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Entrellia Homebrew Compendium

-A complete guide to all extended and
homebrewed content for Entrellia DnD-

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Published by Lethiel, 2020-11-04 07:07:24

Entrellia Homebrew Compendium

Entrellia Homebrew Compendium

-A complete guide to all extended and
homebrewed content for Entrellia DnD-

Keywords: D&D,Entrellia,Homebrew

The Entrellium Compendium

A complete guide to all extended and
homebrewed content for Entrellia DnD

Content Table

Name of Content Page Number
Races 3
3
Dragonborn 5
Faun 5
6
Onodrim 7
Classes 8
Feats 9
Invocations
Backgrounds

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 Draconic Ancestry. You have draconic ancestry. Choose one
type of dragon from the Draconic Ancestry options. Your breath
Entrellia is a vast and wide world with many weapon and damage resistance are determined by the dragon
species to offer. Some of which aren't entirely type.
covered in the current DnD modules, and
others are a bit lacklustre in the current state Black
of the game. Here, you will ind a list of
homebrewed playable races available for You are a descendant and have the ancestry of a black dragon.
Entrellia, either completely new, or Ability Score Increase. Your Strength and Constitution
rebalanced for the purposes of a healthier and more enjoyable
world to play in. scores each increase by 1.
Draconic Ancestry. Your breath weapon deals acid damage
Our aim is to populate the world and give more of a variation
and spread to give it life and lexibility in how you want to play, in a line 30 feet long and 5 feet wide. Your breath weapon
races being a key part when creating a character. Below is a list imposes a Dexterity saving throw. You have resistance to acid
of alternate choices we've hand crafted and statted that you can damage.
choose from.
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, are
strong and powerful like their ancestors before them. Blue
Dragonborn exhibited many draconic features, including a scaly
hide, a large muscular body, the capacity to use a breath You are a descendant and have the ancestry of a blue dragon.
weapon, and resistance to the same elemental energy they can Ability Score Increase. Your Dexterity score increases by
breathe, along with a large tail behind them thanks to their
draconic heritage. 2.
Draconic Ancestry. Your breath weapon deals lightning
Dragonborn Traits
damage in a line 30 feet long and 5 feet wide. Your breath
Your draconic identity manifests in a variety of traits you share weapon imposes a Dexterity saving throw. You have resistance
with the remnants of true dragons, as well as unique aspects to lightning damage.
based on your color.
Horned. You have a single protruding horn on your head
Ability Score Increase. Your Constitution score increases which you are pro icient with and can be used in place of an
by 1. unarmed strike. Your horn attack deals 1d6 piercing damage +
your Strength modi ier.
Age. Dragonborn grow quickly. They walk hours after
hatching, attain the size and development of a 10-year-old Brass
Human child by the age of 3, and reach adulthood by 15. They
can live 350 to almost 500 years. You are a descendant and have the ancestry of a brass dragon.
Ability Score Increase. Your Charisma score increases by
Alignment. Dragonborn tend to extremes, with chromatic
Dragonborn taking on their ancestor's cruelty and malice, while 2.
metallic Dragonborn follow ideals of benevolence and justice. Draconic Ancestry. Your breath weapon deals ire damage

Size. Dragonborn are taller and heavier than Humans, in a line 30 feet long and 5 feet wide. Your breath weapon
standing well over 6 feet tall and averaging almost 250 pounds. imposes a Dexterity saving throw. You have resistance to ire
Your size is Medium. damage.

Speed. Your base walking speed is 30 feet. Socially Adept. You have advantage on saving throws
Languages. You can speak, read, and write Common and against being charmed and can't be put to sleep by magical
Draconic. means.
Darkvision. You can see in dim light within 60 feet of you as
if it were bright light, and in darkness as if it were dim light. Bronze
You can’t discern color in darkness, only shades of gray.
Breath Weapon. You can use your action to exhale You are a descendant and have the ancestry of a bronze dragon.
destructive energy. Your draconic ancestry determines the Ability Score Increase. Your Strength and Constitution
mechanics and damage type. Each creature in the targeted area
must make a saving throw that is determined by your draconic scores each increase by 1.
ancestry. The DC for the saving throw is 8 + your Constitution Draconic Ancestry. Your breath weapon deals lightning
modi ier + your pro iciency bonus. A creature takes 2d8
damage on a fail, and half as much on a success. The damage damage in a line 30 feet long and 5 feet wide. Your breath
increases to 3d8 at 6th level, 4d8 at 11th level, and 5d8 at 16th weapon imposes a Dexterity saving throw. You have resistance
level. You can’t use this again until you inish a short or long to lightning damage.
rest.
Watery Origins. You have a swim speed of 30 feet and can
hold your breath underwater for up to 1 hour.

