Professional Documents
Culture Documents
Races of Gallian The Dremund
Races of Gallian The Dremund
Legal Information and is an enhancement over the prior art and any additional
content clearly identified as Open Game Content by the
Permission to copy, modify and distribute the files collectively Contributor, and means any work covered by this License,
known as the System Reference Document 5.1 (“SRD5”) is including translations and derivative works under copyright law,
granted solely through the use of the Open Gaming License, but specifically excludes Product Identity. (e) “Product Identity”
Version 1.0a. means product and product line names, logos and identifying
marks including trade dress; artifacts; creatures characters;
This material is being released using the Open Gaming License stories, storylines, plots, thematic elements, dialogue, incidents,
Version 1.0a and you should read and understand the terms of language, artwork, symbols, designs, depictions, likenesses,
that license before using this material. formats, poses, concepts, themes and graphic, photographic and
other visual or audio representations; names and descriptions of
The text of the Open Gaming License itself is not Open Game characters, spells, enchantments, personalities, teams, personas,
Content. Instructions on using the License are provided within likenesses and special abilities; places, locations, environments,
the License itself. creatures, equipment, magical or supernatural abilities or effects,
logos, symbols, or graphic designs; and any other trademark or
The following items are designated Product Identity, as defined registered trademark clearly identified as Product identity by the
in Section 1(e) of the Open Game License Version 1.0a, and owner of the Product Identity, and which specifically excludes
are subject to the conditions set forth in Section 7 of the OGL, the Open Game Content; (f ) “Trademark” means the logos,
and are not Open Content: Dungeons & Dragons, D&D, names, mark, sign, motto, designs that are used by a Contributor
Player’s Handbook, Dungeon Master, Monster Manual, d20 to identify itself or its products or the associated products
System, Wizards of the Coast, d20 (when used as a trademark), contributed to the Open Game License by the Contributor
Forgotten Realms, Faerûn, proper names (including those (g) “Use”, “Used” or “Using” means to use, Distribute, copy,
used in the names of spells or items), places, Underdark, edit, format, modify, translate and otherwise create Derivative
Red Wizard of Thay, the City of Union, Heroic Domains of Material of Open Game Content. (h) “You” Not for resale.
Ysgard, EverChanging Chaos of Limbo, Windswept Depths Permission granted to print or photocopy this document for
of Pandemonium, Infinite Layers of the Abyss, Tarterian personal use only. System Reference Document 5.1 2 or “Your”
Depths of Carceri, Gray Waste of Hades, Bleak Eternity of means the licensee in terms of this agreement.
Gehenna, Nine Hells of Baator, Infernal Battlefield of Acheron,
Clockwork Nirvana of Mechanus, Peaceable Kingdoms of 2. The License: This License applies to any Open Game Content
Arcadia, Seven Mounting Heavens of Celestia, Twin Paradises that contains a notice indicating that the Open Game Content
of Bytopia, Blessed Fields of Elysium, Wilderness of the may only be Used under and in terms of this License. You must
Beastlands, Olympian Glades of Arborea, Concordant Domain affix such a notice to any Open Game Content that you Use. No
of the Outlands, Sigil, Lady of Pain, Book of Exalted Deeds, terms may be added to or subtracted from this License except
Book of Vile Darkness, beholder, gauth, carrion crawler, tanar’ri, as described by the License itself. No other terms or conditions
baatezu, displacer beast, githyanki, githzerai, mind flayer, illithid, may be applied to any Open Game Content distributed using
umber hulk, yuan-ti. this License.
All of the rest of the SRD5 is Open Game Content as described 3.Offer and Acceptance: By Using the Open Game Content
in Section 1(d) of the License. You indicate Your acceptance of the terms of this License.
The terms of the Open Gaming License Version 1.0a are as 4. Grant and Consideration: In consideration for agreeing to use
follows: this License, the Contributors grant You a perpetual, worldwide,
royalty-free, nonexclusive license with the exact terms of this
OPEN GAME LICENSE Version 1.0a License to Use, the Open Game Content.
