your spoken commands until you stop dancing, at which point they go berserk.
  • Wind Dance: As per Stormspeech. Lasts until you stop dancing. 
  • Dance of Monstrosity: As per Summon. Replace all mention of caster level with number of turns spent dancing.
  • Dance of Change: When you complete this dance, you may polymorph into a mundane animal of your choice with HD equal to or less than half your level. The transformation lasts for as long as you danced or until you choose to revert to your true form. 
  • Immolation Dance: Performing this dance sets you on fire and makes you immune to all heat and flame. Any creature in melee range of you takes d6 damage, and you ignite every flammable thing you pass by. Ceasing to dance ends your immunity to heat, but it doesn’t douse you. 
  • Prominence Dance: For as long as you perform this dance, the Sun shines overhead as if it were noon. Only works outdoors
  • Nocturne Dance: For as long as your perform this dance, the sky darkens and the stars shine as if it were midnight. Only works outdoors.
from Magi

So the idea behind all of this is you have multiple pressures on the character, most of which revolve around the overloaded encounter die/Hazard System.

  • Rations encumber you, but let you reduce exhaustion.
  • Exhaustion reduces the amount of stuff you can carry (including rations) and makes you more likely to fail dances, which exhausts you more
  • Dancing takes time, which makes encounters and complications more likely, which might require more dances to resolve.
  • Armor makes it safer to use dances in combat, but leaves you less room for rations and makes you even slower while you dance.

    torch songs

    I don’t like how genasi + aasimar + tieflings are so taxonomical. They could do with being a bit more vague about what high fantasy Paracelsian interpretation they map onto. They could also do to be a but more like Kill Six Billion Demons. 

    Aasimar/Fire Genasi

    Angels are eternal conflagrations of heatless nuclear flame. They mostly exist in the Void, where they sing endless atomic songs and contemplate their own immanence. Those unfortunate humans descended from angels are aasimar. They are as much flesh as fire, their blood and breath and soul replaced by a single nuclear pneuma that sustains them even as it slowly consumes their bodies.

    from kill six billion demons
    • Age: Aasumar live as long as elves. As they age, they become more beautiful, more alien, and more rarefied as their heavenly fire slowly burns away all trace of their temporality. 
    • Alignment: Whatever
    • Speed:  30 ft
    • Languages: English/Common and Enochian/Celestial
    • Ability Score Increases: Your Constitution score increases by 1. Your Wisdom score increases by 2.
    • Rarefied: You are immune to disease and poison and do not breathe. You keep your fire-self burning with sacred oils and blessed incense (function as wine and rations in terms of cost and encumbrance) for fuel. You need to “eat” and “drink” half as much as a human. 
    • Meditation: Though you do not sleep, you must spend 4 hours a day contemplating the Void or find yourself slowly drawn back there in a state that conveniently mirrors human exhaustion. You are fully aware of your surroundings in this state.
    • Radioactive: You can cast the Produce Flame cantrip
    • Body of Fire: You have resistance to radiant damage

    have a great summer

    Aarakocra are too hard to say, too hard to spell, and bird people don’t do it for me, generally. I do like that they have one, primary ability that’s really good instead of a smattering of smaller talents that are easy to forget and/or hard to track. So it’s time to reskin them.

    Yaga, a race for Type V D&D

    from spirited away

    A yaga is something like an elf, something like an ogre. They are flying witch-people, known for making their homes in the remotest and most inhospitable places: swamps, glaciers, mountainsides. The traditionalists among them are ritual cannibals, grinding the bones of their enemies to leaven their bread and seasoning soup with their marrow.

    The yaga are children of monstrosity, and few look similar. They can be shorter than 4 feet or taller than 6; some are hunched and clawed while others look quite human. All have vestigial wings, though the more modern ones conceal them under their clothes.

    from howl’s moving castle

    Yaga from the motherland favor warlocks over wizards and druids over clerics, preferring the Old Powers of the earth to unreliable novelties like literacy and organized religion (though obviously you can pick any class you want). Their couriers are the best in the business.

