HK - Baldur Race

by Jen97873

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The Baldur Tribe

"Guardians of the most sacred grounds, no one knows duty like a Baldur." - Unknown

Weak to magic, but resistant to physical force, Baldurs are a race from the far edges of the Hollowed Lands with tough shells and even tougher hearts.

History

Forged by their upbringing in the harshest part of the Hollowed Lands, the Baldur Tribe keeps an endless watch over the Cliffs and Caverns of Hallownest. Often the first line of defense against any enemies, nothing is stronger than a Baldur's shell then their will to protect what is theirs.


Baldurs are commonly found in the Howling Cliffs and Cavern's Edge as guardians of sacred sites or villages, with the most fiercest of them protecting their Hoards, the home cave of the Baldur Tribes.

Appearance


Baldurs range in colors from shades of blue to shades of red. Typically a Baldur's shell will match what environment they are protecting, making them excellent ambush predators. Baldur's have no use for masks as their natural armor gives them enough protection against the world.

Baldur Traits

All Baldur's have the following racial traits.

Ability Score Increase. You can increase your Constituion score by 2 and your Strength or Dexterity score by 1.

Age. A Baldur's age is measured by the thickness of their shell, with each Baldur reaching maturity at age 20. If unmatured, you do not yet have a shell defense, but you do have a shell roll.

Size. Before maturity you are considered a small creature, after maturity to you are a medium creature ranging 6t-8ft.

Speed. Before maturity you have a speed of 35, after maturity you have have a speed of 30.

Darkvision You are able to see in total darkness as if it were in bright light up to 60 feet and dim light for another 60 feet. You can not discern color with this trait and instead see everything in shades of grays.

Natural Armor You have tough, hardened scales covering your body. When you are not using armor you have a AC of 10 + your Constitution modifier + your proficiency bonus. This natural armor also gives you resistance to bludgeoning, slashing, and piercing damage from non-magical attacks. You only get the benefits of your natural armor if you are not using armor or a shield.

Shell Defense You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to your AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can’t increase, you have disadvantage on Dexterity saving throws, you can take reactions if the attacker is within 5 feet of you, and you can take an action to unroll.

Shell Roll You can take dash as a bonus action after unrolling from your shell defense or taking your first melee attack action. If you dash forward at least 20 feet, then you can make one melee attack as a bonus action, dealing 1d6 bludgeoning or slashing damage from your shell.

Languages. You speak common and Baldurish.

 

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