3

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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
White
You are a descendant and have the ancestry of a gold dragon.
Ability Score Increase. Your Strength and Wisdom score You are a descendant and have the ancestry of a white dragon.
Ability Score Increase. Your Dexterity and Constitution
increase by 1.
Draconic Ancestry. Your breath weapon deals ire damage scores each increase by 1.
Draconic Ancestry. Your breath weapon deals cold damage
in a 15 foot cone. Your breath weapon imposes a Dexterity
saving throw. You have resistance to ire damage. in a line 30 feet long and 5 feet wide. Your breath weapon
imposes a Dexterity saving throw. You have resistance to cold
Golden Flames. Your breath weapon's ire damage becomes damage.
radiant damage against Fiends and Undead creatures.
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 Yellow

score increase by 1. You are a descendant and have the ancestry of a yellow dragon.
Draconic Ancestry. Your breath weapon deals poison Ability Score Increase. Your Intelligence and Charisma

damage in a 15 foot cone. Your breath weapon imposes a scores each increase by 1.
Constitution saving throw. You have resistance to poison Draconic Ancestry. Your breath weapon deals thunder
damage.
damage in a 15 foot cone. Your breath weapon imposes a
Toxic Vapor. Creatures that fail their save against your Constitution saving throw. You have resistance to thunder
breath weapon also suffer from the Poisoned Condition until damage.
the end of their next turn.
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
sunbathing and relaxing in the warmth whenever given the
Fauns are often joyful and a little strange, being closely chance.
connected with fey magic and dreams.
Onodrim Traits
Faun Traits
As a protector of the forest, Onodrim have developed long
Your goat-like appearance and skills are shown in a variety of lasting natural skills that relate to their organic lifestyle.
traits as listed below.
Ability Score Increase. Your Constitution score increases
Ability Score Increase. Your Dexterity score increases by 2 by 2, and your Wisdom score increases by 1.
and your Charisma score increases by 1.
Age. As humanoids related to the Ents and the forests
Age. Fauns are quick to age, maturing at around the age of 3. around them, Onodrim have long lifespans. They reach
They often live to around 60 years old. adulthood at around 50, and the oldest of them can live for
1000 years.
Alignment. Surrounded with magic and lighthearted fun,
Fauns tend to lean on the chaotic good side, relishing the Alignment. As people who follow the rhythm of nature and
freedom of life and enjoying the simpler things in order to ind see themselves as its caretakers, Onodrim are typically neutral
happiness in themselves. good.

Size. No taller than a Hal ling, Fauns reach anywhere Size. Onodrim are between 8 and 10 feet tall and weigh
between 3 to 4 feet tall. Your size is Small. between 300 and 450 pounds. Despite your height, you are still
rather slender. Your size is Medium.
Speed. Standing on two goat-like legs that end in hooves,
your base walking speed is 30 feet. Speed. Your base walking speed is 30 feet.

Languages. You can speak, read, and write Common and Languages. You can speak, read, and write Common and
Sylvan. Sylvan.

Darkvision. You can see in dim light within 60 feet of you as Natural Camouflage. You know the Druidcraft cantrip and
if it were bright light, and in darkness as if it were dim light. can cast it at will. In addition, you have advantage on Stealth
You can’t discern color in darkness, only shades of gray. checks to hide in forest terrain.

Fey Ancestry. You have advantage on saving throws against Powerful Build. You count as one size larger when
being charmed, and magic can't put you to sleep. determining your carrying capacity and the weight you can
push, drag, or lift.
Natural Enchanter. You know the Sleep spell and can cast it
at 1st level once without a spell slot. You regain the ability to Living Greenery. Due to your natural bark and size, you are
cast this spell after a long rest. ill-suited to wearing armor. Your wooden bark provides ample
protection, however; it gives you a base AC of 17 and your
Ethereal Hiding. You cannot be magically watched on or Dexterity modi ier doesn't affect this number. You gain no
perceived through magical scrying sensors. Any attempts to bene it from wearing armor, but if you are using a shield, you
scry on you automatically fail. can apply the shield's bonus as normal.

Reveler. You have pro iciency in the Performance skill. Nature’s Blood. You have advantage on saving throws
Additionally, you also have pro iciency with one musical against poison, and you have resistance against poison damage.
instrument of your choice.
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

Your 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 7

Below 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.

Leathered Wings

Prerequisite: Dragonborn or Gnome (Gargoyle)
You sprout leathery wings from between your shoulder

blades. 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.

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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