    • Ability Score Increase: Your Constitution, Charisma, and Wisdom each increase by 1
    • Age: Yaga live as long as elves, but they don’t stop aging. The eldest of the yaga look like living bog mummies.
    • Alignment: ????
    • Size: Medium. The yaga vary greatly in size and shape. Some are small and stooped, others are towering and bestial, some nearly look human.
      • Base height: 3’8″
      • Height Modifier: +d30
      • Base Weight: 65 lb.
      • Weight modifier: ×2d6
    • Speed: Your base walking speed in 25 ft
    • Flight: You have a base flying speed of 50 ft. You can’t fly if you are wearing medium or heavy armor. This isn’t some Magneto levitation shit, though–sharp turns and hovering in place are tough.You can’t cast spells or make attacks while flying.
    • Witchery: You can cast the Prestidigitation cantrip
      • Language: You know Common/English and Mance, the language of witches
      from odin sphere
      from legend of zelda: windwaker

      the weather in Goriat is lovely this time of year

      Almost finished with the first chunk of Albion, but I have been less and less happy with and more and more stressed about it lately, which means it is time to think about other things for a while.

      You are on the remote Isle of Goriat. Centuries ago, the island’s technologically advanced ancient inhabitants tried to capture Goriat’s tutelary wind deity for long-forgotten but assuredly unsavory purposes. This killed off most of them, and the god’s been missing ever since. Goriat is now cut off from the rest of the world, because without the god there are neither wind nor currents for hundreds of miles around the island.

      You are in Hame, the last surviving settlement on Goriat, located where the River Wry flows into the sea. Most of Hame’s several hundred residents survive on subsistence farming and fishing, but you’re different. You scavenge for treasure in the ruins your ancestors built.

          CHARACTER CREATION
          Attribute scores work like LotFP:

          from lamentations of the flame princess

          Attribute/Skill checks
          Roll a d20 under Relevant Attribute+Relevant Skill. Always fail on a 20. You get a +1 to your class skills every odd level, including level 1.

          List of skills:
          Athletics
          Charm
          Dowse
          Lore
          Mechanics
          Medicine
          Perception
          Profession (pick a specialty, like singing or smithing or masonry)
          Nature
          Scare
          Sleight of Hand
          Stealth

          JOBS

          • You have HD equal to your level. Reroll them every time you rest. Add your Constitution modifier to the total.
          • There are no saving throws, only ability checks. Skills can help you out in certain save-like situations (Lore to resist magic, Nature to resist disease, etc)
          • Experience is based on DCCRPG. It takes 10 * level additional XP to reach the next level. Fights, heists, delves, and so on net you 1-4 XP each.

          from Bravely Default

          Warrior
          Class skills: Athletics + 1 more of your choice
          Equipment: You can use any weapon or armor.
          Every odd level, you get +1 to attack rolls. Every even level you get +1 to damage rolls.
          Choose a specialty:
          Virtue: You know one random boon as an ascetic
          Anger: You can rage (deal double damage, take half damage, advantage on Strength checks) for one fight per day.
          Simplicity: You deal d6+1 damage with your unarmed attacks. Your base AC when not wearing Armor is 14.   

          Beast Child

          from persona

          Class skills: Nature + 1 more of your choice
          Equipment: You cannot use metal weapons and are untrained in the use of armor. 
          Beast Children can turn into animals. In order to be able to turn into an animal, a Beast Child must possess a trophy, acquired by defeating the creature in a fight, such as a scale, fang, or piece of hide. The animal can be of any level, and trophies always count as significant items for purposes of encumbrance. When a Beast Child changes shape, only their trophies change with them. All other equipment falls to the ground.

          You can either start as an animal with a human trophy or an animal with a human trophy. Pick from dog, crow, spider, or monkey.

          from suikoden
          from suikoden

          Shaman

          Class skills: Lore  + 1 more of you choice
          Equipment: You can use simple weapons and are untrained in the use of armor.
          Go here. If I don’t get around to fixing it, summoning a spirit takes a number of Rounds equal to its HD, not hours.

          from Disgaea

          Specialist
          Class skills: See below
          Equipment: You can use simple and martial weapons and are trained in the use of light armor.
          You start with 4 skill points, to distribute among any skills you wish. You gain 2 more skill points every time you gain a level.

          Ascetic/Monk/Nun

          from tactics ogre: wheel of fortune

          Class skills: Dowse + 1 more of your choice
          Equipment: You can use simple weapons and are not trained in the use of armor.
          You start with 2 random boons from the longer list. You can learn more by reading sutras, liturgies, and exegeses, or training under an abbot. To cast a boon, you must chant the associated prayer, mantra, or passage of scripture. For each Round of chanting, there is a 1 in 6 chance the boon will take effect. 

