Missing From DLCS: Chapter One - Racial Feats

By GoldenBoy

Now that the DragonLance Campaign Setting is out, I'm certain that there are those of you who were ever so slightly miffed about the oversight of some very important details from its hallowed pages. Now, we here at DLU are very respectful of both DragonLance as well as Sovereign Press and had no choice but to JUMP on this opportunity to help them out! That said, keep an eye or two (or three) out for updates to include material that was missing from the pages of our beloved DLCS. Now, to begin with, here is a portion of racial feats that were "accidentally" left out of the DLCS when it went to print.

Draconian
Shedding

Prerequisite: Draconian

Benefit: Once per character level you can shed your skin at will. Doing this takes 1d20 rounds to complete. During the transition, your senses are dulled, putting a -3 penalty on all checks that rely on seeing or hearing. Once completed, the new layer of skin is devoid of all scarring that may have occured to the prior skin. Also, after hardening, the new skin gives you a temporary bonus of 1 to your AC for 1d6 days. The old skin eventually breaks down over the course of 1d4 weeks, during which time it will maintain its original form unless destroyed or manipulated as well as retain its original color.

Special: The new skin, when first exposed is very soft and irritable. During the course of its hardening (which generally takes 1d4 days) you cannot wear any armor heavier than leather, and are very suceptable to heat and cold, netting a penalty of 2 to any rolls made against either condition.

Gully Dwarf
Disease Ridden

Although you are not affected by this due to your incredible immune system, your squalid lifestyle has made you a breeding ground for every disease known to mankind.

Prerequisite: Gully Dwarf

Benefit: Any time you inflict or touch an open wound on a person, that person must make a fortitude roll (DC: 15) or be infected by a angerous virus. The virus takes effect as a poison (as outlined in the Dungeon Master's Guide) and is of a type randomly chosen by the DM.

Mindless Void

You more than typify your races inherit stupidity- you actually cherish and develop it to new lows.

Prerequisite: Gully Dwarf, INT of 5 or less.

Benefit: You are completely immune to mind affecting spells, as they require that you have a mind to affect.

Kender
Cheater

You are truly a kender's kender. You're so very MUCH a kender that your character's nature extends far beyond the game itself.

Prerequisite: Kender, Any chaotic Alignment

Benefit: At any given time, you can cheat. You can reroll unfavorable numbers, switch around miniatures to more advantageous scenarios, make up rules from handbooks that never even existed... The only limit is your creativity and talent at cheating.

Special: If you are caught cheating, well.. You're caught cheating. The DM has final say as to punishment, so be like a good kender, don't get caught!

Unpredictable Nature

You are so incredibly unpredictable that it's almost impossible to foresee your next move.

Prerequisite: Kender

Benefit: Your random nature gives you a bonus in combat, subtracting 3 from all initiative rolls. It also gives you a +2 bonus on all rolls made to suprise someone.

Special: This feat can be taken multiple times, however for each additional time that this feat is taken, the effect results in only an additional bonus of 1.

Minotaur
Four Stomaches

As a nod to your bovine heritage, you have developed four stomaches which can aid you greatly.

Prerequisite: Minotaur, CON 14+

Benefit: Since your food must pass through four stomaches before nutrients can pass into your bloodstream, poisons take three times longer to take effect on you. If the effect of a poison is instantaneous, it takes five minutes to begin working. Also, given time to sufficiently gorge yourself, it takes four times longer for you to feel the effects of thirst and hunger.

Nature's Tuning Fork

The horns on your head aren't just for decoration. By tapping them firmly with proprly constructed metal instrument, they resonate with a wonderfully calming humming vibration. This can be used for different purposes.

Prerequisite: Minotaur

Benefit: By tuning yourself to the rhythmic hum of your horns, the following benefits can be gained: +2 to all performance rolls that deal with singing, All spells cast that require a spoken word as the trigger (Shout, Power Word Kill, etc) are cast as if you were one level higher, you are afforded a temporary immunity to all mind affecting spells. The duration lasts 1d4 rounds.

Special: In order to gain these benefits, you must use a specially designed tool to create the proper resonation. The tool itself costs 200 steel and can only be made by a Minotaur blacksmith skilled in the art or with detailed plans on its creation.

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