Awesome art of a Quavid Knight done by
Maddworld
Quavid are two halves of the same whole, one side makes up the other, whether they wish for that or not. Because of their dual selves they have interesting racial abilities that I converted to dnd.
Ability Score Increase: Your Constitution score increases by 2, and two other ability scores increases by 1.
Age: Quavid reach adulthood at age 10 and live up to 180 years.
Alignment: Quavid tend toward Chaotic alignment.
Size: Quavid are short, typically around 4-6 feet and averaging 188 pounds. Your size is Medium.
Speed: Your base walking speed is 40 feet.
Two halves: Quavid are two entities in a symbiotic attachment between flesh and body. The fleshy half makes sure the body survives at all costs and vice versa because if either dies they both die. The fleshy portion is its own entity compared to the body acting in its own accord. Gain advantage on perception checks, when Your hit point maximum increases by 1, and it increases by 1 every time you gain a level., and when you chose an alignment, pick the opposite of that one, the fleshy portion is that alignment, giving you two.
Flesh to Form: Your fleshy portion is very malleable and lacks true bones. As a bonus action you can stretch it out to a max range of your constitution score (Rounded down to 5's) and perform actions from afar at that range.
Quavid Nature: Before their assimilation to the mass Quavid lived in underground cities and did a lot of climbing on stone. Gain darkvision to a range of 90ft that can see in magical darkness as well as a climb speed equal to your movement speed.
Purged flesh: Advantage against saves vs poison and disease. Once per day can end the poisoned condition or remove one disease as an action.
Languages: You can speak, read, and write Common, Undercommon and Deep speech
Racial Feats:
Enhanced Flesh:
When performing certain actions the other portion aids in its own way to enhance certain options.
- Rush: When dashing movement speed is increased by 10 ft after movement is doubled.
- Slash: When using a bonus action to attack gain a +2 to damage.
- Defend: When taking the dodge action you gain a +1 to Ac against the first attack.
- Aid: Can give themselves the help action as a bonus action, but only granting a +1 to the skill.
- Search: When performing the search action, can be performed as a bonus action.
A pound of Flesh:
+1 to Constitution
The flesh portion of your body can store 1 weapon. A weapon stored this way can be summoned as a bonus action, the fleshy portion can encompass it, when doing so the weapon gains the finesse and light property if it didn't already have it and you can add your Constitution modifier to the damage. If your strength is 18 or higher if the weapon had the two handed property you ignore it.(Does not work with ranged attacks)
MaddworldQuavid are two halves of the same whole, one side makes up the other, whether they wish for that or not. Because of their dual selves they have interesting racial abilities that I converted to dnd.
Ability Score Increase: Your Constitution score increases by 2, and two other ability scores increases by 1.
Age: Quavid reach adulthood at age 10 and live up to 180 years.
Alignment: Quavid tend toward Chaotic alignment.
Size: Quavid are short, typically around 4-6 feet and averaging 188 pounds. Your size is Medium.
Speed: Your base walking speed is 40 feet.
Two halves: Quavid are two entities in a symbiotic attachment between flesh and body. The fleshy half makes sure the body survives at all costs and vice versa because if either dies they both die. The fleshy portion is its own entity compared to the body acting in its own accord. Gain advantage on perception checks, when Your hit point maximum increases by 1, and it increases by 1 every time you gain a level., and when you chose an alignment, pick the opposite of that one, the fleshy portion is that alignment, giving you two.
Flesh to Form: Your fleshy portion is very malleable and lacks true bones. As a bonus action you can stretch it out to a max range of your constitution score (Rounded down to 5's) and perform actions from afar at that range.
Quavid Nature: Before their assimilation to the mass Quavid lived in underground cities and did a lot of climbing on stone. Gain darkvision to a range of 90ft that can see in magical darkness as well as a climb speed equal to your movement speed.
Purged flesh: Advantage against saves vs poison and disease. Once per day can end the poisoned condition or remove one disease as an action.
Languages: You can speak, read, and write Common, Undercommon and Deep speech
Racial Feats:
Enhanced Flesh:
When performing certain actions the other portion aids in its own way to enhance certain options.
- Rush: When dashing movement speed is increased by 10 ft after movement is doubled.
- Slash: When using a bonus action to attack gain a +2 to damage.
- Defend: When taking the dodge action you gain a +1 to Ac against the first attack.
- Aid: Can give themselves the help action as a bonus action, but only granting a +1 to the skill.
- Search: When performing the search action, can be performed as a bonus action.
A pound of Flesh:
+1 to Constitution
The flesh portion of your body can store 1 weapon. A weapon stored this way can be summoned as a bonus action, the fleshy portion can encompass it, when doing so the weapon gains the finesse and light property if it didn't already have it and you can add your Constitution modifier to the damage. If your strength is 18 or higher if the weapon had the two handed property you ignore it.(Does not work with ranged attacks)
Category All / All
Species Unspecified / Any
Size 1567 x 2351px
File Size 3.3 MB
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