          EQUIPMENT
          You start with 1 weapon d8+Cha mod things. You can carry a number of significant items equal to your Strength score. You are assumed to have the bags necessary to haul this stuff around.

          Weapons
          Ranged weapons automatically come with 12 pieces of ammunition.

          • Simple weapons deal d6-1 damage. They are usually improvised tools, such as staves, pitchforks, wrenches, or baseball bats.
          • Martial weapons deal d6 damage. They are designed to kill, and include short swords, axes, pikes, bows, and most firearms
          • Expert weapons deal d6+1 damage. They require special training or two hands, and include fancy swords, crossbows, battleaxes, and stuff like sniper rifles or flamethrowers.

          Armor

          • Light armor gives you AC 14+Dex mod AC
          • Heavy armor gives you AC 16 AC
          • Shields give you +1 AC   

          Gear 

          1. Two-way radio
          2. Solar-powered lamp (recharges with 1/hour of sunlight, but lasts as long as 1 torch)
          3. 4 torches
          4. Bag of ball bearings
          5. Toolkit
          6. Portable computer
          7. 1 stick of dynamite
          8. map of the island
          9. 1 week’s worth of rations
          10. a mule
          11. 50′ of rope
          12. bottle of propitiatory wine
          13. sack of golden lotus powder
          14. first aid kit
          15. Ritual kit (useful for summoners)
          16. Holy symbol (useful for monks)
          17. Grappling hook
          18. 12 pieces of extra ammunition 
          19. Compass
          20. 3d6 dollars.

          GORIAT 20 QUESTIONS 

          1. What is the deal with my cleric’s religion?
            • Ascetics draw on the celestial power of Heaven through prayers, chants, and mantras. The particular divinity is up to you, but the deities of heaven usually pertain to the sun, sky, and stars.
            • Shamans draw their power from the capricious spirit allies, whose natures and abilities are innumerable. People tend to be super suspicious of shamans though–they don’t like spirits being brought into town.
          2. Where can we go to buy standard equipment?
            • The Hamely Bazaar! I abstractify (???) equipment purchasing, unless you’re buying something interesting.
          3. Where can we go to get platemail custom fitted for this monster I just befriended?
            •  The people of Hame have little tolerance for those who traffic with the creatures of the wild, but Blacksmith Artesse might be able to hammer something together if you do him a favor on the side.
          4. Who is the mightiest wizard in the land?
            •  There are no wizards left of Goriat, though the rogue shaman Gnomon and his mortal enemy Sister Naomi have the greatest supernatural power.
          5. Who is the greatest warrior in the land?
            •  Sir Belvedere (not a knight in any legal sense) is Hame’s monster-hunter du jour. Well equipped, in the possession of many followers, and possessing a keen eye for licensing, Belvedere is universally considered an absolute dick by the adventuring crowd.
          6. Who is the richest person in the land?
            • Money only does so much on Goriat, but the Argus family has the most of it. There farms and livestock are almost suspiciously fecund.
          7. Where can we go to get some magical healing?
            • The ascetics of the Abbey or the shamans of the Empty Shrine, both a day’s travel from town, are your best bet.
          8. Where can we go to get cures for the following conditions: poison, disease, curse, level drain, lycanthropy, polymorph, alignment change, death, undeath?
            1. See above
          9. Is there a magic guild my MU belongs to or that I can join in order to get more spells?
            1. Monks and nuns can acquire the mantras for new boons at the Abbey, while shamans can acquire new summoning rites at the Empty Shrine. Both would require pretty significant favors.
          10. Where can I find an alchemist, sage or other expert NPC?
            • The engineers and hackers Hame tend to hang out at Artesse’s garage.
          11. Where can I hire mercenaries?
            1. Just post a bulletin in Hame. Don’t expect anyone on top of their game, though.
          12. Is there any place on the map where swords are illegal, magic is outlawed or any other notable hassles from Johnny Law?
            • Even the town is subject to incursions from animals, spirits, and rogue golems, so carrying weapons is accepted and expected. Magic is tolerated, but openly summoning or commanding spirits in Hame is a bad idea.
          13. Which way to the nearest tavern?
            • The Fountain of Dust is Hame’s preeminent watering hole and inn. There are nicer digs out there, but they’ll cost you more.
          14. What monsters are terrorizing the countryside sufficiently that if I kill them I will become famous?
            •  The Ocularium, a rogue clay golem
            • Bathsheba, a freakishly large cougar with a commensurate appetite.
          15. Are there any wars brewing I could go fight?
            •  Not really. There’s a bandit encampment parked on a desert spring to the northwest, though.
          16. How about gladiatorial arenas complete with hard-won glory and fabulous cash prizes?
            •  The Iron Ring in Hame holds a year-long tournament with weekly fights.
          17. Are there any secret societies with sinister agendas I could join and/or fight?
            • Mmmmmmaybe
          18. What is there to eat around here?
            •  Vegetables! Chicken and fish if you can pay!
          19. Any legendary lost treasures I could be looking for?
            • Anyone who can find Goriat’s lost wind god has a ticket off the island.
            • The legendary gun Ultima Ratio
            • The Night God’s Bow
          20. Where is the nearest dragon or other monster with Type H treasure?
            • Far to the north is a tower that juts from the earth like a nail from flesh. It is terribly tall and terribly dark and only terrible things live inside.

