Available DLC Races (Main Campaign)

Here are the current races available that players in this D&D Campaign can choose from. These Races are all custom made and edited by the dungeon master. The races can be improved or weakened as time progresses. All Races have a small Backstory and Languages to speak with. Most of the Races included have traits ingrained to them These traits are abilities, both active and passive and may influence the player. Depending on the race, at time of creating the character, there will be advantages and disadvantages to each of the 6 basic Stats. Those being Strength (Physical ability), Dexterity (Agility/Proficiency), Constitution (Health), Intelligence (Knowledge/Reasoning), Wisdom (Willpower/Intuition) and Charisma (Personality/Persuasion).

All DLC Content must be payed by DLC Points. DLC Points are obtained by either playing out of character mini-games, or interacting with a point vender.

Mutated Creature
Lots of radiation or others forms of dangerous materials lay over the landscape of this wasted world but those who encounter it are never to be seen again, either withering away to such substances there is a small chance that those may considered lucky and are changed by the materials either for the better or the worse, either way they won’t be coming home normal.

(-2 to all Skills, -1 to all Main Modifiers)

Traits


 * Origin Base [Creature] - User was once a simple animal that had little to no intelligence or form of full on humanoid concept, of course after encountering such materials the User gains bonuses based on the creature they started off as. (Need to Discuss with DM)
 * Origin Base [Material Substance] - There is a reason for how you became such a monster, of course you may know or not, this material has changed your life by either gifting or hindering you in your life, you have some form or connection to such material. (Need to Discuss with DM) (Bonuses & Side Effects will be discussed with DM)
 * Constant Mutation - After ever Level Up the User will add an extra +2d5 to HP & Mana

Languages Known

Common, and one chosen by Player

Costs 5000 DLC Points

Voices
There are those who hear these voices, crawling, tearing, and crafting within one's mind, no one is completely sure if they are real or if it’s just yourself making up these lies forged within our mind. Most Voices don’t have a description of what they could appear as but in certain cases they take forms of individuals within someone's mind.

(+13 Charisma, +4 Constitution, -12 Strength & Dexterity) ~

Traits


 * Influencing the Future - This Race requires at least a minimum of 2 Players to play as this Race, They will act as the Voices, each Player can have a max of 2 Voice each, All Voices will be talking back in forth to each other and their host, the Host is a NPC (Must be discussed who with DM), Each Voice gains their own set of HP, All Voices cannot take Physical Damage but instead they can only take damage from Mental or Physiological attacks.
 * Be More Chill - Each Voice has its own personality and effects, Each Voice gets to pick 1 Class to merge itself with, Anytime a Voice talks to the Host they gain the bonuses based on the Voice talking to the Host, If Voices want to Multiclass then both will talk to the User at the same time, for better efficiency the Voice must agree with each other.
 * More Than Survive - Upon a Group decision between voices they can decide on one of the following, depending on what the group decides on that’s what will happen to the Host, The Group can decide on these 7 Times Per Session.
 * Positive Reinforcement: The Voices affect the Host in a Positive way, either showing them someway they are closer to a goal or making them feel really good. (Increases NPC’s Performance Temporarily, Decreases Damage by 40% Temporarily)
 * Negative Reinforcement: The Voices affect the Host in a Negative way, either showing them how they are failing, how they are farther away from their goal or torturing them, forms of anxiety. (Increases Damage & Hit Chance Temporarily, Decreases Npc’s Charisma by 40% Temporarily)


 * Keeping the Pitiful Host Alive - Depending on How many Voices there are that adds how many Death Saves to the Host.
 * (EX. 3 Normally + 8 Voices = 11 Death Saves)
 * End Note - The Voices all depend on the Host, if the Host were to die then all the voices would automatically die without death saves. (Cannot be Disabled)

Languages Known

Common, and one extra language per Voice

Cost 8700 DLC Points

Rarity: One of a Kind

Enigma
Many things within this universe or of many others cannot be explained, nor do they have others of their kind, things that are completely unknown in all history or knowledge of the universe can detect or understand these entities, referred as Enigmas these beings can be basically anything or anyone based on what your looking at, some for example is the Entity Itself as a force, some could say as an example nature itself not the person who wields it or controls it counts as a Enigma, certain beings such as outside forces count as Enigmas, but what is important is when dealing with any type of Enigma is to remember your goals and reasons you belong as these Enigmas may be trying to steal them away from you. Traits


 * Your Rules - User discusses several concepts of a force or powerful being they wish to play, then the DM will discuss with you how they are limited in certain situations by following certain rules, User can also set up their own rules and make exceptions to rules of the universe based on the created ruleset if approve by the DM. (Rules cannot be changed after character has been created unless DM says so) (Cannot be disabled)
 * Death is not the End! - Upon the User’s HP hitting Zero they will then start going into the negatives, the only time they truly start doing death saves is if their Negative Hp goes over the listed cap. (Cap is based on Current Player Level, EX. Player Level = 15, You can go down to -15 HP before doing death saves) (Cannot be disabled)
 * Semi-Omnipotence - User can Ascend into their true form to gain 3 Turns where they can do Anything without having to do a skill check, the actions done will count as automatic success and has no limit to quality, while in this form User cannot take any damage, After the 3 Turns have ended the User gains all forms of Exhaust, Tired, & Max Stress, After Use the User cannot use this Trait for the next 250 Sessions. (Cannot be leveled Up) (Cannot be disabled)
 * Abo-Magical Prowess - User starts with 100 Max Mana, User at the beginning of each session gains 1500 Temp Mana (If not used within the session it is discarded and refilled at the start of the next session), User only gains +3 Mana Per level Up.
 * Impossible Physiology - User’s Body is somehow impossible to exist in this Universe yet it does anyway, User has a 5% Chance to not take any damage or suffer incoming status effects.
 * Level Cap! - User cannot gain any more EXP after Level (1d200)

Language Known - Common, Celestial, OtherWorldly, Eldritch, UnCommon, +1 chosen by Player

Costs 9999 DLC Points