Instead of races, Ethernet of Keys setting will use the Legacy System, in which players get to pick their racial traits in small packets, depending on their personal history and life. This post features a modified human from the PHB as a base for the statistics all humans share, expanding on them afterwards using the Legacy System.
To introduce the Legacy system briefly, it is a highly adaptable system ideal for single-race low magic settings (such as EoK), single-race no magic settings, or settings so high on magic it would be silly to try and document all the races to find there. Below is an extended list of pros and cons this system can offer to you:
+ | each of the races created in this system is roughly on a same power level, |
+ | DM can easily remove or modify the options from their game to fit most settings, |
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DM can let players start with more legacy points if they want to let players become stronger (I would not recommend to lower the number of legacy points as that would make them weaker than most official races), |
+ |
DM can easily modify how magical the players can get by allowing more or less Arcane calls to be picked (2 by default), |
+ |
players are free to come up with their own flavor for final outcome, e.g. flavoring someone with flaming soul as either fire genasi, tiefling, flaming aasimar or just fire wizard's son, |
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some of the options are a little stronger than I would prefer (in particular: acid, cold and lightning choices in arcane calls section), |
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this system is not suitable for worlds where the DM wants all the races to be clearly defined. |
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Original artwork by Cristi Balanescu |
Base Statistics
Regardless of your Legacy choices, most of the humans share the following traits:
Age. Humans reach adulthood in their late teens and live less than a century.
Size. Humans range widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You know Common and one extra language of your choice.
Legacy
Players are usually considered human in this setting and thus can't really fit all into one neat race that gets a +1 to every stat, or gets a feat for free. Instead, the players get 6 legacy points to spend when creating a character. They can take any of the following Legacy options by spending the said amount of legacy points on them. You can take each Legacy option only once, unless the option's description says otherwise.
Major Ability Score Improvement
Cost: 2 legacy points
One ability score of your choice increases by +2.
Minor Ability Score Improvement
Cost: 1 legacy point
One ability score of your choice increases by +1. If you did not take the Major Ability Score Improvement, this option can be taken up to six times, choosing a different ability score each time.
Amateur Craftsman
Cost: 1 legacy point
You have proficiency with artisan's tools (tinker's tools), and you add double your proficiency bonus to checks using your proficiency with tinker's tools. Using those tools, as part of a short rest you can spend 10 gp worth of materials to construct a Tiny device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time.
When you create a device, choose one of the following options:
Alarm. This device senses when a creature moves to within 15 feet of it without speaking aloud a password chosen when you create it. One round after a creature moves into range, the alarm makes a shrill ringing that lasts for 1 minute and can be heard from up to 300 feet away.
Automated Toy. This toy is an animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
Calculator. This device makes doing sums easy.
Clock. This watch keeps accurate time, and it can be used to measure time.
Flashlight. You can use your bonus action to turn this device on or off. When it is turned on, it shines a bright light in a 15-foot cone and a dim light for an additional 15 feet.
Lighter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
Music Player. When opened, this device plays a single song at a moderate volume. The player stops playing when it reaches the song's end or when it is closed.
Athletic
Cost: 1 legacy point
You count as one size larger when determining your carrying capacity and the weight you can push, drag or lift. Additionally, your unarmed strike uses a d4 for damage.
Climber
Cost: 1 legacy point
You have a climbing speed of 30 feet and you’re acclimated to high altitude, including elevations above 20,000 feet. You’re also naturally adapted to extremely cold climates, and suffer no penalties caused by them.
Poison Resistant
Cost: 1 legacy point
You have a resistance against poison damage.
Quick
Cost: 1 legacy point
Your base walking speed increases to 35 feet. Your speed is not reduced by wearing heavy armor.
Savage Might
Cost: 2 legacy points
Your
hit point maximum increases by 1, and it increases by 1 every time you
gain a level. Additionally, when you score a critical hit with a melee
weapon attack, you can roll one of the weapon's damage dice one
additional time and add it to the extra damage of the critical hit.
Skilled
Cost: 1 legacy point
You gain proficiency in one skill of your choice and in one tool set or language of your choice. Alternatively, you can gain proficiency in any combination of four tool sets or languages. You can select this option multiple times. Each time you do so, you must choose different proficiencies.
Sprinter
Cost: 1 legacy point
Your reflexes and agility allow you to move with a burst of speed. When you move on your tum in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.
Swimmer
Cost: 1 legacy point
You can hold your breath for up to 15 minutes, and you have a swimming speed of 30 feet. Furthermore, you have advantage on any Strength (Athletics) checks made to swim in difficult conditions.
Weapon training
Cost: 1 legacy point
You gain a proficiency in one martial weapon and two simple weapons of your choice. You can select this option multiple times. Each time you do so, you must choose different weapons
.
Arcane Calls
Whether you were born with it, in contact with magic long enough, or contracted the magic in some other way, you are now innately magical. You can choose up to two of the following arcane calls when creating a character. After picking at least one arcane call, you automatically gain the Arcane Fate option for free.
When you learn a new cantrip through an arcane call you choose, you must choose one of the following ability scores: Intelligence, Wisdom or Charisma. You must use the chosen ability score as a spellcasting ability for the cantrips you gained through the racial features. If you ever gain levels in warmage class, you must use the same spellcasting ability for it.