            Lamentations of the Fifth Princess

            I actually like having a robust skill system. I don’t like players using skills to bludgeon past making choices. As a compromise, my new golden rule is: The player always explains their in-game actions, then the Referee tells them what skill they use. Saying “I use [skill]” means you automatically fail your next roll.

            Still using LotFP HP, XP, and Spells. Using 5e’s equipment, skill, and armor system.

            Your proficiency bonus equals 2. Increase it by 1 every 4 levels, or just use the 5e Player’s Handbook. Everyone is assumed to be proficient in armor; only Fighters, Barbarians, and Paladins are proficient with weapons.

            Fighters

            • add their proficiency bonus to attack rolls, rather than level
            • add their proficiency bonus to Strength and Dexterity saving throws 
            • Fighters can make a number of attacks on their turn equal to half their proficiency bonus, rounded down.

            Barbarians

            • Add their proficiency bonus to attack rolls
            • add their proficiency bonus to Strength and Constitution saving throws
            • Barbarians take half damage, deal double damage, and have advantage on Strength checks when they rage. They can rage once per short rest.
            • XP as Fighter

            Paladins

            • Add their proficiency bonus to attack rolls
            • Add their proficiency bonus to Constitution and Wisdom saving throws
            • Once per short rest, paladins can cast spells a cleric spell with a level less than or equal to half their level, rounded up
            • Spell Save DC = 8+proficiency bonus+Wis modifier
            • XP as Fighter

            Specialists

            • Have a number of mastered skills/tools  equal to half their proficiency bonus, rounded down. Specialists have advantage by default on mastered skills.
            • Start with 2 extra skills and 2 extra tools/languages
            • When they attack a surprised or inattentive enemy, they add their proficiency bonus to the attack roll and roll an extra number of damage dice equal to their proficiency bonus. 
            • add their proficiency bonus to Strength and Dexterity saving throws 

            Magic-user/Magician

            • Spell Save DC = 8+proficiency bonus+Int modifier
            • know a number of cantrips equal to their proficiency bonus. You can choose cantrips from any class list, but it can’t cause damage or shed light. You can still choose Produce Flame, but it deals d6 damage and doesn’t deal increasing damage.
            • add their proficiency bonus to Intelligence and Wisdom saving throws

            Summoners

            • Add their proficiency bonus to Ritual Checks instead of their level
            • can Turn Spirits once per short rest
            • add their proficiency bonus to Wisdom and Charisma saving throws

            Warlocks

            • Favor Save DC = 8+proficiency bonus+Cha modifier
            • Know a number of additional languages equal to half their proficiency bonus, rounded down.
            • add their proficiency bonus to Intelligence and Charisma saving throws

            Background
            Pick four skills and a total of two tool and language proficiencies. Pick a background ability from the 5e basic pdf or handbook, whichever is available. If you have an idea that’s not in the book, let me know and we can work it out. Then give your background a name that explains how you have these skills (Scholar, Beggar, Assassin, whatever)