The following text is the property of Wizards of the Coast, Inc. 5.Representation of Authority to Contribute: If You are
and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). contributing original material as Open Game Content, You
All Rights Reserved. represent that Your Contributions are Your original creation
and/or You have sufficient rights to grant the rights conveyed by
1. Definitions: (a)”Contributors” means the copyright and/or this License.
trademark owners who have contributed Open Game Content;
(b)”Derivative Material” means copyrighted material including 6.Notice of License Copyright: You must update the
derivative works and translations (including into other computer COPYRIGHT NOTICE portion of this License to include the
languages), potation, modification, correction, addition, exact text of the COPYRIGHT NOTICE of any Open Game
extension, upgrade, improvement, compilation, abridgment or Content You are copying, modifying or distributing, and You
other form in which an existing work may be recast, transformed must add the title, the copyright date, and the copyright holder’s
or adapted; (c) “Distribute” means to reproduce, license, rent, name to the COPYRIGHT NOTICE of any original Open
lease, sell, broadcast, publicly display, transmit or otherwise Game Content you Distribute.
distribute; (d)”Open Game Content” means the game mechanic
and includes the methods, procedures, processes and routines to 7. Use of Product Identity: You agree not to Use any Product
the extent such content does not embody the Product Identity Identity, including as an indication as to compatibility, except as
END OF LICENSE
The Opinions of Others humans less well than a dremund trader. They insinuate
Dragonborn: “They share our respect for the clan. themselves in wherever they happen to live and make
Sadly, it is about the only thing we have in common. They themselves indispensable. A trait that is as admirable as it
are trying people, with personalities that are often insuf- is fearsome.”
ferable.” Half-Orcs: “They use words as weapons, a trait for
Dwarves: “A race to respect, for they appreciate worth. which I rarely have the patience. Still, I have known one
Trust to their honesty, but don’t deal with them if you’re or two who were loyal friends and worthy comrades.”
hoping for a bargain. They know the true value of all Halflings: “They are definitely more avaricious than
things is whatever the buyer is prepared to spend.” us, but the truth is we have a lot in common with the
Elves: “The dremund seem to care about only two dremund. Which is a good thing, since we often end up
things: riches and family. The former is a fool’s ambition, living in the same districts. They make good neighbours,
but the latter is an admirable trait. If they can learn to and they can be good friends.”
respect the bonds that link us all in the same way they Humans: “There’s a saying: never deal with a dremund
respect their bonds of blood, they will be much improved with a full wallet.” If they can they’ll take you for all
for it.” you’re carrying. But there’s no denying they’re scrupulous-
Gnomes: “They seem like decent people, if only they’d ly honest - you’ll get exactly what you paid for. “
lighten up a bit! They need to learn life’s not all about Tieflings: “Their ability to ingratiate themselves into
working.” society is enviable, if only the other races would accept
Half-Elves: “I’m half human and I fit in amongst our kind as easily.”
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 10 (+0) 12 (+1) 10 (+0) 14 (+2) 8 (-1) 14 (+2) 10 (+0) 14 (+2) 12 (+1) 16 (+3)
Skills insight +2, perception +2, persuasion +4, jeweller’s Skills insight +5, perception +5, persuasion +7, jeweller’s
tools tools
Senses passive Perception 12 Senses passive Perception 15
Languages common, dremund, one other language Languages common, dremund, three other languages
Challenge 0 (10 XP) Challenge 1/8 (25 XP)
Everything is Negotiable: The dremund apprentice has Everything is Negotiable: The dremund merchant has
advantage on Charisma (Persuasion) checks relating to advantage on Charisma (Persuasion) checks relating to
barter or trade negotiations. barter or trade negotiations.
Loyalty: While charmed, if the dremund is compelled to Haggling Master: Whatever compromose their opponent
take any action against the wishes or best interest of an is prepared to agree to on a price, the dremund merchant
ally, they may immediately make a new Wisdom saving can always squeeze them for an additional five percent.
throw at the original saving throw DC. On a success the Loyalty: While charmed, if the dremund is compelled to
dremund is no longer charmed. If they fail this saving take any action against the wishes or best interest of an
throw the dremund cannot use Loyalty again against that ally, they may immediately make a new Wisdom saving
particular instance of the ability or spell. throw at the original saving throw DC. On a success the
Squeeze Through: While squeezing through a space large dremund is no longer charmed. If they fail this saving
enough for a Tiny creature, the dremund apprentice does throw the dremund cannot use Loyalty again against that
not double the cost of their movement. Moving through a particular instance of the ability or spell.
non-hostile creature’s space does not count as difficult ter- Squeeze Through: While squeezing through a space large
rain for them. They can move through a hostile creature’s enough for a Tiny creature, the dremund merchant does
space if it is one size larger. not double the cost of their movement. Moving through a
Trading Places (1/short rest): As a free action on the non-hostile creature’s space does not count as difficult ter-
dremund apprentice’s turn they may switch places with rain for them. They can move through a hostile creature’s
one willing adjacent and non-hostile creature. space if it is one size larger.