Some of the calls may list an ability score as one of its prerequisites. This means that in order to be able to take this call, you must have a Minor or Major Ability Score Improvement, with which you have chosen that ability score.
Unusual Appearances
Those who have been called by magic usually develop physical features that set them apart from regular humans. It could be something small as eyes of unnatural color or pointed ears, or something as big as having wings on your back or your hair being a small flame instead. Players are free to take inspiration from other settings and encouraged to come up with their own distinguishing looks, as long as they provide no mechanical benefits beyond those outlined in the Arcane Calls.
Arcane Fate
Prerequisite: At least one arcane call
You are not seen as fully human anymore, and thus can be treated by some with suspicions. You gain disadvantage on Charisma (Persuasion) checks and advantage on Charisma (Intimidation) checks against such individuals. At DM's discretion, anyone's opinions on those with arcane calls may shift over time either way.
Aquatic Origin
Cost: 1 legacy point
You can breathe air and water, and you know the
shape water cantrip.
Breathless
Prerequisite: STR and CON
Cost: 1 legacy
You do not need to breathe.
Cold Adaptation
Cost: 1 legacy point
You have resistance against cold damage, and you know the
ray of frost cantrip.
Earthly Form
Cost: 1 legacy point
You know the
mold earth cantrip. Additionally, you can move across difficult terrain made of earth or stone without expending extra movement.
Electric Ardor
Prerequisite: CON
Cost: 1 legacy point
You have resistance against lightning damage, and you know the
shocking grasp cantrip.
Faeblooded
Prerequisite: CHA
Cost: 1 legacy point
You have advantage on saving throws against being charmed, and magic can't put you to sleep. Furthermore, you don't need to sleep. Instead, you meditate deeply, remaining semiconscious for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that others would from 8 hours of sleep.
Flaming Soul
Cost: 2 legacy point
You know the
control flames and
produce flame cantrips. Additionally, you have resistance against fire damage.
Fortunate
Prerequisites: INT and CHA
Cost: 1 legacy point
When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Grim Fate
Prerequisites: CON
Cost: 1 legacy point
You know the
spare the dying cantrip. Furthermore, you have advantage on saving throws against diseases and poisons.
Heaven Blooded
Prerequisites: WIS or CHA
Cost: 1 legacy point
As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest. Additionally, you have resistance against radiant damage.
Light Bringer
Cost: 1 legacy point
You know the
word of radiance cantrip and your choice of either
dancing lights or
light cantrip.
Magical Trickster
Prerequisites: INT, WIS or CHA
Cost: 1 legacy point
You know
prestidigitation and
thaumaturgy cantrips.
Mental Connector
Prerequisites: INT or WIS
Cost: 1 legacy point
You know the
mind meld and
telepathic lash cantrips.
Mind Coiler
Prerequisites: INT or CHA
Cost: 1 legacy point
You know the
blind spot and
delusion cantrips.
Nightly Eyes
Prerequisites: WIS
Cost: 1 legacy point
You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
One with Nature
Cost: 1 legacy point
You know the
druidcraft cantrip. You can also communicate simple ideas through sounds and gestures with Small or smaller beasts.
Shadow Weaver
Cost: 1 legacy point
You know the
blind spot and
minor illusion cantrips.
Shapeshifter
Prerequisites: WIS and CHA
Cost: 2 legacy points
As an action, you can assume a different form of a humanoid creature or change back into your true form, transforming your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same. However, your equipment does not change with you. If you die, you revert to your natural appearance. Additionally, you have advantage on saving throws against any spell or effect that would alter your form.
Spirit of the Wind
Prerequisites: DEX
Cost: 1 legacy point
You have advantage on saving throws against being knocked prone, and you know the
gust cantrip.
Telekinesist
Cost: 1 legacy point
You know the
mage hand and
mystic hand cantrips.
Thunderborn
Cost: 1 legacy point
You have resistance against thunder damage, and you know the
thunderclap cantrip.
Toughened Body
Prerequisites: CON
Cost: 1 legacy point
When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use this AC to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. Furthermore, you do not need to eat or drink.
Uncanny Projector
Prerequisite: INT
Cost: 1 legacy point
You know the
arcane graffiti and
magic ID cantrips.
Vitriolic Pith
Prerequisites: CON
Cost: 1 legacy point
You have resistance against acid damage, and you know the
acid splash cantrip.
Winged
Prerequisites: STR and DEX
Cost: 2 legacy points
You have a flying speed of 30 feet. To use this speed, you can't be wearing medium or heavy armor.
Sidenote - I am treating psionic talents as cantrips in order to allow magic users of my setting more spell options, seeing how they can't use spells of 1st level or higher. The psionic talents mentioned in this system are taken from the
Psionic Handbook and I'll detail some other time on how they should function when considered cantrips. For now, assume they need Verbal and Somatic components, have action cost as mentioned in description, and have a duration of instantaneous and range of self unless other duration or range is specified.
Regarding cantrips presented in the Uncanny Projector feature, they come from
Modern Handbook written by /u/AeronDrake.
Download the PDF
That should be it for today. Thank you for reading, and have a nice day!