            Skills

            • Persuasion and Deception are now Charm
            • Athletics and Acrobatics are now just Athletics. 
            • Survival and Nature are now one skill. The only reason you’d have both is to distinguish a hunter from a botanist, and I don’t fucking care about that. 
            • Insight and Investigation are gone.
            • Performance is gone

            Animal Handling
            Arcana
            Athletics
            Charm
            History
            Intimidation
            Medicine
            Perception
            Nature
            Religion
            Sleight of Hand
            Stealth

            Tools
            In addition to the default:
            Barber’s tools
            Dowsing Rod
            Medic’s kit
            Voice (I know it’s not a tool, but I don’t like Performance as a skill, and an Albion without opera singers in no Albion at all)

            Languages
            Picking a language from this list means you can read it and speak it. Everyone already speaks English, so pick it again if you want to be literate.

            Ara Gorash, language of abomination 
            Britonnic,  the old tongue of Albion
            Elegaic, language of the greater dead
            English
            Enochian, language of angels
            Fol, language of the fairies
            Lament, language of the lesser dead and the damned
            Mew, the language of cats

            Warlock Pact for Type V DnD

            Got stuck with some Pernicious Albion tables, so I shamefully put them off and wrote this for my increasingly anime Dungeons and Dragons not-game instead. It’s a new warlock pact, and rather experimental.

            THE SUMMON SCHOOL

            At 1st level, your  patron gives you an eidolon, a semisentient spirit from which you gain your magical power. It manifests as any humanoid, elemental, beast, or monstrosity with a CR of 1/4 or lower (with DM approval). Any cantrips or spells you would learn through your Pact Magic, Mystic Arcanum, or Eldritch Invocation class features are in fact acquired by your eidolon. For purposes of line of sight, range, and targeting, the eidolon casts your spells. However, your eidolon can cast any spell with a range of Self on you as if it were a Touch spell. Your eidolon’s Charisma score is always equal to yours.
                 You can summon your eidolon with an 8 hour ritual and dismiss it with an action. Your eidolon shares your place in the initiative order and follows your commands as best it can, and will instinctively move where you want them to go, but you must take an action to command it to something more complex (Cast Spell, Dash, Disengage, Dodge, Help, etc). You must be able to speak to give your eidolon an order, and if it moves farther than 50 feet away from you, it vanishes into the aether and must be summoned again. The maximum HP of your eidolon is either its default or four times your Warlock level, whichever is higher. If your eidolon dies, you may summon it again by performing the ritual. If you die or fall unconscious, your eidolon vanishes into the aether and must be summoned again.

            Starting at 3rd level, you add your proficiency bonus to your eidolon’s AC, saving throws, spell saves, spell attack rolls, and proficient skills.

            Starting at 6th level, you may command your eidolon as a Bonus Action.

            Starting at 10th level, you can summon your eidolon with a 1 hour ritual.

            Starting at 14th level, you eidolon can move any distance away from you without vanishing, and you can telepathically communicate with each other regardless of distance.

            You still choose from the Fey, Archfiend, or Great Old One pacts, but only gain access to their associated expanded spell list.

            Races for Type V DnD

            Races for my nascent silly Type V setting. I’m really not sure if they are too powerful or not, but play will tell. My rules were to have no darkvision, no spell progression, and few added proficiencies. Darkvision would be fine if one or two races had it, but almost everything non-human has some form of it, making torches almost useless. The Bufondi were inspired by Gorgonara’s Wizard Frogs


            The Bufondi

            Sagacious toads descended from the Slaad. Possess no polity of their own, but run the Fungal Archives, an aggressively neutral library-fortress containing texts and mnemospores that can be found nowhere else. Though the Bufondi are giant toads, they have opposable thumbs. They can also walk on their hind legs, but universally hate to do so.