Trading Places (1/short rest): As a free action on the
Actions
dremund merchant’s turn they may switch places with
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft. or one willing adjacent and non-hostile creature.
range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing dam-
age. Actions
Unarmed Attack. Melee Weapon Attack: +4 to hit, reach 5 Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft. or
ft., one target. Hit: 1 bludgeoning damage. range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing dam-
age.
Unarmed Attack. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 1 bludgeoning damage.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 10 (+0) 12 (+1) 12 (+1) 16 (+3) 8 (-1) 17 (+3) 10 (+0) 12 (+1) 10 (+0) 16 (+3)
Saving Throws Dexterity +5, Charisma +5 Saving Throws Dexterity +5, Intelligence +3
Skills acrobatics +5, arcana +3, deception +5, history +3, insight Skills acrobatics +7, deception +7, persuasion +4, stealth
+2, performance +5, persuasion +4, flute, lute, lyre; the dremund +5, thieves’ tools
bard adds half its Proficiency bonus (+1) to all ability checks in Senses passive Perception 10
which they are not already proficient. Languages common, dremund, thieves cant
Senses passive Perception 11 Challenge 1/2 (100 XP)
Languages common, dremund, one other language
Cunning Action: The swashbuckler can take a bonus ac-
Challenge 1/2 (100 XP)
tion on each of its turn to Dash, Disengage, or Hide.
Bardic Inspiration (3/day): The bard may use a bonus action to Everything is Negotiable: The dremund apprentice has
give one creature within 60 feet a d6 Bardic Inspiration die. That advantage on Charisma (Persuasion) checks relating to
creature can roll its Bardic Inspiration and add it to one ability barter or trade negotiations.
check, attack roll, or saving throw made in the next 10 minutes. Fancy Footwork: On nits turn, if the swashbuckler makes
Cutting Words: When a creature the bard can see within 60 feet a melee attack against a creature, that creature cannot
makes an attack roll, an ability check, or a damage roll, they can make opportunity attacks against them for the rest of the
use their reaction to expend Bardic Inspiration, rolling a d6 and swashbuckler’s turn.
subtracting the number rolled from the creature’s roll. Loyalty: While charmed, if the dremund is compelled to
Everything is Negotiable: The dremund has advantage on Cha- take any action against the wishes or best interest of an
risma (Persuasion) checks relating to barter or trade negotia- ally, they may immediately make a new Wisdom saving
tions. throw at the original saving throw DC. On a success the
Loyalty: While charmed, if the dremund is compelled to take dremund is no longer charmed. If they fail this saving
any action against the wishes or best interest of an ally, they throw the dremund cannot use Loyalty again against that
may immediately make a new Wisdom saving throw at the particular instance of the ability or spell.
original saving throw DC. On a success the dremund is no Sneak Attack (1/turn): The swashbuckler deals an extra 3
longer charmed. If they fail this saving throw the dremund (1d6) damage when it hits a target with a weapon attack
cannot use Loyalty again against that particular instance of the and has advantage on the attack roll, or when the target
ability or spell. is within 5 feet of an ally of the assassin that isn’t inca-
Song of Rest: If the bard or a friendly creature who can hear it pacitated and the assassin doesn’t have advantage on the
regains hit points at the end of a short rest during which the attack roll.
bard performed, they regain an additional 1d6 hit points. Squeeze Through: While squeezing through a space large
Spellcasting. The dremund bard is a 3rd-level spellcaster. Its enough for a Tiny creature, the dremund apprentice does
spellcasting ability is Charisma (spell save DC 13, +5 to hit not double the cost of their movement. Moving through a
with spell attacks). The dremund bard has the following spells non-hostile creature’s space does not count as difficult ter-
prepared: rain for them. They can move through a hostile creature’s
Cantrips (at will): minor illusion, vicious mockery space if it is one size larger.
1st level (3 slots): comprehend languages, disguise self, dissonant Trading Places (1/short rest): As a free action on the
whispers, sleep dremund apprentice’s turn they may switch places with
2nd level (3 slots): calm emotions, silence one willing adjacent and non-hostile creature.
Squeeze Through: While squeezing through a space large enough
Actions
for a Tiny creature, the dremund apprentice does not double the
cost of their movement. Moving through a non-hostile crea- Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one
ture’s space does not count as difficult terrain for them. They can target. Hit: 7 (1d8 + 3) piercing damage.
move through a hostile creature’s space if it is one size larger. Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5
Trading Places (1/short rest): As a free action on the dremund ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing
apprentice’s turn they may switch places with one willing adja- damage.
cent and non-hostile creature. Light Crossbow. Ranged Weapon Attack: +5 to hit, range
80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Actions
Rapier. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
http://spilledale.blogspot.com
http://spilledale.blogspot.com/p/products.html