            Ability Score Increase: Your Wisdom score increases by 2; your Charisma score increases by 1
            Age:  Bufondi live forever
            Alignment: Whatever you please
            Size: Small (3 to 4 feet tall on all fours, weighs 100-150 pounds)
            Speed: Your base walking speed is 15 feet
            Languages: You speak Common and Primordial
            Levitation: You can hover and fly at a rate of 30 feet; however, your altitude in feet cannot exceed your Charisma modifier. If your altitude exceeds your natural maximum through other means (leaping off a cliff, being dropped, etc), you fall to the ground, but only take half damage. Whenever you take your turn while falling, you can move your sly speed.
            Strange Knowledge: You have proficiency in the Arcana skill

            Cambions

            Descended from mad demons rather than cunning devils, cambions are cousins to the unfortunate tiefling. Cambions do not have the same unsavory reputation as tiefling; the scheme that led to their creation immediately collapsed beneath the weight of the demons’ utter insanity and intractable hatred for one another, so the cambions peacefully dispersed instead of becoming Abyssal catspaws. The ruling family of the northern Magocracy are cambions.
            Ability Score Increase: Your Charisma score increases by 2; your Intelligence score increases by 1
            Age:  You live to about 150 years
            Alignment: Who cares? 
            Size: Medium (same size and build as humans)
            Speed: Your base walking speed is 30 feet
            Languages: You speak Common and one other language of your choice
            Flight: Your bat-like devil wings give you limited powers of flight. You can fly half your walking speed, but if you do not land by the end of your movement, you fall to the ground. You can slow yourself whenever your fall, and take half damage from falling. Whenever you take your turn while falling, you can move your fly speed. 
            Infernal Legacy: You know the Produce Flame cantrip. Charisma is your spellcasting ability for it.
            Prehensile Tail: You can use your tail as an extra limb with limited capabilities; you can use it to perform actions such as carrying a torch, using tools, and drawing or stowing objects. Your tail is not strong enough to wield weapons or perform any action that requires a Strength check.
            Inured: You have resistance to fire damage
            Moss Giant


            Behemoths of vine, lichen, and flesh. Moss giants generally live solitary, peaceful lives in forest-nations that go unmolested by loggers and hunters. The last time a kingdom threatened a moss giant forest, they formed a retributory Chlorarchy and waged bloody crusade against the interlopers, marshaling great swarms of crows and plague rats to help them.
            Ability Score Increase: Your Strength score increases by 2; your Wisdom score increases by 1
            Age:  You live to about 1000 years
            Alignment: Who cares? NPCs tend to Neutral and/or Good
            Size: Medium (You are between 6 and 8 feet tall)
            Speed: Your base walking speed is 30 feet
            Languages: You speak Common and Sylvan
            Beast-speech: You can communicate simple ideas to small animals.
            Chlorocunning: You are proficient in the Nature, Survival, or Animal Handling skills
            Natural Fortitude: When you take a short or long rest and do not use a hit dice, you recover d4 HP
            Wild Savant: You know the Druidcraft cantrip.

            Dhampir

            Ability Score Increase: Your Strength score increases by 2; your Charisma score increases by 1
            Age:  You live to about 200 years
            Alignment: Meh
            Size: Medium (You are between 5 and 6 feet tall)
            Speed: Your base walking speed is 30 feet
            Languages: You speak Common and Deep Speech
            Darkvision: You can see in dim light as if it were bright light and darkness as if it were dim light.
            Shapeshift: You can turn into a bat or crow (pick one at character creation) as an action. You can use this ability once, and it lasts until you stop concentrating. You regain use of this ability with a short rest.
            Heliophobia: You have disadvantage on all checks while in direct sunlight.
            Necrology: When you make an Intelligence (Arcana*) check pertaining to the behaviors, origins, and natures of the undead, you are considered proficient and add twice your proficiency bonus
            Fascination: You know the Friends cantrip.

            Wyrm Pygmy

            The diminutive cousins of the dragonborn. Wyrm pygmies are freakishly strong for their size and live in hives constructed from mudbrick and their own shed skin. They worship Bahamut and Tiamat simultaneously, to the irritation of both. Some dragons try to roost in wyrm pygmy hives and rule their distant relatives. Wyrm pygmies like to eat them.

            Ability Score Increase: Your Strength score increases by 2; your Constitution score increases by 1
            Age:  You live about as long as humans
            Alignment: Whatever
            Size: Small (You are between 3 and 4 feet tall)
            Speed: Your base walking speed is 30 feet
            Languages: You speak Common and Draconic
            Dragon Ancestor: Pick a dragon color. You gain resistance to its corresponding element, and can spit a bolus made of the same substance as its breath, dealing 1d6+Constitution damage.
            Scuttle: If you aren’t carrying anything in either of your hands, you can run on all fours, increasing your movement speed to 45 feet
            Clamber: Whenever you make a Strength (Athletics) check to climb something, you are considered proficient in the Athletics skill and addd double your proficiency bonus to the check

            first picture from legend of zelda: wind waker; second image from Disgaea, 3rd from Final Fantasy 12: Revenant Wings

            awfully familiar

            Rolled a bunch of loose change and bought the new Player’s Handbook. 5e is neat and I’m looking forward to playing (haven’t done anything other than GMing in over 2 years), but I wasn’t entirely satisfied with the warlock familiars. Here’s new ones for my hypothetical 5e campaign, a little more whimsical than my normal LotFP stuff.

            Scrawls
            Pieces of rogue knowledge that accrete in the Far Realms; manifest in the Material Plane as animate writing and images. Scrawls are valued by warlocks because they can be disguised as mundane tattoos and possess all sorts of information.

            tiny aberration
            Armor Class 14 (natural armor)
            Hit Points 1 (1d4-4)
            Speed: 40 ft, 40 ft climb
            __________________
            STR: 1 (-5)
            DEX: 14 (+2)
            CON: 3 (-4)
            INT: 18 (+4)
            WIS: 3 (-4)
            CHA: 13 (+1)
            __________________
            Skills: Arcana +6, Persuasion +3, Religion +6
            Senses: Passive Perception 6
            Languages: Common, Deep Speech (understands but cannot speak aloud)
            __________________
            Alien Geometry: can only travel along surfaces of objects and creatures and cannot exist in three-dimensional space; can occupy the same space as creatures and does not provoke attacks of opportunity
            Spider Climb: can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check
            Shapeshift: Can form words and images with its body
            __________________
            ACTIONS
            Topological Breach: Melee Weapon Attack: +4 to hit, reach 0 ft, one target. Hit: d4+2 slashing damage

            Dreamers

            The once-human courtesans and consorts of Queen Titania, beautiful and immortal and utterly mad.

            small fey

            Armor Class 14 (natural armor)
            Hit Points 4 (3d4-3)
            Speed: 40 ft
            __________________
            STR: 12 (+1)
            DEX: 16 (+3)
            CON: 8 (-1)
            INT: 8 (-1)
            WIS: 1 (-5)
            CHA: 16 (+3)
            __________________
            Skills: Acrobatics +5, Performance+5, Persuasion +5
            Senses: Passive Perception 6
            Languages: Common, Elvish, Sylvan
            __________________
            Powerful Voice: has advantage on Charisma (Performance) checks pertaining to singing
            Lesser Flight: Dreamers can fly their speed, but will fall unless they land by the end of their movement
            Mischief: can cast Disguise Self at will without verbal or somatic components. The effect lasts until dispelled or dismissed by the Dreamer.
            __________________
            ACTIONS
            Thyrsus: Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 1d6+3 bludgeoning damage
            Willow Bow: Ranged Weapon Attack: +5 to hit, 40 ft/160 ft. Hit: 1d4+3 piercing damage

            Night Fairy

            The black-winged pygmy knights of the Gloaming Court. Though natural trackers, spies, and saboteurs, they will once in a great while descend on the field of battle in great flensing swarms. The Queen of Air and Darkness often awards the service of night fairies to capable warlocks, as the fairies themselves, though capable, are rarely bright enough to operate independently.

            tiny fey

            Armor Class 14 (natural armor)
            Hit Points 2 (1d4)
            Speed: 10 ft, 60 ft fly
            __________________
            STR: 3 (-4)
            DEX: 14 (+2)
            CON: 10 (+0)
            INT: 6 (-2)
            WIS: 18 (+4)
            CHA: 14 (+2)
            __________________
            Skills: Animal Handling +4, Perception +6, Stealth +6
            Senses: Passive Perception 16
            Languages: Common, Elvish, Sylvan
            __________________
            Keen Senses: has advantage on Wisdom (Perception) checks involving smell
            Flyby: Night fairies do not provoke opportunity attacks when they fly out of an enemy’s reach
            Spirit flesh: Attacks with nonmagical weapons have disadvantage against night fairies
            __________________
            ACTIONS
            Razor Ribbon: Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 1 slashing damage
            Invisibility: Night fairies can turn invisible; this lasts until they attack or concentration ends. Anything a night fairy is wearing or carrying also turns invisible, so long as it remains in contact with them.